Computer-assisted method for controlling biophysical processes of anatomical structures with a feedback mechanism
A computer-assisted method provides realistic and interactive simulations with haptic feedback to enhance medical planning and intervention by accurately depicting anatomical structure interactions, addressing the limitations of existing simulations.
Patent Information
- Application Number
- PCT/EP2024/086845
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-20
- Filing Date
- 2024-12-17
- Publication Date
- 2025-08-28
AI Technical Summary
Existing medical simulations and visualizations lack the ability to provide therapeutic users with actionable feedback and realistic representations of anatomical structures, failing to accurately depict the complex interactions and effects of positional changes and compressions on organs, which hinders precise medical planning and intervention.
A computer-assisted method utilizing advanced data acquisition, simulation, and visualization techniques, including 3D modeling, haptic feedback, and interactive interfaces, to simulate and visualize the effects of positional changes and compressions on organs, providing real-time feedback and allowing users to modify simulations based on updated medical data.
Enables precise medical planning and prediction of interventions by offering realistic and interactive simulations with actionable feedback, enhancing therapeutic understanding and improving patient care through accurate representation of anatomical structures and their interactions.
Abstract
Description
[0001] Computer-assisted method for controlling biophysical processes of anatomical structures with feedback mechanism
[0002] This computer-assisted procedure represents an innovative method for simulating and visualizing the complex effects of positional changes and compressions on organs and / or other anatomical structures in the human or animal body, providing feedback in the form of a signal. The goal is to provide therapeutic users—such as physicians, surgeons, therapists, and medical professionals—with a deeper understanding of the physiological processes in the body, particularly with regard to the interactions between different organs under changing physical conditions. It also provides feedback to optimally align the patient so that conclusions can be drawn from their body position regarding changes in physical conditions, such as "organ position" or "anatomical structure position."In summary, this computer-assisted method offers an advanced way to analyze and visualize the effects of physical changes in the human body, which can be highly beneficial for therapeutic applications. It enables precise planning and prediction of medical interventions, thus contributing to improving patient care and, most importantly, providing feedback to the therapist or user.
[0003] While visualizations and simulations are known in the state of the art, they are often purely illustrative. They merely provide a representation of information, while the resulting need to provide the therapist with instructions.
[0004] Accordingly, it is an object of the present invention to improve this state of the art.
[0005] The problem is solved by the features of the independent patent claims. Further advantageous embodiments are specified in the subclaims.
[0006] Accordingly, a computer-assisted method for simulating the effects of positional changes and compressions on organs or other anatomical structures such as fascia or arteries in the human or animal body with feedback to a therapeutic user is proposed, comprising acquiring specific data regarding a position and condition of at least one selected organ in the human body; simulating the physiological effects of positional changes of the selected organ on neighboring and functionally related organs; calculating the effects of compression of specific arteries on the blood supply and the associated functionality of the supplied organ, based on predefined physiological models and parametric data;visualizing the simulated results in an interactive 3D virtual environment that allows the user to observe the changes in real time; and providing an electrical feedback mechanism with an action instruction that allows the user to modify the simulation results based on updated medical data and / or changed simulation parameters to achieve a predefined position and state of the at least one organ.
[0007] The software described below is a moving, AI-based medical anatomy application (cloud-based or via application) in Virtual Reality (VR).
[0008] The idea is to represent or simulate the human body, including the organs and their arteries, veins, ligaments, fascia, nerves and lymphatic vessels, in a virtual space using a lifelike avatar.
[0009] It should be noted that the human body is in constant exchange every second (for example, cell exchange, systole and diastole of the heart and blood circulation, inspiration and expiration of the lungs, the brain's afferent and efferent pathways, the nervous (vegetative, autonomic) and hormonal systems, etc.). This occurs independently (motility = the intrinsic movement of the organs), but also dependent on respiration (mobility).
[0010] In addition, the software will simulate how, for example, a change in the position of an organ affects the organs that are correlated with it, or what the consequences of compression of an artery or even its release for the organ that supplies it have.
[0011] The proposed computer-aided method utilizes a sophisticated computer system specifically designed to simulate the effects of positional changes and compression on organs in the human body. The core component of this system is a powerful processor, such as an Intel Core i9 or comparable AMD processor, capable of handling complex calculations and data processing tasks quickly and efficiently. This processor is supported by generous RAM, typically 32 GB or more, to easily handle even the most extensive datasets.
[0012] For initial data acquisition, the process relies on modern imaging technologies, including specialized hardware such as MRI (magnetic resonance imaging), CT (computed tomography), or ultrasound scanners. These devices are crucial for obtaining precise anatomical and physiological information of the selected organ, which is crucial for the accuracy of the simulation.
[0013] Storing and managing this data requires a high-performance data storage system. Typically, SSDs (solid-state drives) in RAID configuration are used to ensure not only fast access times but also high data security and reliability. This is especially important because the simulations are based on extensive and detailed data sets.
[0014] An advanced graphics card, typically found in powerful gaming computers or professional workstations, is used to graphically display and visualize the simulated results. This enables a detailed and realistic representation of the simulations in an interactive 3D environment, which is essential for understanding the complex processes in the human body.
[0015] The system also includes user-friendly interfaces, such as wireless or wired interfaces, through which therapeutic users can interact with the simulation. These interfaces allow the user to modify various simulation parameters to run through different scenarios and investigate the effects of positional changes or compression on the selected organ.
[0016] To ensure effective feedback to the user, the system integrates feedback mechanisms. These can be designed in the form of visual displays, acoustic signals, or haptic feedback to provide the user with direct feedback on the effects of their inputs on the simulation. Finger sensors can be used here. This allows the therapeutic user to modify and optimize the simulation results in real time based on current medical data or adjusted simulation parameters.
[0017] Overall, the described method offers a comprehensive and sophisticated solution for the simulation and analysis of complex physiological processes in the human body, making it a valuable tool in medical research and practice.
[0018] This software will either be available via a cloud service for a fee – which requires a sufficiently powerful processing unit (CPU) on the laptop or computer and sufficiently fast internet (5G) – or downloaded via Wi-Fi to the storage of existing virtual reality headsets. In both cases, the equipment includes powerful VR headsets, two controllers, and / or possibly finger sensors for both hands.
[0019] If the processors of future smartphones offer higher processing power and improved benchmarks, the software can also be accessed via a smartphone. However, downloading the software to the smartphone requires a high level of storage capacity. With next-generation smartphones and improved processors, the software will inevitably be accessible via the cloud.
[0020] Login after prior registration can be done via iris scan, as well as associated presets such as immediate adoption of the desired avatar, voice recognition, haptics, acoustic sounds and tone, image sharpness, brightness and contrast, etc.
