Methods for inducing positive emotional responses in a subject
A personalized immersive experience using VR, AR, or MR exposes subjects to emotion triggers, addressing limitations of current mood disorder treatments by inducing positive emotions and improving mood and productivity.
Patent Information
- Application Number
- PCT/AU2025/050278
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-21
- Filing Date
- 2025-03-21
- Publication Date
- 2025-09-25
AI Technical Summary
Current treatments for mood disorders such as major depressive disorder and bipolar disorder are limited by side effects, accessibility, and stigma, necessitating alternative strategies to induce positive emotions and improve mood and productivity.
A personalized immersive experience, such as virtual reality, augmented reality, or mixed reality, is used to expose subjects to digital assets that trigger positive emotions, identified through biological responses or self-identification, to induce a positive emotional response.
The method effectively induces positive emotions like love, happiness, gratitude, joy, self-esteem, and confidence, enhancing mood and productivity without pharmacological intervention, and can augment existing treatments.
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Figure AU2025050278_25092025_PF_FP_ABST
Abstract
Description
TITLEMETHODS FOR INDUCING POSITIVE EMOTIONAL RESPONSES IN A SUBJECTRELATED APPLICATION[OOOlJThis application claims priority to Australian Provisional Application No. 2024900763 entitled "Induction of Positive Emotions in a Subject" filed 21 March 2024, the contents of which are incorporated herein by reference in their entirety.FIELD[OOO2]The present disclosure relates generally to methods for inducing a positive emotional response in a subject. The methods can therefore be useful in treating a mood disorder in a subject and for improving the performance and / or productivity of a subject. The methods include generating an immersive experience, such as a virtual reality experience, that induces a positive emotional response in a subject. Also included are methods for inducing a positive emotional response in a subject by exposing the subject to the immersive experience, such as the virtual reality experience.BACKGROUND
[0003] Mood disorders, encompassing major depressive disorder (MDD) and bipolar disorder (BD), are prevalent mental health concerns with a significant impact globally. They are characterized by variations in mood and affect, influencing cognitive functions and daily activities (Galimbertia et al. International Journal of Psychiatry in Clinical Practice. 2020, Vol. 24, No. 3, 227-235). The WHO estimates that depression affects over 264 million people globally, while bipolar disorder impacts about 45 million individuals. The prevalence rates vary by demographics, with certain groups being more susceptible due to genetic, environmental, and psychological factors. In developed countries, the prevalence and impact of mood disorders, including their mild to moderate forms, are significant. Studies indicate that a considerable number of individuals with mood disorders do not seek treatment, often due to a lack of awareness about the severity of their condition or the stigma associated with mental health issues (Henderson et al. Am J Public Health. 2013; 103:777-780).
[0004] Major Depressive Disorder (MDD) is typically marked by a prolonged period of sadness or a lack of interest in activities previously found enjoyable. Individuals with mild to moderate depression may experience symptoms such as fatigue, changes in appetite, sleep disturbances, and difficulty concentrating. These symptoms, while less severe than those of major depression, can still significantly impact one's quality of life, affecting performance at work or school and diminishing the ability to maintain social relationships. The mild to moderate form of MDD, also called Persistent Depressive Disorder (PDD) or dysthymia, is a depressed mood that is not severe enough to meet the criteria for major depression. PDD is often goes under-recognized, as individuals might still function reasonably well in their daily lives despite their struggles.
[0005] The primary treatments for mood disorders include pharmacotherapy (antidepressants, mood stabilizers, antipsychotics) and psychotherapy (CBT, IPT, DBT). While these treatments can be effective, they often come with side effects and limitations in addressing individual patient needs. Treatment-resistant depression and bipolar disorder remain significant clinical challenges. Moreover, accessibility to psychotherapy is limited by availability, cost, and stigma. There remainsa need, therefore, for alternative treatment strategies for mood disorders, as well as strategies for improving performance and / or productivity of subjects through improving mood.SUMMARY
[0006] The present disclosure is predicated on the inventors' development of a personalized, non- pharmacological method for inducing positive emotions and a positive emotional response in a subject. Advantageously, the methods of the present disclosure can therefore eliminate the need for pharmacological therapy or intervention in subjects in need of improvements in mood or outlook. In other examples, the methods can be used to augment pharmacological therapy or intervention in such subjects.
[0007] The present disclosure provides a method for inducing a positive emotional response in a subject, by exposing the subject to a personalized, immersive (e.g. virtual reality (VR), augmented reality (AR), mixed reality (MR) or extended reality (XR)) experience. The immersive experience comprises immersive content (e.g. VR, AR, MR or XR) content that is based on at least one digital asset. The digital asset has been selected on the basis that it depicts a trigger of a positive emotion in the subject (e.g. the trigger of a positive emotion in a subject is identified, and a digital asset depicting that trigger is selected). Exposure of the subject to the immersive experience thereby induces a positive emotional response in the subject. In some examples, the subject has a mood disorder, and the method can therefore be used to treat or improve the mood disorder.
[0008] The trigger of positive emotion may be selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience (including a memory). The trigger is or has been determined to induce a positive emotion in the subject. In some examples, the trigger of positive emotion is identified by the subject or a medical professional (i.e. the subject or medical professional determines that the trigger induces a positive emotional response in the subject). In further examples, the trigger of positive emotion is identified by detecting a biological response associated with the positive emotion when the subject is exposed to the trigger or the digital asset that depicts the trigger.
[0009] In some embodiments, the immersive content is based on two or more digital assets selected on the basis that they depict the trigger of a positive emotion. In some embodiments, the immersive content is based on one or more digital assets selected on the basis that they depict two or more triggers of positive emotion. The digital asset may be or may comprise, for example, a photograph, moving images or video, audio (sound) or text.[OOlOJThe positive emotion may be selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence. In one example, two or more positive emotions are induced.
[0011] In some embodiments, generative artificial intelligence is used to generate the VR content. The generative artificial intelligence may comprise, for example, a large language model, a voice generator, an image generator and / or a video generator. In some examples, the immersive content comprises sound (or audio) and visual content (e.g. images, including moving images (or video). In a particular embodiment, the trigger comprises a person known to the subject, and the immersive content is generated by generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject so as to induce the positive emotion.
[0012] In some embodiments, the subject has a mood disorder, such as a mood disorder selected from among major depressive disorder, seasonal affective disorder, persistent depressive disorder, disruptive mood dysregulation disorder, premenstrual dysphoric disorder, depression related to a medical condition and depression related to substance or medicine use. In one example, induction of the positive emotion in the subject treats the mood disorder. In other embodiments, the subject does not have a mood disorder.
[0013] In particular embodiments, the positive emotion comprises confidence or self-esteem and / or the methods of the invention are useful for improving performance or productivity of the subject, such as in athletics or sport or in the workplace. In some examples, the subject is an athlete.
[0014] In particular embodiments, the immersive experience is a VR experience, and the immersive content is VR content.
[0015] Thus, also provided are methods for generating immersive content (e.g. VR, AR, MR and / or XR content) that can be used in an immersive, personalised experience for a subject. The method comprises identifying a trigger of a positive emotion in the subject and generating immersive content based on a digital asset depicting the trigger of a positive emotion. Thus, in some aspects, provided is a method for generating immersive content, comprising identifying a trigger of a positive emotion in a subject; selecting a digital asset on the basis that it depicts the trigger of a positive emotion; and generating immersive content based on the digital asset.
[0016] In some examples, identifying the trigger comprises determining that the trigger induces or elicits the positive emotion in the subject. In other examples, the trigger has already been determined to induce or elicit the positive emotion in the subject. In some embodiments, the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience (including a memory). In some examples, the trigger of positive emotion is identified by the subject or a facilitator such as a medical professional. In other examples, the trigger of positive emotion is identified by detecting a biological response associated with the positive emotion when the subject is exposed to the trigger or the digital asset depicting the trigger.
[0017] In some embodiments, two or more digital assets are selected on the basis that they depict the trigger of a positive emotion and the immersive content is based on two or more digital assets depicting the trigger of a positive emotion. In further embodiments, two or more triggers of positive emotion are identified, one or more digital assets are selected on the basis that they depict the two or triggers of positive emotion, and the immersive content is based on the one or more digital assets depicting the two or more triggers of positive emotion. The digital asset may be or may comprise, for example, a photograph, video, audio and text. In some examples, the digital asset is provided by the subject.
[0018] In some embodiments, the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence.
[0019] In one example, the immersive (e.g. VR) content is generated using generative artificial intelligence (Al), such as a large language model, and Al voice generator, Al image generator and / or Al video generator. Typically, the immersive content comprises sound and visual content (e.g. images, including moving images). In some examples, the trigger comprises a person knownto the subject and the immersive (e.g. VR) content comprises an avatar of the person, such as an avatar that delivers a script directed to the subject so as to induce the positive emotion.
[0020] In particular aspects, therefore, provided is a method for generating personalized immersive (e.g. VR) content, comprising: identifying two or more triggers of one or more positive emotions in a subject, wherein at least one trigger is a person known to the subject and the other trigger is selected from an object, an activity, a location, a sound, a smell and an experience; selecting two or more digital assets on the basis that the digital assets depict the two or more triggers; and generating immersive (e.g. VR) content based on the digital assets, wherein the immersive (e.g. VR) content is generated using generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject so as to induce the positive emotion in the subject. In some examples, the trigger has already been determined to induce or elicit the positive emotion in the subject. In other example, identifying the trigger comprises determining that the trigger induces or elicits the positive emotion in the subject. In particular embodiments, the two or more digital assets are selected from a photograph, video, audio and text, and / or the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence.[OO21]Also provided is personalized immersive (e.g. VR, AR, MR and / or XR) content produced by a method described above and herein. In a further aspect, provided is a method for inducing a positive emotion in a subject, comprising exposing the subject to an immersive (e.g. VR)) experience, wherein the VR experience comprises the personalized (e.g. VR, AR, MR and / or XR content.[OO22]Also provided is a method for inducing a positive emotion in a subject, comprising exposing the subject to an immersive (e.g. VR, AR, MR and / or XR) experience, wherein the immersive (e.g. VR, AR, MR and / or XR) experience comprises immersive (e.g. VR, AR, MR and / or XR) content produced as described above and herein.
[0023] In some examples, the methods for inducing a positive emotion further comprise detecting or measuring one or more biological responses in the subject, e.g. one or more biological responses that are used to detect or measure, or correlate with, a positive emotion.BRIEF DESCRIPTION OF THE DRAWINGS
[0024] Embodiments of the present invention are hereafter described, by way of non-limiting example only, with reference to the accompanying drawings in which :
[0025] Figure l is a block diagram summary of the methodology.
[0026] Figure 2 is a photograph showing the sensor locations on the subject.
[0027] Figure 3 shows photograph showing the change in skin conductance (SC) over time for each stimulus.
[0028] Figure 4 shows EEG relative spectra after EEGLAB cleanrawdata function to remove artefacts and detrending. Compared Os - 10s PS_1 to 140s - 150s PS_1. Channels included F3, F4, FC6, C3, and C4.
[0029] Figure 5 shows HR boxplots for each stimulus.
[0030] Figure 6 shows HRV time progression for NPS and PS_1.
[0031] Figure 7 shows fEMG of right brow, and left cheek muscles with peak detection.
[0032] Figure 8 shows JC1 R-R interval progression for 630s with mean and standard deviation.
[0033] Figure 9 shows JC2 R-R interval progression for 630s with mean and standard deviation.
[0034] Figure 10 shows averaged every last 10 RR intervals (ms) over time.
[0035] Figure 11 shows averaged last 10 RR intervals converted to HR.
[0036] Figure 12 shows JC1 and JC2 HR at each 10th heartbeat segment, sections of interest annotated.
[0037] Some figures and text contain color representations or entities. Color illustrations are available from the Applicant upon request or from an appropriate Patent Office. A fee may be imposed if obtained from a Patent Office.DETAILED DESCRIPTIONDefinitions
[0038] Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the art to which the disclosure belongs. Although any methods and materials similar or equivalent to those described herein can be used in the practice or testing of the present disclosure, preferred methods and materials are described. For the purposes of the present disclosure, the following terms are defined below.
[0039] The articles "a", "an" and "the" refer to one or to more than one ( / .e., to at least one) of the grammatical object of the article, unless context clearly indicates otherwise.
[0040] As used herein, "and / or" refers to and encompasses any and all possible combinations of one or more of the associated listed items, as well as the lack of combinations when interpreted in the alternative (or).
[0041] Further, the terms "about" and "approximate", as used herein when referring to a measurable value such as an amount, dose, time, temperature, activity, level, number, frequency, percentage, dimension, size, amount, weight, position, length and the like, is meant to encompass variations of ± 15%, ± 10%, ± 5%, ± 1%, ± 0.5%, or even ± 0.1% of the specified amount, dose, time, temperature, activity, level, number, frequency, percentage, dimension, size, amount, weight, position, length and the like.[OO42]Throughout this specification, unless the context requires otherwise, the words "comprise," "comprises" and "comprising" will be understood to imply the inclusion of a stated step or element or group of steps or elements but not the exclusion of any other step or element or group of steps or elements. Thus, use of the term "comprising" and the like indicates that the listed elements are required or mandatory, but that other elements are optional and may or may not be present. By "consisting of" is meant including, and limited to, whatever follows the phrase "consisting of". Thus, the phrase "consisting of" indicates that the listed elements are required or mandatory, and that no other elements may be present. By "consisting essentially of" is meant including any elements listed after the phrase, and limited to other elements that do not interfere with or contribute to the activity or action specified in the disclosure for the listed elements. Thus, the phrase "consisting essentially of" indicates that the listed elements are required or mandatory, butthat other elements are optional and may or may not be present depending upon whether or not they affect the activity or action of the listed elements.
[0043] The terms "patient", "subject", "host", "user" or "individual" used interchangeably herein, refer to any subject, particularly a vertebrate subject, and even more particularly a mammalian subject. A preferred subject is a human.
[0044] The term "facilitator" for the purposes of the present disclosure refers to an individual, preferably a professional, who assists the subject or user of the methods of the present disclosure with identifying triggers of emotion, being exposed to the VR experience, and / or assessing the responses to the VR experience. In some examples, the facilitator is a medical professional or practitioner, such as a doctor, psychologist, psychiatrist or counselor.
[0045] The terms "positive emotion refers to an emotional reaction that results in a positive effect, such as happiness when one attains a goal, relief when a danger has been avoided, or contentment when one is satisfied with the present state of affairs. Positive emotions include love, happiness, hope, gratitude, joy, self-esteem and confidence. Conversely, a "negative emotion" refers to an unpleasant, often disruptive, emotional reaction that results in a negative effect. Examples of negative emotions include anger, envy, sadness, and fear. For the purposes of the present disclosure, a "positive emotional response" comprises the physical, physiological and neurological responses that accompany the positive emotion (e.g. love, happiness, hope, gratitude, joy, self- esteem and confidence). This can include, for example, the release of neurotransmitters and / or hormones (such as dopamine, serotonin, oxytocin and / or endorphins) and physical and biological responses such as changes in muscle responses (including facial movements), electrophysiological and electrodermal activity, heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature).
[0046] As used herein, "avatar" means an Al-generated image or representation of a person that is typically 3-dimensional and hyper-realistic, and is recognizable as the person. Reference to an "avatar" includes reference to deepfake avatars.