[0021] 3D models of the anatomical and physiological structures are used for the representation (connective tissue, fascial system, muscular system, cardiovascular system including heart and lungs and all arteries and veins running through the body, the brain including the cerebrospinal fluid system, the nervous system (vegetative, enteric / autonomous), hormonal system, visceral / abdominal system (all organs of the pelvis and pelvis including the gastrointestinal and urogenital systems, male / female, plus the liver, kidneys, pancreas, spleen and / or their supply and suspension structures), the lymphatic system and the skeletal system including the spine and the intracranial and extracranial dura system, the skull and dentistry).
[0022] The computing power is provided in advance.
[0023] Polygons must be calculated and the animation is rendered accordingly, resulting in the finished 3D visualization.
[0024] Later, there will be an additional feature in real-time rendering. For all organs, all suspension structures and the inflow and outflow (example liver: suspension of the hepatorenal ligament / inflow of the hepatic artery / outflow of the portal vein) are illustrated.
[0025] These 3D models must then be rendered in virtual reality.
[0026] Example number 1 : Small intestine dysfunction
[0027] Illustration in virtual space
[0028] • Illustration of the spine, section from vertebral body TH1 to Os Coccygis (coccyx) due to sympathetic supply via Nervus splanchnicus minor to Ganglion mesenterium superior
[0029] • Vagus nerve connection to the small intestine (10th cranial nerve) via celiac plexus
[0030] • Posterior parietal peritoneum (posterior peritoneum)
[0031] • Duodenum (duodenum) with its attachment via the fascia of Treitz and the Treitz ligament
[0032] • Dudenojejunal flexure (sphincter)
[0033] • Aorta, superior mesenteric artery and inferior mesenteric artery with the arcade of Riolan (anastomosis) & superior mesenteric vein and portal vein
[0034] • The small intestine, with the transition to the large intestine via the iliocaecal valve, the suspension structures of the small intestine: Radix Mesenterii and Mesentery
[0035] • Appendix (cecum), caecum and the entire colon (large intestine) with its suspension structures (especially fascia von Toldt)
[0036] • Additionally, the stomach and the liver with all their suspension structures and inflows and outflows as well as the diaphragm parts, diaphragma abdominale, diaphragma pars lumbalis and diaphragma urogenitale
[0037] • Mobility of organs and structures Regarding mobility (dependence on breathing) and illustration of the correlations and dependencies to each other
[0038] • Virtual reality rendering
[0039] The process in virtual reality VR should be presented as follows - after previously selecting the small intestine dysfunction:
[0040] • Display a physiological model in VR: The user is in a virtual space with a lifelike avatar positioned directly in front of them. The avatar can be customized to their own appearance during installation using a selfie. • It is possible to zoom in or out (using thumb and index finger) or, using commands (voice recognition), to move the avatar's arms, for example, while simultaneously using additional commands to "reveal" or "disappear" the skin, fascia system, or muscles. Example: "Software, show me the left hip joint without fascia and muscles," or "Software, left hip joint bony," etc.
[0041] • In this example, only the visceral system with the internal organs is “exposed” (without skin, muscles and peritoneum); otherwise, the avatar consists of skin and hair like a human.
[0042] • In addition, they have positive facial expressions (which can be changed), blink their eyes, and perform continuous inspiration and expiration (breathing in and out), which causes their body to change in response to their breathing. During inhalation, the chest rises and expands, while during exhalation, the chest expands in the opposite direction.
[0043] • The internal organs move with inspiration as follows: The liver rotates counterclockwise, tilts forward, and rotates to the left. The stomach rotates clockwise, horizontalizes (opening the bulboduodenal angle), and tilts forward. The cardia and fundus descend through the diaphragm. The duodenum caudalizes (moves downward). The small intestine rotates counterclockwise, moves anteriorly (forward), and the small intestinal loops open.
[0044] The ascending and descending colon segments move cranially (upward). The cecum and sigmoid colon segments undergo external rotation. The transverse colon segment performs a so-called lemniscate movement (figure-8 movement).
[0045] • During exhalation, all of the above-mentioned structures move in the opposite direction.
[0046] • The ligamentous, fascial, neural and arterial / venous structures change their lengths / tracts in correlation.
[0047] • To the right (from the therapeutic user's perspective) are menu item buttons such as "Library" or "Organ Systems." Pressing the latter button opens subbuttons with acoustic effects, containing specific systems such as "Nervous System," "Endocrine System," or "Visceral System (Internal Organs)." The latter is enabled in this example (it glows brighter and in more color, possibly with an effect), and when pressed, offset, vertically positioned screens / panels with "Stomach," "Liver," "Duodenum," "Pancreas," "Small Intestine," and "Large Intestine" open.
[0048] These can be selected and swiped (moved / pulled) left, right, forward, or backward by pressing a key (e.g., square), by pressing with the index finger and receiving haptic feedback, or by voice recognition ("next" - this makes the front panel disappear). In this example, not all screens / panels are unlocked. Here, too, the unlocked panels glow brighter and in a different color, or in a different color. The "Small Intestine" panel is unlocked and has a stronger, i.e., higher-intensity color.
[0049] If you select these, the previous ones close and additional specific panels open with "Function," "Location," "Tasks," "Pathologies," "Symptoms," "Dysfunctions," "Osteopathic / Medicinal / Autogenic Treatment...", etc. Here, too, the unlocked panels glow brighter and more colorfully, or change color.
[0050] • The user can now use his virtual hands to select the “Dyfunctions” screen using a command key (e.g. X), a command combination (e.g. double-tapping the right index finger on the right thumb), by pressing with the index finger and a haptic feedback or by speech recognition, whereupon further screens, each with different dysfunctions and their consequences, etc., open in the virtual space in a futuristic manner and with an acoustic effect, which can then be selected.
[0051] • The dysfunction panels, along with their information, offer moving initial and brief insights into the respective dysfunction via GIF in the background. This also applies to the pathology panels.
[0052] One of the dysfunctions listed and serving this example is:
[0053] • Primary dysfunction: small intestine spasms (parasympathetic supply of the small intestine: vagus nerve)
[0054] • Secondary dysfunction: Spinal complaints or restricted movement and pain in the spinal region TH9 - TH 12 (thoracic vertebrae 9 to 12) due to increased tension on the sympathetically supplying structures of the small intestine.
[0055] (Sympathetic supply from the sympathetic trunk: via the splanchnic nerve to the superior and inferior mesenteric plexus, along with the arteries and veins, through the mesenteric plexuses in the wall of the small intestine.) If you virtually click on the primary dysfunction mentioned above, a large main panel opens with all the important information, such as "Causes" like "Food Intolerance," "Inflammation (Crohn's Disease)," "Stress," etc., which overlaps the panels with the secondary dysfunctions—offset to the right and left—in a different color. Here, too, a first impression is provided via a GIF in the background.
[0056] Below this, at the forefront, is the secondary dysfunction described above, and here, too, is all available information, such as "ERS," "FRS," and "NSR" (spinal dysfunctions related to the spinal segment). It will also be possible to have the information read aloud in your preferred voice (male / female).
[0057] As soon as the user selects the secondary dysfunction, the avatar's facial expressions and gestures change simultaneously in a slow-motion special effect. The facial expression changes from positive to negative and slightly pained, and the posture changes from straight and proud to slightly bent to the left.
[0058] Once this process is complete, a message alerts you—and you can also clearly see it virtually (the small intestine now lights up)—that the small intestine is no longer fully executing its inspiratory movement and the small intestinal loops are no longer opening sufficiently. This also occurs with a special effect, and all available information is displayed in the virtual space about what this means for the system if the problem is not resolved. These include bottlenecks in the pelvic area, reduced blood supply to the legs (restricted blood supply due to compression), twisting of the pelvis due to adhesions, osteoarthritis due to reduced blood supply to the hip joint, etc.
[0059] At the same time, the sympathetic connections from the spinal region TH9 - TH12 are displayed in bright red. From all possible angles (near or far), one can now understand how the primary dysfunction exerts tension on the sympathetically supplying nerves, thus leading to restricted movement and pain in the aforementioned spinal region (also due to vertebral blockages).
[0060] Furthermore, the user can reverse the dysfunctional position to the physiological normal position via a command (which again produces a special effect).
[0061] To ensure the user doesn't have to move during the treatment, the "Treatment" panel is visible in the room. Upon activation, further panels appear (again in a futuristic manner and accompanied by audio) with information such as "Osteopathic Treatment," "Medicinal Treatment," "Autogenic Treatment (Stress Relief)," etc.
[0062] These are structured chronologically and also describe the individual steps and treatment techniques as well as their meaning and benefits.
[0063] If the user selects “osteopathic treatment,” he or she can work through the treatments for the given case chronologically or, if weaknesses still exist, select and improve them as desired.
[0064] If the user selects the first treatment, he is now located directly to the left of the virtual patient, who is lying on her back.
[0065] The first treatment begins.
[0066] Another aspect is that the user's actions are limited by the severity of the treatment, which means they must follow certain guidelines and instructions based on feedback (haptic, acoustic, visual) and scales (yellow: too little pressure, green: appropriate pressure, red: too much pressure) to successfully complete the treatment. A point system could potentially be considered, which also takes into account the feedback mechanisms via the finger sensors and guides the user accordingly.
[0067] (Furthermore, there will be haptic feedback, similar to the VR headset and controller from Sony's 2nd generation PlayStation. Alternatively, there will be acoustic feedback via Apple Vision OS (works without a controller).)
[0068] With his hands, he now grasps the small intestine and lifts it upwards, to the right, to the left, and downwards, resulting in the release of adhesions / fascial adhesions, as well as a generally improved supply (arterial / venous / nervous), improved cell and hormone exchange (hemodynamics), improved secretion and absorption of the small intestine mucosa, improved immune defense due to improved lymphatic drainage, improved arterial supply, and recovery of the microbiome. The system detects the pressure and transmits it directly to the finger sensors, allowing for an immediate learning effect and improvement in therapeutic work. According to one aspect of the present invention, this is achieved via the aforementioned feedback mechanisms and / or a visual scale.Following a treatment, these exact physiological processes are presented in video sequences, providing the user with an additional, incomparable learning experience.
[0069] Furthermore, it shows what the treatments mean for the primary (improved mobility and motility) and secondary dysfunction (less tension on the vertebral bodies and thus the disappearance of blockages) and how the system regenerates and rehabilitates.
[0070] If there are any abnormalities in the treatment described above, additional panels / displays will be displayed, which can be selected for further information as desired.
[0071] The second technique involves treating the small intestinal loops. The user slides the fingertips of both hands, with the backs of the fingers facing each other, into the small intestinal loops, gently spreading them during inhalation, and preventing the loops from approaching each other with the fingertips during exhalation. This is repeated several times and slightly intensified, with continuous feedback provided via finger sensors and / or scales.
[0072] In the third technique, the user attaches themselves along the radix mesenterii (the suspension structure of the small intestine) while the avatar lies supine. Once this is done, the avatar turns onto its left side upon voice command. By flexing (bending) the finger joints, the small intestine is also lifted (lifted from the origin toward the insertion), creating a stretching effect with all the aforementioned effects for the small intestine.
[0073] Another example: Gastric dysfunction “hypotension” = gastroptosis
[0074] • The stomach's mobility and motility are impaired. It is not supported by the "leaves of Glenard" (classification of 1st, 2nd, or 3rd degree) and sinks. Patients also complain of poor digestion.
[0075] • In the virtual space it is shown how this takes place and what negative effects this has, for example, for the liver and its correlating connecting structure, the lesser omentum (contents: ductus common bile duct, A. hepatica propria, V. Porta) - namely a poorer supply.
[0076] • In order to increase the tension of the stomach, for example, a mobilization technique will be selectable in the virtual space.
[0077] • If this is done by command (voice recognition or clicking), the avatar lies on the left side and the user reaches from behind with his left hand below the costal arch in the stomach area, the right hand lies in the front area of the left costal arch (curvatura major) in the area of the epigastric angle
[0078] • When inhaling, the left hand lifts the thorax and rotates the torso / thorax forwards as seen from the avatar (medically speaking, to the right, as right rotation)
[0079] • During exhalation, the stomach is pushed toward the left shoulder, which simultaneously leads to a left rotation. According to one aspect of the present invention, the process is only completed when the therapeutic user adheres to the scale and thus to the specified pressure. Predefined parameters in the virtual space indicate the optimal position or where the stomach should be positioned.
[0080] • With this technique, the physiology of the stomach, namely mobility and motility, is restored, which leads to a better exchange of the stomach itself, but also with its environment
[0081] Another example: Bronchial asthma
[0082] • After selecting the pathology “Bronchial Asthma” in the library in the virtual space under the heading “Respiratory System”, further typing tables appear, such as: “Allergic Asthma (extrinsic)”, “Infectious Asthma (intrinsic)” and “Mixed form of extrinsic and intrinsic Asthma”
[0083] • In addition, the virtual field of vision includes the panels “Causes”, “Notes”, “Indications”, “Allergens”, “Etiology of Disease”, “Histological Changes”, “Medication” etc.
[0084] • In our example, the user chooses the panel “Allergic asthma (extrinsic)
[0085] • Instantly, a video sequence shows point by point how antibodies, based on the IgE-mediated form, act against house dust mites, pollen, animal hair, wasp stings or food against the “host” (i.e., the body itself; autoimmune) and what develops as a result • > IgE-occupied mast cells, which release the mediators of inflammation and bronchoconstriction after contact with the respective allergen - initially histamine. This is followed by a lumen narrowing to up to 1 A
[0086] • The cells, processes, and structures are shown greatly enlarged in the virtual space. Explanations are provided by a computer voice in a variety of languages, either via integrated headphones on the VR headset or separate headphones. It is possible to rewind, fast-forward, or pause the sequences at any time using voice commands or a swipe, provided you are participating in the virtual class alone.