[0047] As used herein, the term "trigger of a positive emotion" is any person, object, activity, location (or place), sound (e.g. a voice or music), smell or experience (including memory) that induces a positive emotion in the subject. Identifying a trigger of positive emotion requires a determination that the trigger does induce or elicit a positive emotion in the subject. This can be done prior to identifying the trigger, or can be done while identifying the trigger. Such a determination can be made, for example, by the subject (e.g. self-identifying the trigger as being one that induces or elicits a positive emotion), by a facilitator (e.g. a medical professional), by measuring one or more biological responses upon exposure of the subject to the trigger. Alternatively, the trigger can be identified by methods that utilise machine learning and / or computer algorithms and that optionally also involving validation using other methods, such as by confirmation from the subject, a facilitator (e.g. a medical professional) or through measurement of a biological response.
[0048] As used herein, the terms "treatment", "treating", and the like, refer to obtaining a desired pharmacologic and / or physiologic effect in a subject in need of treatment, that is, a subject who has a disease or disorder, e.g. a mood disorder. By "treatment" is meant ameliorating or preventing one or more symptoms or effects e.g. consequences) of a disease or disorder.Reference to "treatment", "treat" or "treating" does not necessarily mean to reverse or prevent any or all symptoms or effects of a disease or disorder. For example, the subject may ultimately suffer one or more symptoms or effects, but the number and / or severity of the symptoms or effects is reduced and / or the quality of life is improved compared to prior to treatment.
[0049] Reference to "video" means a recording or visual media product comprising any moving visual imagery. The moving visual imagery can include computer generated imagery, imagery that is the result of computer of software manipulation, live action imagery, or a combination thereof.
[0050] As used herein, "immersive reality" refers to a spectrum of technologies that create interactive, multisensory experiences by blending digital information with the physical environment. This umbrella term encompasses a range of immersive technologies, including Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), holographic projections, and other forms of Extended Reality (XR). Immersive reality aims to enhance user engagement by providing a seamless interaction between the digital and physical worlds, often using advanced hardware and software to simulate realistic environments or overlay digital content onto real-world settings. "Immersive content" is computer-generated information, including audio (or sound) and / or graphic or visual information (e.g. images and / or moving images (i.e. video)), which can be displayed or projected to the user during an immersive reality experience. The immersive content is designed and produced for use with appropriate hardware, software and / or device (e.g. wearable device) for the desired immersive experience, e.g. headsets or glasses for a VR, AR, MR or XR experience. As would be appreciated, VR content, AR content, MR content or XR content is for use in a VR experience, AR experience, MR experience or XR experience, respectively. As would also be appreciated, in many instances the same content can be used in two or more types of immersive experiences, e.g. VR content may be the same as AR content. For example, the same VR content may be delivered in a VR experience and an AR experience.
[0051] As used herein, a "virtual reality experience" or "VR experience" is a simulated experience that employs pose tracking and / or 3D near-eye displays to give the user an immersive feel of a virtual world. A VR experience may be semi-immersive or fully immersive. Semi-immersive experiences provide a partially virtual environment, giving the user the sense of being in a different reality when they focus on a digital image (such as using VR glasses or headsets), while allowing them to remain connected to their physical surroundings. Fully-immersive experiences provide the user with a sense of being present in a virtual world, and may include headsets, helmets, gloves, and body connectors with sense detectors. "VR content" is computer-generated information, including audio (or sound) and / or graphic or visual information (e.g. images and / or moving images (i.e. video)), which can be displayed or projected to the user during a VR experience (or other immersive reality experience).
[0052] Each embodiment described herein is to be applied mutatis mutandis to each and every embodiment unless specifically stated otherwise.1. Methods for producing immersive experiences
[0053] The present invention is directed, in part, to methods for the development of personalized, immersive experiences, including personalized VR, AR, MR and / or XR experiences, that induce a positive emotion in a subject. These immersive (e.g. VR) experiences are therefore useful forinducing positive emotions and a positive emotional response in a subject, including in subjects with a mood disorder or in subjects desiring an increase in performance or productivity, such as in the workplace or in sports or athletics.
[0054] Emotions are complex psychological and physiological responses to internal or external stimuli. They are often associated with feelings, behaviors, and changes in the body. Emotions can be positive, such as love, happiness and joy, or negative, such as anger, fear, and sadness. Emotions are thought to be regulated by the limbic system, a group of structures in the brain that includes the amygdala, hippocampus, and hypothalamus. Emotions are influenced by a variety of factors, including genetics, environment, and personal experiences.
[0055] Emotions are closely linked to the release of neurotransmitters and hormones in the body. For example, positive emotions can activate neural pathways associated with 'feel-good' neurotransmitters, such as dopamine and oxytocin, which are vital for mood regulation and cognitive functions. These neurochemical changes highlight the transformative potential of positive emotional experiences in modulating brain activity and improving mental health outcomes, productivity and / or performance.
[0056] Positive emotions (sometimes also referred to as agreeable emotions), include, for example, love, happiness, hope, gratitude, joy, self-esteem and confidence.
[0057] Love is a complex mix of emotions, behaviors, and beliefs associated with strong feelings of affection, protectiveness, warmth, and respect for another person. It can also include deep romantic or sexual attraction. Love is a multifaceted emotion that can vary in intensity and can be influenced by a person's cultural, social, and personal experiences. While the exact neurochemical mechanisms underlying the experience of love are not fully understood, research suggests that a number of neurotransmitters and hormones may be involved. For example, the hormone oxytocin, sometimes referred to as the "love hormone" or "cuddle hormone," has been shown to play a role in social bonding, sexual reproduction, and maternal behaviors. Dopamine, a neurotransmitter associated with reward and pleasure, has also been implicated in the experience of love, as have other neurotransmitters such as serotonin and norepinephrine.
[0058] Happiness is a complex emotion that can be defined in many ways. It is often described as a state of well-being and contentment, and can be influenced by a wide range of factors, including personal experiences, relationships, and external circumstances. Scientifically, happiness is often described as a state of well-being and contentment that arises from the release of certain neurotransmitters and hormones in the brain. These chemicals, which include dopamine, serotonin, endorphins, and oxytocin, are associated with feelings of pleasure, reward, and social bonding, and can contribute to our overall sense of happiness and well-being.
[0059] Gratitude is an emotion that is often described as a feeling of thankfulness or appreciation in response to receiving something of value. It is a positive emotion that can have a range of beneficial effects on our mental and physical health. While the exact neurochemical mechanisms underlying the experience of gratitude are not fully understood, research suggests that several neurotransmitters and hormones may be involved. For example, dopamine, a neurotransmitter associated with reward and pleasure, has been shown to play a role in the experience of gratitude. Additionally, oxytocin, a hormone associated with social bonding and trust, has also been linked to feelings of gratitude and appreciation.[OO6O]Joy is an emotion that is often described as a feeling of great pleasure and happiness. It is a positive emotion that can be experienced in response to a wide range of stimuli, including personal achievements, positive relationships, and enjoyable experiences. While the exact neurochemical mechanisms underlying the experience of joy are not fully understood, research suggests that several neurotransmitters and hormones may be involved. For example, dopamine, a neurotransmitter associated with reward and pleasure, has been shown to play a role in the experience of joy. Additionally, endorphins, which are natural painkillers produced by the body, have also been linked to feelings of joy and happiness.
[0061] Self-esteem is a psychological concept that refers to an individual's overall sense of selfworth or personal value. It is often described as the degree to which a person values, approves of, and likes, themselves. Self-esteem can be influenced by a wide range of factors, including personal experiences, relationships, and external circumstances. Research suggests that several neurotransmitters and hormones may be involved in self-esteem. For example, serotonin, a neurotransmitter associated with mood regulation, has been shown to play a role in self-esteem. Additionally, oxytocin, a hormone associated with social bonding and trust, has also been linked to self-esteem.[OO62]Confidence is a psychological state characterized by a belief in one's abilities and a sense of self-assuredness. It is often associated with feelings of self-efficacy and a willingness to take on challenges. Several neurotransmitters and hormones may be involved in confidence. For example, dopamine, a neurotransmitter associated with reward and pleasure, has been shown to play a role in confidence. Additionally, testosterone, a hormone associated with assertiveness and dominance, has also been linked to confidence.