[0087] • As the sequence continues, a so-called worst-case scenario can take place by simulating an untreated course of the disease for learning purposes or - alternatively - by treating the avatar with medication, for example with a bronchodilator, and observing how the symptoms improve (bronchodilation and lumen enlargement, reduced use of the accessory respiratory muscles, fewer breath sounds, etc.).
[0088] It will also be possible to demonstrate the conventional medical treatment of coronary heart disease (CHD) and what happens after taking tablets / nitrospray in the case of a heart attack -> absorption controlled / initiated by the therapeutic user, transmission via the bloodstream, then less platelet aggregation
[0089] The software also makes it possible to display a virtual classroom and assume control there in the form of a lecturer. According to one aspect of the present invention, this is achieved through targeted parametric specifications. Students, who can log in from anywhere in the world and thus participate, appear as avatars and also have the opportunity – just like in real life – to express themselves and participate.
[0090] The lesson should be controlled - particularly using a classroom - as follows: the avatar having the floor (the lecturer or the student giving a lecture) can call up (or delete) any structure (organ, artery, vein, nerve, etc., but also the patient in the form of an avatar) using keywords / speech recognition or with hand movements. This allows them to be shown to them directly in the virtual space. They can enlarge them, rotate them, track them (as they progress), view them from the inside (stomach, intestines, cranium with brain, etc.) and move / push them away or compress them with feedback. For example: "Software, show me the vertebral arteries at 10x magnification and explain all the key data to me." The user can zoom in using speech recognition, but can also zoom in using their thumb and index finger: zooming is done by spreading the two fingers, and zooming out by bringing the two fingers together.The therapeutic user can also remove individual structures or push them aside in order to, for example, identify the structures behind them.
[0091] You can also ask questions like: "Software, which vessels supply the pelvis?" "Why are we tired after eating?" "What happens when infectious diseases are transmitted, and which ones can you name?" "How many bones does the human body have?" "What is the strongest muscle in the human body?" "Why are fascia so important?" "What is the most common cause of death in Europe?" "Why do we live longer than we did 100 years ago?"...
[0092] It is also possible to access all of the above-mentioned topics (tables such as function, symptoms, dysfunctions, pathology, embryology, etc.) by keyword or by click - also with haptic feedback.
[0093] The software will also feature a section called "VR Medical Cinema." This section will feature virtual video sequences on a variety of medical topics, giving users the feeling of sitting in a virtual cinema. Topics could include embryology, the functions of the thymus, the origin and development of coronavirus, the origin and development of bronchial carcinoma, etc.
[0094] The method described in the patent claims comprises several key components, each of which provides specific technical effects. First, the acquisition of specific data about the position and condition of a selected organ or anatomical structure in the human or animal body provides a precise basis for subsequent simulation. This accuracy is crucial because it forms the basis for realistic and relevant simulation models. By precisely capturing this data, the physiological processes and interactions within the body can be recreated with high fidelity.
[0095] Furthermore, simulating the physiological effects of changes in the position of a selected organ on neighboring organs allows for a profound understanding of the complex processes in the human body. This simulation not only depicts the direct effects on the affected organ, but also considers how these changes affect neighboring organs and tissues. This is particularly important for understanding the interconnected nature of human anatomy and physiology and how changes in one area of the body can have far-reaching effects.
[0096] Calculating the effects of compression on specific arteries and their influence on the blood supply and functionality of the organ being served is another critical aspect of the procedure. This component allows for understanding the often subtle yet vital effects of blood flow changes that can arise from physical influences such as compression. By incorporating this data into the simulation, potential risks and complications can be better anticipated and understood.
[0097] Finally, visualizing the simulated results in an interactive 3D environment provides an intuitive and engaging way for the user to experience and analyze the simulation. This type of representation makes it possible to illustrate complex medical data and processes in a way that is easily understandable for medical professionals. This not only promotes understanding but also offers the opportunity to effectively use simulations for education and planning therapeutic strategies.
[0098] Overall, the method represents a comprehensive and advanced solution to the challenges of medical simulation and visualization. It enables more accurate prediction and analysis of medical conditions and interventions, thus contributing to the improvement of medical research and practice.
[0099] One of these aspects is the acquisition of specific data through imaging techniques such as MRI, moving MRI, CT, or ultrasound to obtain anatomical and physiological information of the selected organ. This results in a highly precise database, which is essential for realistic and accurate simulations.
[0100] Another aspect of the present invention is the simulation of physiological effects using an algorithm based on medical databases and clinical studies. This methodology ensures that the simulations are based on sound scientific data, leading to reliable and relevant results. The representation of compression effects through a color-coded visualization of the blood supply in the arteries allows a clear distinction between normal and restricted blood flow areas. This aspect improves the diagnosis and understanding of blood flow problems, which is particularly important in surgical planning.
[0101] The combination of virtual and real-world views in 3D visualization is also an aspect of the present invention. It allows users to view the simulation results in a contextual and realistic setting, facilitating the understanding of complex medical data.
[0102] Another aspect of the present invention relates to the feedback mechanism, which includes acoustic signals and / or vibrations to alert the user to important changes in the simulation. This increases interactivity and user engagement during the simulation process.
[0103] The inclusion of automated instructions for manual interventions based on the simulation results provides users with valuable assistance and supports them in decision-making in complex medical situations.
[0104] The ability to save simulation results in a database and make them available for later analysis or comparison is also an important aspect. This allows for the continuous review and optimization of medical processes and therapies.
[0105] Incorporating patient-specific factors such as age, gender, and known pre-existing conditions into the simulation's parametric data allows for a personalized and patient-centered approach. This increases the accuracy and relevance of simulation results for individual patients.
[0106] The adaptability of the software user interface for different medical specialties allows the system to be tailored to the specific needs and requirements of different medical disciplines.
[0107] Finally, integration with electronic health records offers the ability to leverage current patient medical data for simulation. This ensures that simulations are based on the most recent and relevant patient information, leading to more precise and personalized treatment approaches.
[0108] Overall, these aspects form a highly advanced simulation system capable of accurately simulating and visualizing complex medical processes, which is of great benefit for medical research and education as well as for clinical practice.
[0109] The electrical feedback mechanism can provide haptic feedback to the therapist, who can treat the patient (avatar) with visualized and simulated results. For example, vibration mechanisms worn by the therapist, i.e., the user, can provide haptic feedback on how the patient should be treated. The therapy can involve adjusting the patient's body position or applying pressure. The intensity of the feedback signal can guide the therapist to change the position more or less strongly depending on the signal and / or to adjust the pressure intensity.
[0110] Anatomical structures include organs, the venous system, the fascia system, the lymphatic system, and / or the muscular system. This computer-controlled system depicts all scientifically proven biophysical processes in the human or animal body and how pathological structures can be restored to a healthy state through scientifically proven therapies, as well as how they can be restored from a healthy state to a dysfunctional and / or pathological state. A physical feedback mechanism with instructions can be provided using a haptic signal. For example, vibration motors can be built into the finger sensors. These provide the therapeutic user with information on how to align the body.
[0111] With regard to the aspect of “controlling biophysical processes and simulating the effects of positional changes and compressions on anatomical structures in the human or animal body with feedback to a therapeutic user, comprising acquiring specific data regarding a position and a state of at least one selected anatomical structure in the human body”, some embodiments are mentioned below:
[0112] Example 1 This can be achieved by the therapist standing above the avatar (lying supine on the treatment bench) wearing VR headsets and using finger sensors or controllers to remove the supply and connecting structure known as the omentum lesser between the stomach and liver. To do this, the therapist must attach themselves to the epigastric costal angle on both sides and remove it during exhalation. This moves the stomach and liver apart, allowing for improved exchange (arterial, venous) and improved physiological movement of the aforementioned organs.
[0113] This is done via the feedback signal, which can be transmitted to the therapist in the form of vibrations on the controllers or finger sensors, or on the VR headset. To determine the appropriate pressure, a scale appears in the virtual space (yellow: too little pressure, green: appropriate, red: too much pressure).
[0114] Example 2
[0115] This can be achieved by the therapist, wearing VR headsets and using finger sensors or controllers, standing behind the avatar (the avatar is seated on the treatment bench), placing both hands under the right rib cage, thus pushing the liver upwards to its original position during exhalation in cases of grade 1 liver ptosis. This results in improved liver function and improved physiology and various metabolic functions due to the stretching (connection to the urogenital system).
[0116] This is done via the feedback signal, which can be transmitted to the therapist in the form of vibrations on the controllers or finger sensors, or on the VR headset. To determine the appropriate pressure, a scale appears in the virtual space (yellow: too little pressure, green: appropriate, red: too much pressure).
[0117] Example 3
[0118] This can be achieved by the therapist, wearing VR headsets and using finger sensors or controllers, standing behind the avatar (the avatar is lying on its side on the left side of the treatment table), placing both hands under the small intestine, attaching themselves to its suspension structure called the radix mesenterii, and gently lifting it forward. This results in improved physiological movement of the organ, improved neurovascular exchange, improved digestion with reduced peristalsis, and increased serotonin production.
[0119] Example 4
[0120] This can be achieved by the therapist wearing VR headsets and finger sensors or controllers, standing next to the avatar (the avatar lying prone on a treatment bench), positioning one hand on the blocked costo-vertebral joint in a given / existing rib block in that area, and applying counterpressure to the other side (this prevents twisting of the thorax during further positioning). Upon locating the specified structure, a choppy feedback vibration can be sent to the controller, finger sensors, or VR headset, indicating to the therapeutic user that they are not yet in the correct location / structure / segment. A continuous vibration reveals that they have reached the correct structure, which can also be indicated acoustically and visually in the virtual space.Using a scale (yellow: too little pressure, green: appropriate, red: too much pressure), the blocked vertebra is now realigned / manipulated at the end of exhalation, which means that the patient can move and breathe better again and also feels less stress from the autonomic nervous system, since the costal vertebra blockage puts stress on the sympathetic nerve fibers.
[0121] Example 5
[0122] This can be achieved by the therapeutic user, in the case of a right shoulder dislocation (dislocated right shoulder), wearing VR headsets and using finger sensors or controllers, standing to the right of the avatar (the avatar is lying supine on a treatment bench), positioning their right foot in the avatar's right armpit and using feedback to raise the affected arm to a specific height. The therapeutic user then applies axial traction until the shoulder is repositioned. This is also achieved using feedback signals based on a scale (yellow: too little pressure, green: appropriate, red: too much pressure).
[0123] Example 6: This can be achieved by positioning the therapeutic user sitting behind the avatar (in a supine position) during a disc displacement in the lower jaw, placing their right hand on the right side of the skull for stabilization, and pushing the open mouth to the right side with their left hand on the lower jaw. Positioning in the correct starting position and execution are evaluated using feedback in the form of vibrations, visual and acoustic feedback on a scale (yellow: too little pressure, green: appropriate, red: too much pressure).
[0124] Some aspects of the present invention are further explained below.
[0125] This pressure measurement method enables the imitation and determination of a medical or therapeutic action in virtual space. An avatar is used to precisely transfer predefined, standardized diagnostic and therapeutic methods from the virtual world to the real world, and from the real world to the virtual world. The pressure exerted on the skin and organs of a human or animal body during therapy or diagnostic procedures is converted into electrical signals and sent to a computer. The software interprets and analyzes this data, converting it into readable values and graphics. The actual manual action is represented in the software as "too strong," "appropriate," "too light," or "dangerous" in order to sensitize and train the user (doctor or therapist) in the virtual space. This can reduce errors in real-life application.This has the advantage that physicians and therapists can improve their skills through realistic simulation, which increases patient safety and treatment accuracy. This has the advantage of being of great benefit to medical schools and therapeutic vocational schools, as well as to medical science, since the software, unlike the current state of the art, reveals the connections / correlations between the individual body systems visually and haptically.
[0126] The pressure sensors, each comprising five tonometers per hand, are located on the outside of the fingertips and thus on the inside of the fingers in a thin neoprene-like glove. This has the advantage that the pressure measurement is performed precisely on the sensitive fingertips without restricting mobility or sensation, which increases the accuracy of the simulation and makes the application more natural. This has the advantage that, with currently available resources, treatment methods can be developed in a virtual space that resemble a real treatment. This has the advantage that, in contrast to the current state of the art, the hands can no longer glide through an anatomical structure without feedback, but can more or less touch it, providing a realistic medical experience.
[0127] Alternatively, piezoelectric pressure sensors can be attached to the same locations or multiple locations on the entire inner side of the fingers and on the palm of the hand. This has the advantage that piezoelectric sensors are particularly sensitive to pressure changes, enabling precise transmission of actions to the virtual space and from the virtual space to a real user. This has the advantage that the distribution of the pressure sensors enables the user to grasp rounded anatomical structures. This has the advantage that the user can pull the structures towards them, push them away from them, or push them sideways. This has the advantage that the user can push anatomical structures away with the ball of the thumb or the palm of the hand.
[0128] The tonometers and / or piezoelectric pressure sensors described above, or other common pressure sensors, have a reusable adhesive film on the back (similar to that used in electrical muscle stimulation (EMS) therapy) that adheres to the fingers and can be applied to a film after use. This has the advantage of allowing the sensors to be used hygienically and sustainably, increasing efficiency during repeated applications. This has the advantage of making the electrodes portable and quick to apply. This also allows for the possibility of swapping them between users at will.
[0129] The sensors described above can also be mounted on removable "thimbles" on the fingertips. This has the advantage of being easy to put on and take off, significantly increasing comfort and flexibility for the user.
[0130] The piezoelectric and / or tonometer pressure sensors send real-time feedback in the form of haptic (vibrations) and optical signals (including rating scales) to the goggle lenses, as well as acoustic signals via speakers to the user's ears. This has the advantage of providing the user with multidimensional feedback, thereby increasing the quality and precision of exercise.