[0063] In order to induce a positive emotional response in a subject in accordance with the methods of the present disclosure, a personalised immersive (e.g. VR) experience for a subject is generated on the basis of one or more triggers of positive emotion in the subject, such as love, happiness, hope, gratitude, joy, self-esteem and confidence. The trigger may be a person, object, activity, location (or place), sound (e.g. a voice or music), smell or experience (including memory), whereby upon exposure of the subject to the trigger (including exposure of the subject to a visual or audio representation of the trigger), the subject experiences a positive emotion. Typically, the trigger of positive emotion is specific (or personal) to a particular subject.
[0064] Triggers of positive emotion for a particular subject can be identified by any method or any combination of methods, including but not limited to, manually by a subject or other person (e.g. a therapist, doctor, counselor, psychologist etc.), by measuring biological responses, methods that utilise machine learning and / or computer algorithms, or any combination thereof. In some examples, the trigger has already been determined to induce or elicit a positive emotion in the subject. In other examples, the process of identifying a trigger of positive emotion involves determining that the trigger elicits or induces a positive emotion in the subject. In some examples, the subject self-identifies a trigger of a positive emotion, such as from a memory or from a digital asset that depicts the trigger (e.g. photograph, video, audio or text), and / or in response to specific questions (e.g. such as using a questionnaire designed to identify triggers of positive emotion). In other examples a facilitator (e.g. medical professional including a counselor or psychologist) identifies a trigger of a positive emotion for a subject after one or more discussions or therapy sessions with the subject. In still further examples, the trigger of positive emotion is identified bydetecting and optionally measuring a biological response associated with the positive emotion when the subject is exposed to the trigger or is exposed to a digital asset that depicts the trigger. Biological responses (including physical responses) that can be used to assist in identifying a trigger of position emotion include, but are not limited to, muscle responses (including facial movements), electrophysiological and electrodermal activity, heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature). Devices and methods useful for detection of biological responses are known in the art and include, for example, the electrocardiogram (ECG; for detection of electrical signals in the heart and monitoring heart rate), photoplethysmogram (PPG; for detection of blood volume changes and monitoring heart rate, heart rhythm, respiratory rate, blood pressure, and / or oxygen saturation), electromyography (EMG; for detection of muscle responses including facial movements) and electroencephalogram (EEG; for detection of electrical activity in the brain). For example, EEG-, ECG-, EMG-, and / or Galvanic Skin Response (GSR)-based methods have been described for detecting or measuring emotions (Gannouni et al., 2021, Sci. Rep. 11, 7071; Braset al., 2018, Front. Psychol. 9, 467; Kulke et al., 2020, Front. Psychol. 11, 329; and Dutta et al., 2022, ECS Trans. 107, 1253). In some examples, the biological responses are detected using wearable devices, such as watches that measure heart rate (e.g. that have ECG or PPG capabilities). In particular examples, headwear devices that contain multiple biosensors for measuring facial muscle activity (and optionally speech) can be utilized to detect positive emotions (see e.g. PCT publication Nos. WO2018154341 and W02020201761, available as Emteqlabs PRO® (Emteq Labs); and Lee et al. 2024, Nature Communications, 15, 530).
[0065] In some examples, at least 2, 3, 4, 5, 6 or more triggers of positive emotion are identified, and / or triggers of two or more (e.g. 2, 3, 4, 5 or more) positive emotions are identified. Advantageously, triggers of particular positive emotions can be identified, so as to generate VR content that can be used to induce that particular positive emotion. For example, where self- esteem or confidence is desirable, triggers of self-esteem or confidence, respectively, are identified. Where joy or happiness is desirable, triggers of joy or happiness, respectively are identified. The methods of the present disclosure can therefore be used to induce a specific selection of positive emotions, but first identifying trigger of those positive emotions.
[0066] The immersive content, such as the VR content, (e.g. comprising audio and / or video) for the immersive (e.g. VR) experience is based on a digital asset (e.g. photograph, video, audio or text) depicting the trigger of a positive emotion, e.g. a digital asset comprising a photograph of, a description or processing of, a video recording of, or an audio recording of, the trigger of a positive emotion. Thus, in some embodiments, the methods comprise selecting a digital asset on the basis that the digital asset depicts a trigger of a positive emotion in a subject, and using the digital asset to generate the immersive (e.g. VR) content. Selection can be done manually or with the use of an algorithm or machine learning. Reference to "using the digital asset to generate the immersive content", "using digital asset as the basis of the immersive content", "generating the immersive content based on the digital asset", "using the digital asset to generate the VR content", "using digital asset as the basis of the VR content", and "generating the VR content based on the digital asset" and grammatical variations thereof means that the digital asset is used as at least one of the data inputs to create the immersive and / or VR content, such that the resulting immersive and / or VR content comprises a representation of the trigger of a positive emotion that is depicted in the digital asset.
[0067] Typically, in this process, the digital asset is manipulated by tools employing software and / or algorithms (including generative Al tools) to produce the immersive (e.g. VR) content. The representation of the trigger in the immersive (e.g. VR) content may be a direct or close replica of the trigger (e.g. a replica of the person, sound, place, etc.) or a portion thereof (e.g. a face, smile, eyes, sound excerpt, etc.), or may be an indirect but recognizable representation of the trigger or a portion thereof. In some examples, at least 2, 3, 4, 5, 6 or more digital assets of a trigger of a positive emotion are selected and used to generate the VR content. In further examples, the immersive (e.g. VR) content is based on digital assets of at least 2, 3, 4, 5 or more triggers of at least 2, 3, 4, 5 or more positive emotions. Thus, in some embodiments, the methods comprise selecting digital assets of at least 2, 3, 4, 5 or more triggers of at least 2, 3, 4, 5 or more positive emotions, and using the digital assets to generate the immersive (e.g. VR) content.
[0068] The immersive (e.g. VR) content can comprise a reproduction of the digital asset or a collation of digital assets of one or more triggers of positive emotion. In other embodiments, the immersive (e.g. VR) experience provides a computer-generated or virtual likeness or representation of one or more of the triggers represented in the digital asset(s). For example, one or more digital assets may be used to prompt generative artificial intelligence (Al), including large language models, Al voice generators, Al image generators and / or Al video generators to generate a script (e.g. dialogue or a monologue), voice, sound, image (including an avatar, including a deepfake avatar) and / or video representing a trigger of a positive emotion. In some embodiments, the script, voice, sound, avatar and / or video closely represents (e.g. looks like and / or sounds like) or is indistinguishable from the trigger. In some embodiments, the trigger is a person known to the subject and the VR content comprises an avatar that looks and sounds like the person.
[0069] By way of a non-limiting example, generative Al or other Al algorithms can be used to generate an avatar representing a person who is a trigger of a positive emotion. Typically therefore, the person is known to the subject and is meaningful or close to the subject, e.g. is a relative or friend of the subject. In some examples, the avatar represents the subject (e.g. the immersive content comprises an avatar of the person (or user) addressing the person in the immersive experience). A script can also be generated, such as using a large language model. The script can represent a monolog from the person that is directed by the avatar to the subject. The script, when delivered by the avatar, is designed to elicit at least one positive emotion and / or at least one positive emotional response in the subject, and may, for example, discuss the subject, the person, people, places, activities and / or memories that are personal (or specific) to the subject and induce a positive emotion in the subject (e.g. love, self-esteem, confidence, etc.). Thus, the avatar may deliver a script that discusses or mentions one or more other triggers of positive emotion, such as a person, place, sound, smell, or experience (including a memory). The script may discuss or mention events, experiences and / or memories that have already occurred and are know to the subject, and / or may discuss or mention events or experiences that have not occurred and that are prospective or potential events or experiences.
[0070] Non-limiting examples of generative Al tools that can be used include, but are not limited to, ChatGPT, OpenAI, Avatar Al, Claude, Gemini and DALL-E 3. Non-AI methods, such as non-AI video and audio editing and manipulation methods can also be used to generate the immersive content.