[0131] A real dummy model (plastic body model) is equipped with piezoelectric and / or tonometer pressure sensors placed in and on the organs. These sensors measure predetermined voltages using electrochemical impedance spectroscopy (EIS), which reflect the tensions in the organs. The pressures applied by a physician or therapist to the dummy during training are displayed in real time in software via feedback signals from the sensors on color-coded scales ("dangerous," "too tight," "appropriate," or "too loose"). The user also receives all necessary information about the area being touched. This has the advantage of enabling direct feedback, which ensures precise training and greater safety in practical use.
[0132] The user (doctor or therapist) receives all necessary information about an organ on virtual augmented reality panels that are displayed in the room when the organ is touched. This has the advantage of making information about organs intuitive and immediately available, improving understanding and efficiency during learning and practice.
[0133] The physician or therapist receives additional information, images, and video sequences on virtual augmented reality panels that appear below the organ being touched. This has the advantage of providing direct access to supplementary materials and making the interactive learning environment more realistic.
[0134] The user can determine how deep the recording will be visible below the touched area and control this setting via voice recognition (e.g., "Please continue scanning / zooming to the pancreas"). This has the advantage of allowing specific information to be accessed, allowing for detailed examination and adjustment.
[0135] The dummy contains removable organs such as the liver, stomach, and small intestine, each equipped with piezoelectric and / or tonometer pressure sensors and exhibiting specific voltage characteristics via EIS technology. The sensors provide real-time feedback signals when an organ is touched, informing the user of possible changes in the tissue. This has the advantage of training realistic interaction with organs and improving the user's diagnostic skills.
[0136] All organs in the system are equipped with diagnosis-specific tensions that offer realistic resistance thanks to EIS technology. This technology allows a tense muscle to be treated more vigorously, while sensitive areas, such as an irritated gastrostomy, require more gentle treatment. This has the advantage of taking specific therapy needs into account and ensuring a realistic application. Actual pressure applied to the piezoelectric or tonometer pressure sensors affects one or more organs in virtual space. The pressure is fed back in real time on a scale of 1-5: light pressure (scale 1) results in a slight deformation, moderate pressure (scale 3) in a reasonable deformation, and strong pressure (scale 5) in a strong deformation. This has the advantage that pressure intensities can be specifically trained to increase precision and safety in therapy.
[0137] Real-life pressure can be activated and initiated in the virtual space through specific commands such as voice recognition or a specific movement, such as quickly touching the thumb and index finger three times. Feedback is again provided via a scale of 1-5 and displays the effects of pressure, such as slight or severe deformation of an organ, in real time. This has the advantage that users can specifically perform and practice therapeutic actions that are needed in real-life situations.
[0138] A "limit tool" allows the user to perform a therapeutic action only within a buffer zone. Exceedances, such as excessive pressure, are indicated by feedback signals (on a scale of 1-5, with 1 being yellow and 5 being red). Light pressure leads to a slight deformation or displacement of an anatomical structure, while strong pressure leads to a more intense deformation. This has the advantage of allowing realistic practice of therapeutic limits and safety for real-life applications.
[0139] By pressing an organ on the avatar, the user receives comprehensive information about anatomical functions, innervation, arterial-venous and neural supply, diseases, drug therapies, indications, and contraindications for treatment. These information appears in written form and as video sequences on display panels / windows in the virtual space. This has the advantage of providing all essential information for practical application immediately, improving the quality of learning.
[0140] Patient diagnoses and findings can be fed into the software via a scanning process using the cameras on the VR / mixed reality headset (see Apple Vision Pro, Meta Quest 3, etc.), allowing the avatar to reflect the diagnoses. Posture and facial expressions, as well as the representation of functional organ disorders, adapt accordingly, and display supplementary video sequences for the diagnosis. This has the advantage of allowing real clinical pictures to be simulated vividly and realistically.
[0141] Alternatively, patient diagnoses and findings can be transferred into the software via voice input, allowing the avatar to display the diagnoses and behave accordingly in posture and facial expressions. Organ dysfunctions are also adjusted, and video sequences for diagnosis appear. This has the advantage of allowing users to work intuitively with the system thanks to flexible operating options.
[0142] All of the aforementioned features can essentially also be applied in virtual reality and augmented reality video games. This has the advantage of making this technology versatile and serving as an entertaining and educational tool for medical and therapeutic applications.
[0143] Training mode: The user – in this case, a teacher / lecturer – with piezoelectric or tonometer pressure sensors, or other common pressure sensors, on the fingers as described above, performs muscle tone regulation on a real patient. The resulting pressure ratios (scale 1-5) are transmitted to software in real time and displayed via augmented reality / mixed reality on virtual windows in the form of a color-coded scale. This has the advantage that the student / student, or other user – also with piezoelectric or other common pressure sensors on the fingers – can subsequently apply the treatment in an identical, accurate, and comprehensible manner.
[0144] Surgical and augmented view method: A scalpel substitute (real, but without a sharp blade) equipped with piezoelectric pressure sensors—or other common pressure sensors—sends haptic, virtual, and acoustic signals in the form of real-time feedback when cutting through a virtual anatomical structure, which has previously been subjected to a predefined voltage using the EIS method described above. This has the advantage that the user—e.g., a school student, student, or medical professional—can perform surgical procedures in a realistic virtual space.
[0145] A pressure measurement method as described above is proposed, in which the piezoelectric pressure sensors—or other common pressure sensors—not only provide a haptic, visual, and acoustic feedback signal in real time when a scalpel is grasped by the fingers, but also, by using common programmable collision detection and handling (“BoundingBox” and “checkCollision”), provide haptic, visual, and acoustic feedback signals when a virtual anatomical structure is touched with the previously picked-up scalpel. This combined method uses piezoelectric or other common pressure sensors at the tip and blade of the scalpel, which are linked differently and more sensitively to software and preprogrammed accordingly.The invention described has the advantage that a surgical method in virtual space creates a better training experience for physicians and can therefore achieve significantly better results in the real world, as the combination creates real added value.
[0146] A pressure measurement method as described above is proposed, in which the piezoelectric pressure sensors – or other common pressure sensors – not only provide a haptic, visual, and acoustic feedback signal in real time when an alternative surgical instrument is grasped by the fingers, but also, through the use of common programmable collision detection and handling (“BoundingBox” and “checkCollision”), provide haptic, visual, and acoustic feedback signals when a virtual anatomical structure is touched by the previously grasped surgical instrument. This combination method uses piezoelectric or other common pressure sensors in other areas – for example, tweezers; here, on the inside of the gripper arms – which are essential for surgical procedures or surgical training, which are linked differently and more sensitively to software and preprogrammed accordingly.The invention described has the advantage that a surgical method in virtual space creates a better training experience for physicians and can therefore achieve significantly better results in the real world, as the combination creates real added value.