[0071] The resulting immersive (e.g. VR) content provides audio (or sound), images and / or video (moving images) where at least one of the audio, image or video elements is based on one or more triggers of a positive emotion in the subject, such that the immersive content is designed to induce a positive emotion and / or positive emotional response when delivered in an immersive experience. As noted above, by selecting triggers of particular emotions and selecting digital asserts depicting these triggers, immersive content and experiences designed to induce those particular emotions can be produced.
[0072] The immersive (e.g. VR) content may be any length, although typically is at least 30 seconds, 1, 2, 3, 4, 5, 6, 7, 10, 9 or 10 minutes in length, and / or less than 60, 55, 50, 45, 40, 35, 30, 25, 20, 15, 10 or 5 minutes in length.
[0073] The immersive (e.g. VR) content is provided with appropriate hardware to produce an immersive experience, such as VR, AR or MR hardware (e.g. headsets or glasses, gloves, etc.) so as to expose the subject employing the hardware to the immersive experience. In one example therefore, the VR content is provided with a VR headset or VR glasses to produce a VR experience, whereby a subject (or user) wearing the VR headset or glasses is exposed to the VR content. VR and other XR headsets are widely available and the skilled artisan would appreciate that present invention is not limited by the headset or other hardware used. The immersive (e.g. VR or AR) experience therefore comprises the immersive (e.g. VR or AR) content (e.g. as delivered to the user via appropriate headset or glasses), and optionally other elements as may be provided to the subject, such as smell, touch and taste.2. Methods for inducing positive emotions and a positive emotional response
[0074] The immersive (e.g. VR or AR) experiences of the present disclosure can be used to induce a positive emotion and / or a positive emotional response in a subject. Advantageously, this can eliminate the need for pharmacological therapy or intervention to induce a positive emotion and / or a positive emotional response in the subject. In other examples, the methods can be used to augment pharmacological therapy or intervention to induce a positive emotion and / or a positive emotional response in the subject.
[0075] Thus, provided herein are methods for inducing a positive emotion or a positive emotional response in a subject comprising exposing the subject to a immersive (e.g. VR or AR) experience, wherein the immersive (e.g. VR or AR) experience comprises immersive (e.g. VR or AR) content that is based on a digital asset depicting a trigger of a positive emotion in a subject, e.g. VR content produced as described above by selecting a digital asset that has been determined to depict a trigger of a positive emotion in a subject, and using the digital asset to generate the VR content. In some embodiments, the positive emotion is selected from among love, happiness, hope, gratitude, joy, self-esteem and confidence. In particular embodiments, the immersive (e.g. VR or AR) experience is designed to and can induce two or more different positive emotions, such as 2, 3, 4, 5, 6 or 7 positive emotions (e.g. any two or more selected from among love, happiness, hope, gratitude, joy, self-esteem and confidence) and thus induces multiple positive emotional responses. For example, the VR experience may induce at least happiness and love; happiness and hope; happiness and gratitude; happiness and joy; happiness and confidence; happiness and self- esteem; love and gratitude; love and hope; love and joy; love and confidence; love and self- esteem; hope and gratitude; hope and joy; hope and confidence; hope and self-esteem; gratitudeand joy; gratitude and confidence; gratitude and self-esteem; joy and confidence; joy and self- esteem; or confidence and self-esteem.
[0076] Induction of a positive emotion or a positive emotional response in a subject can result in an increase in the degree, strength or level of the positive emotion compared to before exposure to the immersive (e.g. VR or AR) experience. In some cases, the degree, strength or level of the positive emotion or positive emotional response is increased by at least or about 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90% or more. The degree, strength or level of the positive emotion or positive emotional response in a subject can be self-reported by the subject. For example, the subject may report the degree, strength or level of positive emotion that they feel before and after exposure to the VR experience. In some cases, the degree, strength or level of positive emotion is reported on a scale, such as a scale from 1 to 5, or 1 to 10. Known tests or questionnaires in the field can be used to assist in reporting positive emotions, such as Positive and Negative Affect Schedule (PANAS) (Watson et al. 1988, Journal of Personality and Social Psychology, 54(6), 1063- 1070), and Scale of Positive and Negative Experience (SPANE) (Diener et al., 1985, Journal of Personality Assessment 49: 71). Various emotion models have also been described in literature for emotion recognition. One of these models is the 2-dimensional emotion model which measures emotions using two components called valence and arousal. Valence describes how positive or negative the emotion is, while arousal describes how much energy was associated with the emotion. Thus, in some cases, both valence and arousal can be measured to detect a positive emotional response.
[0077] In some examples, the degree, strength or level of the positive emotion, and / or measurement of the positive emotional response, is determined by measuring one or more biological responses, such as muscle responses (including facial movements), electrophysiological and electrodermal activity, heart rate or heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature). For example, reduced blood pressure or activation or muscle responses representative of smiling may indicate the induction of a positive emotion. Devices and methods useful for detection of biological responses are known in the art and include, for example, the electrocardiogram (ECG; for detection of electrical signals in the heart and monitoring heart rate), photoplethysmogram (PPG; for detection of blood volume changes and monitoring heart rate), electromyography (EMG; for detection of muscle responses including facial movements), electroencephalogram (EEG; for detection of electrical activity in the brain) and Galvanic Skin Response (GSR; for detection of electrodermal activity or skin conductivity, i.e. measuring sweat secretion). For example, EEG-, ECG-, EMG-, and / or Galvanic Skin Response (GSR)-based methods have been described for detecting or measuring emotions (Gannouni et al., 2021, Sci. Rep. 11, 7071; Braset al., 2018, Front. Psychol. 9, 467; Kulke et al., 2020, Front. Psychol. 11, 329; and Dutta et al., 2022, ECS Trans. 107, 1253). In some examples, the biological responses are detected using wearable devices, such as watches that measure heart rate (e.g. that have ECG or PPG capabilities). In particular examples, headwear devices that contain multiple biosensors for measuring facial muscle activity (or facial expression), and optionally speech, can be utilized to detect positive emotions (see e.g. PCT publication Nos. WO2018154341 and W02020201761, available as Emteqlabs PRO® (Emteq Labs); and Lee et al. 2024, Nature Communications, 15, 530).
[0078] In some examples, a positive emotional response comprises a change (e.g. an increase or decrease) in one or more of muscle response (including facial muscle activation), electrophysiological and electrodermal activity, heart rate or heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature), and / or levels of dopamine, oxytocin, serotonin and or endorphins. These can be measured as described above and / or using methods well known in the art. In some examples, a positive emotional response is detected by the subject self-reporting, such as by self-reporting a feeling of love, happiness, hope, gratitude, joy, self-esteem and confidence, including through the use of questionnaires or tests, optionally that measure arousal and valence. The subject may be exposed to one or more immersive (e.g. VR or AR) experiences, such as 2, 3, 4, 5 or more immersive (e.g. VR or AR) experiences. Exposure to the two or more immersive (e.g. VR or AR) experiences can be intermittent or can be at regular intervals, and / or may be ad hoc (e.g. as needed) or scheduled. In some examples, the subject is exposed to an immersive (e.g. VR or AR) experience every week, two weeks, three weeks, four weeks, two months, six months, yearly or more. The immersive (e.g. VR or AR) experience can be the same or different. For example, the subject may be exposed to two different VR experiences, each designed to induce a different positive emotion or different positive emotional response.
[0079] In some examples, the subject has a mood disorder. The mood disorder may be selected from among major depressive disorder, seasonal affective disorder, persistent depressive disorder, disruptive mood dysregulation disorder, premenstrual dysphoric disorder, depression related to a medical condition and depression related to substance or medicine use. In some examples, exposure of the subject to the immersive (e.g. VR or AR) experience and induction of the positive emotion in the subject treats the mood disorder.
[0080] The subject being exposed to the immersive (e.g. VR or AR) experience may also undergo one or more additional therapies, such as simultaneously, consecutively or intermittently. Additional therapies include those that comprise the administration of an antidepressant including but not limited to selective serotonin reuptake inhibitors (SSRIs) such as fluoxetine, paroxetine, sertraline, citalopram and escitalopram; serotonin and norepinephrine reuptake inhibitors (SNRIs) such as duloxetine, venlafaxine, desvenlafaxine and levomilnacipran; atypical antidepressants such astrazodone, mirtazapine, vortioxetine, vilazodone and bupropion; tricyclic antidepressants such as imipramine, nortriptyline, amitriptyline, doxepin and desipramine; monoamine oxidase inhibitors (MAOIs) such as tranylcypromine, phenelzine and isocarboxazid. Other therapeutic agents that can be administered include cannabis and cannabis-derived agents, including agents comprising tetrahydrocannabinol (THC) and / or cannabidiol (CBD), ketamine, 3,4-Methylenedioxy methamphetamine (MDMA) and psilocybin. Additional therapies also include, but are not limited to, cognitive behavioral therapy (CBT), Interpersonal Therapy (IBT), Problem Solving Therapy (PST), and Eye movement desensitization and reprocessing (EMDR) therapy.
[0081] In other examples, the subject does not have a mood disorder.
[0082] In particular examples, induction of a positive emotion (e.g. love, happiness, hope, gratitude, joy, confidence and / or self-esteem; in some particular embodiments confidence and / or self-esteem) or positive emotional response improves the performance or productivity of the subject, such as in the workplace or in athletics or sports. Thus, in some examples, the subject is an athlete or sportsperson.
[0083] Systems, software, hardware and devices (such as wearable devices such as headsets and glasses) for delivering an immersive (e.g. VR or AR) experience to a subject are well known in the art and are available commercially. Non-limiting examples of wearable devices such as headsets that can be employed in the methods of the present disclosure to deliver an immersive experience, such as a VR experience, include those described in US Patent No. 9,063,330 and U.S. Patent No. D749,583, which reflect classical VR headsets. Other headsets that can be used in the present methods include those described in US Patent Publication No. 20250004280, which provides a transparent display unit that displays virtual objects on an image of actual objects in a real space, but also provides a shaded area that prevents an image of the actual objects from passing through the virtual objects, so that the virtual objects do not appear superimposed on the actual objects in the real space.3. Exemplary Embodiments
[0084] The following are exemplary embodiments of the present disclosure:1. A method for generating personalized immersive (e.g. VR, AR, MR or XR) content, comprising: identifying a trigger of a positive emotion in a subject; selecting a digital asset on the basis that the digital asset depicts the trigger of a positive emotion in the subject; and generating immersive (e.g. VR) content based on the digital asset.2. The method of embodiment 1, wherein identifying the trigger comprises determining that the trigger induces or elicits the positive emotion in the subject.3. The method of embodiment 1, wherein the trigger has been determined to induce or elicit the positive emotion in the subject.4. The method of any one of embodiments 1-3, wherein the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience.5. The method of any one of embodiments 1-4, wherein the trigger of positive emotion is identified by the subject or a facilitator (e.g. medical professional).6. The method of any one of embodiments 1-5, wherein the trigger of positive emotion is identified by detecting a biological response associated with the positive emotion when the subject is exposed to the trigger or the digital asset depicting the trigger.7. The method of any one of embodiments 1-6, wherein two or more digital assets are selected on the basis that they depict the trigger of a positive emotion and the immersive (e.g. VR, AR, MR or XR) content is based on two or more digital assets depicting the trigger of a positive emotion.8. The method of any one of embodiments 1-7, wherein two or more triggers of positive emotion are identified, one or more digital assets are selected on the basis that they depict the two or triggers of positive emotion, and the immersive (e.g. VR, AR, MR or XR) content is based on the one or more digital assets depicting the two or more triggers of positive emotion.9. The method of any one of embodiments 1-8, wherein the digital asset is selected from a photograph, video, audio and text.10. The method of any one of embodiments 1-9, wherein the subject provides the digital asset.11. The method of any one of embodiments 1-10, wherein the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence.12. The method of any one of embodiments 1-11, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence, preferably wherein the artificial intelligence comprises a large language model, a voice generator, an image generator and / or a video generator.13. The method of any one of embodiments 1-12, wherein the immersive (e.g. VR, AR, MR or XR) content comprises audio and video.14. The method of any one of embodiments 1-13, wherein the trigger comprises a person known to the subject and the immersive (e.g. VR, AR, MR or XR) content comprises an avatar of the person.15. The method of embodiment 15, wherein the avatar delivers a script directed to the subject so as to induce the positive emotion.16. The method of any one of embodiments 1-15, wherein the immersive content is VR content.17. A method for generating personalized immersive (e.g. VR, AR, MR or XR) content, comprising: identifying two or more triggers of one or more positive emotions in a subject, wherein at least one trigger is a person known to the subject and the other trigger is selected from an object, an activity, a location, a sound, a smell and an experience; selecting two or more digital assets on the basis that the digital assets depict the two or more triggers; and generating immersive (e.g. VR, AR, MR or XR) content based on the digital assets, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject so as to induce the positive emotion in the subject.18. The method of embodiment 17, wherein the trigger has already been determined to induce or elicit the positive emotion in the subject or wherein identifying the trigger comprises determining that the trigger induces or elicits the positive emotion in the subject.19. The method of embodiment 17 or 18, wherein the two or more digital assets are selected from a photograph, video, audio and text.20. The method of embodiment 17 or 18, wherein the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence, optionally wherein the positive emotion is selected from self-esteem and confidence.21. The method of any one of embodiments 17-20, wherein the immersive content is VR content.22. A personalized immersive (e.g. VR, AR, MR or XR) content produced by the method of any one of embodiments 1-21, preferably wherein the immersive content is VR content.23. A method for inducing a positive emotional response in a subject, comprising exposing the subject to an immersive (e.g. VR, AR, MR or XR) experience, wherein: the immersive (e.g. VR, AR, MR or XR) experience comprises immersive (e.g. VR, AR, MR or XR) content; and the immersive (e.g. VR, AR, MR or XR) content is based on a digital asset that has been selected on the basis that it depicts a trigger of a positive emotion in a subject.24. The method of embodiment 23, wherein the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience.25. The method of embodiment 23 or 24, wherein the trigger of positive emotion is or has been identified by the subject or a facilitator (e.g. medical professional).26. The method of any one of embodiments 23-25 wherein the trigger of positive emotion is or has been identified by detecting a biological response associated with the positive emotion when the subject is exposed to the trigger or the digital asset that depicts the trigger.27. The method of any one of embodiments 23-26, wherein the immersive (e.g. VR, AR, MR or XR) content is based on two or more digital assets selected on the basis that they depict the trigger of a positive emotion.28. The method of any one of embodiments 23-26, wherein the immersive (e.g. VR, AR, MR or XR) content is based on one or more digital assets selected on the basis that they depict two or more triggers of positive emotion.29. The method of any one of embodiments 23-28, wherein the digital asset is selected from a photograph, video, audio and text.30. The method of any one of embodiments 23-29, wherein the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence.31. The method of any one of embodiments 23-30, wherein generative artificial intelligence is used to generate the VR content.32. The method of embodiment 31, wherein the generative artificial intelligence comprises a large language model, a voice generator, an image generator and / or a video generator.33. The method of any one of embodiments 23-32, wherein the immersive (e.g. VR, AR, MR or XR) content comprises audio and video.34. The method of any one of embodiments 23-33, wherein the trigger comprises a person known to the subject.35. The method of embodiment 34, wherein the immersive (e.g. VR, AR, MR or XR) content is generated by generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject.36. The method of any one of embodiments 23-35, wherein the positive emotional response comprises a change in one or more of a muscle response (including facial muscle activation), electrophysiological and electrodermal activity, heart rate or heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature), and levels of dopamine, oxytocin, serotonin or endorphins.37. The method of any one of embodiments 23-36, wherein the subject has a mood disorder.38. The method of embodiment 37, wherein the mood disorder is selected from among major depressive disorder, seasonal affective disorder, persistent depressive disorder, disruptive mood dysregulation disorder, premenstrual dysphoric disorder, depression related to a medical condition and depression related to substance or medicine use.39. The method of embodiment 37 or 38, wherein induction of the positive emotional response in the subject treats the mood disorder.40. The method of any one of embodiments 23-39, further comprising detecting or measuring one or more biological responses in the subject.41. The method of any one of embodiments 23-40, wherein the immersive experience is a VR experience and the immersive content is VR content.42. A method for inducing a positive emotional response in a subject, comprising : identifying a trigger of a positive emotion in a subject; selecting a digital asset on the basis that the digital asset depicts the trigger; generating immersive (e.g. VR, AR, MR or XR) content based on the digital asset, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence; and exposing the subject to an immersive (e.g. VR, AR, MR or XR) experience that comprises the immersive content, thereby inducing a positive emotional response in the subject.43. The method of embodiment 42, wherein the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience.44. The method of embodiment 42 or 43, wherein the trigger of positive emotion is a person known to the subject and the VR content comprises an avatar of the person delivering a script directed to the subject.45. A method for inducing a positive emotional response in a subject, comprising : identifying two or more triggers of one or more positive emotions in a subject, wherein at least one trigger is a person known to the subject and the other trigger is selected from an object, an activity, a location, a sound, a smell and an experience; selecting two or more digital assets on the basis that the digital assets depict the two or more triggers; generating immersive (e.g. VR, AR, MR or XR) content based on the digital assets; and exposing the subject to an immersive (e.g. VR, AR, MR or XR) experience that comprises the immersive content, thereby inducing a positive emotional response in the subject.46. The method of embodiment 45, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject so as to induce the positive emotion in the subject.