[0147] A pressure measurement method for writing in virtual space (virtual reality and mixed reality) as described above is proposed, in which the piezoelectric pressure sensors - or other common pressure sensors - not only provide a haptic, visual and acoustic feedback signal in real time when grasping a pen or a brush, etc., to the fingers, but also, by using the common programmable collision detection and handling ("BoundingBox" and "checkCollision"), provide haptic, visual and acoustic feedback signals when touching a virtual structure with the previously held pen or a brush, etc.This combination method involves piezoelectric or other common pressure sensors on the tip of a pen or brush, etc., which are linked differently and more sensitively to software and preprogrammed accordingly. They continuously reproduce / send feedback signals to the user in real time during the writing process. The invention described has the advantage that written notes are not lost in the virtual space and, due to the visual and haptic components, lead to scientifically significantly better learning outcomes.
[0148] An algorithm that detects that a virtual anatomical structure, coupled to radio-controlled piezoelectric pressure sensors on the fingers (via thimbles, a latex or neoprene glove, etc.) of a medical user, is brought from an actual state to a desired state after crossing a preprogrammed virtual interface / boundary – in this case, for example, the muscle surface, but also concerning other organs, nerves, arteries, etc. – whereby crossing the muscle and organ surface sends haptic, visual, and acoustic signals in real time to the user and their finger sensors. This has the advantage of solving the problem (state of the art) of previously feedback-free crossing of an anatomical structure with virtual hands. These can now be influenced in the real world using the aforementioned mechanisms, so that deformations and changes in position can occur vividly and realistically.This has the advantage that malpositions can be induced for medical training purposes without the medical user having to leave the virtual space, for example, to turn a page in a book or script, or even to pick up a different pathology textbook. In other words, the therapeutic user does not have to switch from anatomy to pathology during this process. This has the advantage that preprogrammed malpositions can also be brought from an unphysiological actual state to a physiological target state using the above-mentioned method / invention.This has the advantage that the algorithm continuously improves the application through the application and integration of an AI generator. By learning from the increased number of users and their applications, the user experience is significantly enhanced, leading to faster and more targeted results in the application. This creates a medical database that can replace all pathology, anatomy, and physiology textbooks. This has the advantage that the software trains and improves perception and thus has a direct impact on the central nervous system, making virtual reality, in contrast to the current state of the art, a valuable tool for real-life medical treatments and medical education.This has the advantage that tactile perception is trained like no other comparable virtual software (state of the art), thus making the software a real teaching tool for physicians and therapists.
[0149] An algorithm that detects when a virtual action of a medical user with his virtual hands, which are coupled to radio-controlled piezoelectric pressure sensors on the fingers (via thimbles, a latex or neoprene glove, etc.) of a real medical user, reaches a pre-programmed virtual interface / boundary - for example, skin surface, muscle surface, organ surface, nerve surface, artery surface, vein surface, etc. - immediately haptic feedback mechanisms in the form of vibrations come into effect in real time because the above-mentioned interface has been crossed.The continued movement of the real—and thus also the virtual—hand, which is linked to the real user via the aforementioned radio-controlled pressure sensors, results in increased vibrations and, consequently, in a deformation and / or displacement of the virtual anatomical structure, which in turn leads to pathologies such as hematomas, mechanical ileus (mechanical intestinal obstruction), or heart attacks, etc. This has the advantage that a virtual anatomical structure can be intentionally changed from a positive and thus physiological target state to a negative and thus unphysiological and pathological actual state. Thus, it is a combination of steps that, through a pre-programmed chain of functions, lead to results that are in no way comparable to the current state of the art.This has the advantage that reality can be reproduced in the virtual space, true to the original and true to life, through pre-programmed IT steps. This has the advantage that the medical user does not have to leave the virtual space, as they no longer have to switch between medical subject areas, for example, from "anatomy" to "pathology," etc., or, as in real life, replace the anatomy book with the pathology book. This has the advantage that the medical user can, after conscious intervention, visually and in real time grasp unprecedented real-world illustrations of misalignments and diseases. This has the advantage that misalignments and diseases can be deliberately and gradually induced for training purposes.This has the advantage that the medical user can initiate, stop or continue a therapeutic action at any time, which could result in an improvement (from the current state to the desired state) or a deterioration (from the desired state to the actual state; in this case, highlighting a misalignment or illness) of a virtual anatomical structure, among other things for training purposes. This has the advantage that the medical user can end or reverse a started therapeutic action in the virtual space at any time, which significantly improves the training and learning process. This has the advantage that the software trains and improves perception and thus has a direct impact on the central nervous system, which makes virtual reality a valuable tool for real medical treatments and medical teaching, in contrast to the current state of the art.This has the advantage of training tactile perception like no other comparable virtual software (state of the art), making the software a real teaching tool for physicians and therapists. An algorithm that enables a virtual structure A from a specific virtual body region (e.g., the stomach from the abdomen) to be moved from an actual state to a desired state (or vice versa) through a deliberate change of position in virtual space using coupled radio-controlled piezoelectric pressure sensors on the fingers of a real therapeutic user. This allows effects and changes in another body region, namely structure B (e.g., the thoracic spine due to sympathetic nerve supply), to be obtained through visual, haptic, and acoustic feedback signals.This has the advantage that the therapeutic user can implement and understand several learning steps, such as those required in real training, within a few seconds. This has the advantage that the medical user does not have to leave the virtual space, as they no longer have to switch between medical subject areas. This has the advantage that medical subject areas merge with one another. This has the advantage that the therapeutic user can visually determine within a few seconds whether there is a primary or secondary cause of complaints. This has the advantage that the user can virtually deduce misalignments that are not possible in reality and that, with the exception of physical trauma (accidents), usually develop in the human body over years.This has the advantage that the software trains and improves perception, thus directly impacting the central nervous system. Unlike the current state of the art, virtual reality makes it a valuable tool for real-life medical treatments and medical teaching. This has the advantage that tactile perception is trained like no other comparable virtual software (state of the art), thus making the software a real teaching tool for physicians and therapists.
[0150] An algorithm that detects, interprets, and evaluates changes in virtual 3D anatomical models, for example, the transverse friction of a tendon from position A (neutral / normal) to position B (lateral; external) or position C (medial; internal) in real time. It also makes suggestions for improvement using different, pre-programmed vibration patterns in the form of feedback. This has the advantage that the medical user can take advantage of a training offer without a patient being present. This has the advantage that the medical user can carry out treatments at any time and in any place. This has the advantage that the medical user can realistically practice and improve specific treatments in virtual space before real treatments / patient appointments, in order to carry out the treatment more effectively, specifically, and professionally.This has the advantage that the software trains and improves perception, thus directly impacting the central nervous system. Unlike the current state of the art, virtual reality makes it a valuable tool for real-life medical treatments and medical teaching. This has the advantage that tactile perception is trained like no other comparable virtual software (state of the art), thus making the software a real teaching tool for physicians and therapists.