[0085] The disclosure of every patent, patent application, and publication cited herein is hereby incorporated herein by reference in its entirety.
[0086] The citation of any reference herein should not be construed as an admission that such reference is available as "Prior Art" to the instant application.[OO87]Throughout the specification the aim has been to describe the preferred embodiments of the disclosure without limiting the disclosure to any one embodiment or specific collection of features. Those of skill in the art will therefore appreciate that, in light of the instant disclosure, various modifications and changes can be made in the particular embodiments exemplified without departing from the scope of the present disclosure. All such modifications and changes are intended to be included within the scope of the appended claims.
[0088] In order that the invention may be readily understood and put into practical effect, particular preferred embodiments will now be described by way of the following non-limiting examples.EXAMPLESExample 1 - Assessment of the use of virtual reality to induce positive emotions
[0089] The use of virtual reality to induce positive emotions and a positive emotional response in a healthy subject was assessed.Study design
[0090] The subject was an adult Caucasian male aged 49 yo; good general physical condition; no severe concomitant disease or medication; no psychiatric symptoms; mild sequels of Bell palsy right side of the face; no previous exposure to VR-based therapy.
[0091] The Emteqlabs PRO® (Emteq Labs) sensor platform was used to obtain the following sensor and physiological data during the VR experience:Sensor data: Electromyography (EMG) (to understand whether a user feels positively or negatively about the VR subject matter); Inertial Measurement Unit (IMU) (provides multi-modal data for improved accuracy); and Photoplethysmogram (PPG) (for real-time insight into physiological responses)Physiological Data: Heart rate; Heart rate variability; and Facial Movement / ExpressionCreation of the VR content
[0092] The subject filled in a questionnaire so as to identify those digital assets that triggered positive and negative emotions:1. LoveWhich people in your life evoke the strongest feelings of love?• My wife,• My kids• My mum and dad• My brother• My very special friendsWhat places remind you of moments filled with love?• The first apartment my wife and I shared in Praia do Campeche• The farm hotel we stayed for our honeymoonOur little studioOur apartment in where we had our first sonAre there any specific things / objects that symbolize love for you?• My gold wedding ring• The pearl earring I gave my wife in our 15th anniversary• FlowersWhich songs or music tracks make you feel surrounded by love?• "Into my arms" by Nick Cave• "Are you the one that I've been waiting for" by Nick CaveAre there any particular smells that remind you of loving moments?• The smell of wood burning in a fireplace• The smell of rainAre there any particular sounds that remind you of loving moments?• The sounds of wood burning in a fireplace• The sounds of rainDo specific words or colors resonate with the emotion of love for you?• The words "I love you"• The color yellow2. GratitudeWhich people make you feel the most grateful?• My wife• My mom and dad• My brotherWhat places bring out feelings of gratitude in you?• My mom and dad's place• The kitchen in our house• Our bedroom• Our kids' bedrooms• My mother-in-law's place in BrazilWhich things / objects represent gratitude for you?• Our pantry• Our dining tableWhat songs or music tracks evoke gratitude when you listen to them?• "Waiting on a friend" by the Rolling StonesAre there smells that make you feel thankful or remind you of grateful moments?• The smell of Brazilian food being cooked at home• The smell of filtered coffee being brewed at home• The smell of washed laundryWhich words or colors symbolize gratitude for you?• The words "Thank you"• The color white3. HappinessWhich people bring out the most happiness in you?• My kids• My dad• My brotherWhat places do you associate with joy or happiness?• Our house• My mom and dad's placeWhich things / objects make you instantly happy when you see or use them?• Any of my musical instruments• Any of my favorite vinyl albums• Our fireplace when it's litWhat songs or music tracks never fail to lift your spirits?• Any song by Delvon Lamar Organ TrioAre there smells that always put a smile on your face?• Surfboard waxWhich words or colors resonate with happiness for you?• The words "Play that song again for me"• The color blue4. HopeWho are the people that give you hope during challenging times?• My wife• My kids• My mom and dadWhat places symbolize hope for you?• The beach or a headland early in the morningAre there things / objects that you consider symbols of hope?• The sun riseWhich songs or music tracks inspire hope within you?• "I won't back down" by Tom Petty• "Here comes the sun" by The BeatlesDo specific smells remind you of hopeful moments or a brighter future?• The smell of rainWhich words or colors do you associate with hope?• The words "It will be alright"• The color white5. Self-Esteem and ConfidenceWhich people always boost your self-esteem or make you feel confident?• My wife• My mum and dad• My kidsWhat places do you go to when you want to feel good about yourself?• The gym• The surf• My workshopAre there things / objects that you wear or carry that boost your confidence?• Any suit• My chain necklace• Leather wear• BootsWhat songs or music tracks make you feel empowered or confident?NAAre there smells that make you feel more self-assured or remind you of a time you felt confident?• Any of my favorite colognesWhich words or colors resonate with self-esteem or confidence for you?• The word "Cello"• The color blackIs there anything else you'd like to share with us about elements, memories, or experiences that evoke strong positive emotions in you? This could include anything not covered in the above questions or any unique, personal connections you have to certain stimuli. Please describe in detail below.Playing the electric guitar is especially calming and satisfying. I love playing with other people but playing with my brother is usually the highlight of my trips to the US or his visits to Australia. It doesn't happen often but when it happens is unforgettable.[0093JA one hour session between the subject and a psychologist was then conducted to further identify topics and subjects that could potentially induce positive and negative emotions.