[0151] Characterized by the fact that the software - if desired - saves all information about performed virtual treatment techniques, the associated clinical pictures and the related speech recognition using an integrated speech generator, in compliance with the DVGS (data protection guidelines), both verbally and in writing. This data / treatments can, if required, be played back in virtual video sequences, read, read aloud, printed out or even sent by email. This has the advantage that medical / therapeutic actions and the communication that has taken place are not lost. This has the advantage that trains of thought can also be expressed and saved separately and without interrupting the training by activating a so-called "hold loop", since the user can switch off their microphone for that moment with a command.This has the advantage that the software also functions as a note-taking program, meaning the user does not have to take off the VR glasses to take / write down notes.
[0152] This is characterized by the fact that the user can slow down (slow motion), accelerate (fast forward), or stop / pause physiological processes such as blood transfusion, digestion, respiration, organ mobility and motility, etc., in real time after touching a virtual anatomical structure using haptic, visual, and acoustic feedback signals (thimbles, gloves, etc.). This has the advantage that previous processes can be discussed and expanded upon. This has the advantage that the user can determine whether and when they want to stop, repeat, or accelerate the process.
[0153] Characterized in that the medical software allows virtual training courses, lectures, and treatments to be conducted with more than one person according to the above-mentioned requirements. This has the advantage that other users from all over the world can log into the software and participate. This has the advantage that the user does not have to travel to participate in virtual medical training courses. This has the advantage that the user can determine from which location they can participate in a virtual medical training course. This has the advantage that the user, residing in continental Europe, does not have to travel to the USA to attend a medical lecture, training course, or practical course at a renowned university, and can therefore operate in a more CO2-neutral manner.
[0154] Characterized by the fact that the medical software allows an administrator / leader to be designated for training with at least two shared users. Other users can only intervene in the process by issuing a specific command, for example, a voice command, if the administrator / leader allows it by enabling it. This has the advantage that the virtual training is more organized and professional, and can therefore resemble real training. This has the advantage that the software trains and improves perception and thus has a direct impact on the central nervous system, making virtual reality a valuable tool for real-life medical treatments and medical teaching, unlike the current state of the art.This has the advantage that tactile perception is trained like no other comparable virtual software (state of the art), thus making the software a real teaching tool for physicians and therapists.
[0155] A pressure measurement method as described above is proposed, which additionally / alternatively addresses collision detection and handling. This is done in such a way that, in the event of a necessary defense against an opponent in the virtual space, the user must use their fists to continue playing in the virtual world. Piezoelectric pressure sensors, which are also located on the knuckles, provide the user with haptic feedback signals to the knuckles / fists. The common programming functions "BoundingBox" and "checkCollision" are supplemented in such a way that these actions are more realistic and can be of great benefit to defense groups (German Armed Forces, Special Forces, etc.), as they mimic real-world special operations and training.
[0156] A pressure measurement method as described above is proposed, which additionally / alternatively addresses collision detection and handling. This occurs in such a way that the user must fire a weapon in the virtual space in the event of necessary defense against an opponent. Piezoelectric pressure sensors, which are also located on the inside of the fingers (here, the palmar side of the index finger), provide the user with haptic, visual, and acoustic feedback signals to the index finger when the trigger is pulled. The weapon is only fired when the pressure exceeds a predetermined threshold. The common
[0157] The programming functions “BoundingBox” and “checkCollision” have been supplemented in such a way that they represent more realistic actions, which can be of great advantage for defense groups (German Armed Forces, SEK, etc.), as they imitate real-world special operations and training.
Claims
Patent claims 1. A computer-assisted method for controlling biophysical processes and simulating the effects of positional changes and compressions on anatomical structures in the human or animal body with feedback to a therapeutic user, comprising: - collecting specific data relating to a position and condition of at least one selected anatomical structure in the human body; - simulating the physiological effects of changes in the position of the selected anatomical structure on neighboring and functionally related anatomical structures; - calculating the effects of compression of specific arteries on the blood supply and the associated functionality of the supplied anatomical structure, based on predefined physiological models and parametric data; - visualizing the simulated results in an interactive 3D environment that allows the user to observe the changes in real time; and - providing a physical feedback mechanism with an action instruction that enables the user to modify the simulation results based on updated medical data and / or changed simulation parameters in order to achieve a predefined position and state of the at least one anatomical structure.
2. The method according to claim 1, characterized in that the acquisition of specific data includes the use of imaging techniques such as MRI, moving MRI, CT or ultrasound to obtain anatomical and physiological information of the selected anatomical structure.
3. Method according to one of claims 1 or 2, characterized in that the simulation of the physiological effects is carried out by means of an algorithm based on medical databases and clinical studies.
4. Method according to one of the preceding claims, characterized in that the representation of the compression effects is a color-coded visualization of the blood supply in the arteries to distinguish between normal and restricted blood flow areas.
5. Method according to one of the preceding claims, characterized in that the 3D visualization combines a virtual view with a real-world view.
6. Method according to one of the preceding claims, characterized in that the feedback mechanism comprises acoustic signals and / or vibrations to alert the user to changes in the simulation.
7. Method according to one of the preceding claims, characterized in that the instructions for action include an automated suggestion function for manual interventions based on the results of the simulation.
8. Method according to one of the preceding claims, characterized in that the simulation results are stored in a database and made available for later analyses or comparisons.
9. Method according to one of the preceding claims, characterized in that the parametric data for simulating the compression also take into account patient-specific factors such as age, gender and / or known pre-existing conditions.
10. Method according to one of the preceding claims, characterized in that the user interface of the software enables user-defined configurations for different disciplines, such as radiology or surgery.
11. Method according to one of the preceding claims, characterized in that the method offers an interface for integration with electronic patient records in order to use current medical data of the patient for the simulation.
12. Method according to one of the preceding claims, characterized in that the feedback enables the user to realign the position and / or location of an anatomical structure.
13. A system arrangement for controlling biophysical processes and simulating the effects of positional changes and compressions on anatomical structures in the human or animal body with feedback to a therapeutic user, comprising: - an imaging unit and sensors configured to acquire specific data relating to a position and a state of at least one selected anatomical structure in the human or animal body; - a simulation unit set up to simulate the physiological effects of changes in the position of the selected anatomical structure on neighbouring and functionally related anatomical structures; - a logic unit configured to calculate the effects of compression of specific arteries on the blood supply and the associated functionality of the supplied anatomical structure, based on predefined physiological models and parametric data; - a simulation unit set up to visualise the simulated results in an interactive 3D environment, allowing the user to observe the changes in real time; and - a feedback unit configured to provide a physical feedback mechanism with an instruction that enables the user to modify the simulation results based on updated medical data and / or changed simulation parameters in order to achieve a predefined position and state of the at least one anatomical structure.
14. A computer program product comprising instructions which, when the program is executed by at least one computer, cause the computer to carry out the steps of the method according to any one of claims 1 to 12.
15. A computer-readable storage medium comprising instructions which, when executed by at least one computer, cause the computer to perform the steps of the method according to any one of claims 1 to 12.
Citation Information
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