[0094] The feedback from the psychologist and the digital assets identified as triggering positive emotions were used to prompt the creation of a script using the generative Al-based ChatGPT. The script was a monologue from the subject's brother, discussing the topics and subjects identified from the subject's questionnaire and the phycologist session as triggering positive emotions. The prompt for GPT was as follows:The subject has filled in a questionnaire about what emotional triggers he has, and what responses he has to those triggers. Using that questionnaire, I would like to form a story between him and his brother, Leo, to help him feel some of these emotions. I'm hoping by sending you the questionnaire that Marcello has filled in, that you can have a look at the other story elements I will give you which will be facts about his relationship between himself and Leo, and you'll help form a 60 second long spoken script that would be spoken by Leo in order to bring out the emotions we're looking for in Marcello. The emotions we're looking for in the subject's reaction to Leo's dialogue will be happiness, feeling of being understood, relief, thankfulness. I will now follow with the questionnaire.[the questionnaire was then provided][0095JA video was created using various traditional video editing and manipulation tools:A live action actor was shot on location, reading the ChatGPT-generated script from a teleprompter to ensure body language matches script content emotionally;An Al voice created from a phone message left by the subject's brother, 'Leo', was run through Al dialogue repair tool (Descript) to enhance the quality of the short audio recording and to produce a studio-quality voice for training the Al (ElevenLabs) to allow 'Leo's' voice to perform the ChatGPT-generated script;The Al voice generated above was edited to match the live actor's performance, thus syncing body language to the Al voice;The face of 'Leo', obtained from a photograph, was swapped onto the live actor's face using Akool Al;The full Leo Al face and voice performance was used to train HeyGen Al to have a full voice and body version of 'Leo' that can be directed to perform any script;The resulting 16x9 HD video was then audio mixed to have voice match physical acoustics of the location in the video, along with subtle sounds of birds / traffic outside.The script delivered by the 'Leo' avatar in the video was as follows:Hey, Marcello. You know, whenever I think about our guitar dues, I'm reminded of how playing guitar together always brought out the best in us. You with your laid back style and me always trying to one up you. Hey, talk about Little Brother Complex. Those were the days, brother. I've always admired how you never let our competitions overshadow our bond. Playing Into My Arms by Nick Cave with you. That was something special. Your ability to infuse emotion into music is something I've always looked up to, even when I was trying to outdo you.Speaking of special, Liz mentioned the Pearl Earring you gave her on your 15th anniversary. Classic Marcello, always thoughtful and full of surprises. It's these gestures of love that define who you are, and it's something I deeply respect. Our family gatherings at Mom and Dad's place, they're not just about the laughter and the music, but also about how you bring everyone together with your easygoing vibe. The smell of mom's home cooking, our conversations. They remind me how grateful I am to have a brother like you. Your passion for music, your incredible collection of vinyl, your love for playing. They're more than just hobbies. They're a reflection of your soul. Even though there's this distance between us, with you in Australia and me in the US, your spirit is always with me.How are Rodrigo and Raphael? Those boys must be a bundle of joy, and you're surfing. I can almost smell the surfboard wax from here.Really just thinking about it all. It's these simple joys that capture the essence of happiness, don't they? I Won't Back Down by Tom Petty, man. That song reminds me of you. Your resilience, your hopeful spirit. It's inspiring. It's uh, just how you are bringing light and warmth, especially with your love for those early morning beach sessions. And then there's your style. Whether you're in a suit or rocking your leather gear, you exude a quiet confidence. It's not about being flashy, it's about being authentically Marcello— that chain, necklace, those boots, they're not just accessories, they're symbols of your strength.This distance between us, it can be tough, but when I think about you playing the guitar, it's like you're right here. Those moments we shared playing music together. They're not just memories. They're the glue that keeps us connected.So here's to us brother, to the music, the laughter, and all the great times that lie ahead. You're more than just my brother. You're a friend, a mentor, and a constant source of joy. Thank you for being you, Marcino. Can't wait for our next jam session.Until then, keep being the incredible person you are, spreading that love, gratitude, happiness, and hope. Bye for now, brother.The VR experience
[0096] The HD video was traditionally video-composited onto background of location, with extra wide edge created in Photoshop generative fill to facilitate the super-wide viewing angle appropriate for VR viewing (taking the 16x9 HD experience to lxl 4K). The resulting video was of a character resembling the subject's brother, delivering a message to him that addressed the topics and subjects identified as triggering a positive emotional response. The subject viewed the video using a Meta Quest 2 VR headset, with the Emteqlabs PRO® (Emteq Labs) sensor to collect data (EMG, PPG and IMU). The subject answered a questionnaire assessing emotional wellbeing, based on the positive feelings of happiness, contentedness and satisfaction, gratefulness, optimism and pride, before and after the VR experience. The questionnaire asked the following questions, with answers given as a value from 1 to 10: 1) How happy do you feel right now?; 2) How content and satisfied do you feel with your life at the moment? 3) How grateful do you feel for the things you have in your life right now? 4) How optimistic do you feel about the future at the moment?; and 5) How proud do you feel of your accomplishments at the moment? The subject was further interviewed by a study investigator after the VR experience.Results
[0097] Table 1 provides the results from the questionnaire before and after the VR experience. As can be seen, the subject experienced increased positive feelings following the VR experience in regards to happiness, gratefulness and pride (and to a lesser extent, optimism).
[0098] Table 1
[0099] The results indicate that the VR experience was successful in eliciting positive emotional responses from the subject. The subject stated that the power of the VR experience was in the script and the message delivered by the character resembling his brother. The subject also indicated that the immersiveness of the VR element was a positive. The subject stated that the experience was like an injection of a drug, and the script was powerful and meaningful, touching on the themes of gratitude, happiness, hope, and love. The experience triggered positive emotions and memories for the subject, and made him feel more connected to his brother.Example 2 - Exemplary questionnaire
[0100] The following provides an exemplary questionnaire used in the following examples to identify triggers of positive emotion in a subject, including love, gratitude, happiness, hope, joy, self-esteem and confidence.1. Love= Affection, protectiveness, warmth, and respect for another person.• Which people in your life evoke the strongest feelings of love?• What places remind you of moments filled with love?• Are there any specific things / objects that symbolize love for you?• Which songs or music tracks make you feel surrounded by love?• Are there any particular smells that remind you of loving moments?• Do specific words or colours resonate with the emotion of love for you?2. Gratitude= Feeling of thankfulness or appreciation in response to receiving something of value• Which people make you feel the most grateful?• What places bring out feelings of gratitude in you?• Which things / objects represent gratitude for you?• What songs or music tracks evoke gratitude when you listen to them?• Are there smells that make you feel thankful or remind you of grateful moments?• Which words or colours symbolize gratitude for you?3. Happiness= State of well-being and contentment.• Which people bring out the most happiness in you?• What places do you associate with happiness?• Which things / objects make you instantly happy when you see or use them?• What songs or music tracks never fail to lift your spirits?• Are there smells that always put a smile on your face?• Which words or colours resonate with happiness for you?4. Hope= Positive feelings and expectations for the future. Sense of optimism and a belief that things will get better.• Who are the people that give you hope during challenging times?• What places symbolize hope for you?• Are there things / objects that you consider symbols of hope?• Which songs or music tracks inspire hope within you?• Do specific smells remind you of hopeful moments or a brighter future?• Which words or colours do you associate with hope?5. Joy= Feeling of great pleasure and excitement. Can be euphoric.• Which people make you feel the most joyful?• What places do you associate with joy?• Which things / objects make you instantly joyful when you see or use them?• What songs or music tracks make you feel joyful?• Are there smells that instantly bring you joy?• Which words or colours resonate with joy for you?6. Self-Esteem= Overall sense of self-worth or personal value. The degree to which a person values, approves of, and likes themselves.• Who are the individuals that consistently elevate your sense of self-worth?• What places do you go to when you want to feel good about yourself?• Are there things / objects that you wear or carry that boost your self-esteem?• What songs or music tracks creating a sense of self-appreciation?• Are there smells that make you feel more self-assured?• Which words or colours resonate with self-esteem?7. Confidence= One's abilities and a sense of self-assuredness, self-efficacy and a willingness to take on challenges.• Which people always boost your confidence?• What places do you go to when you want to feel confident?• Are there things / objects that you wear or carry that boost your confidence?• What songs or music tracks make you feel empowered and confident?• Are there smells that make you remind you of a time you felt confident?• Which words or colours resonate with confidence for you?Example 3 - Comparison of personalized and non-personalised virtual reality for the induction of positive emotions
[0101] The effect of a personalized VR experience to induce positive emotions was compared to the effect of a non-personalized VR experience in a healthy subject. The subject used in this study was different to the subject used in Example 1.VR content
[0102] Two VR videos with audio were used with subject: the VR experience described in Example 1 was used as a control non-personalised VR experience (non-personalised stimulus; NPS) as it was designed for a different subject; and a personalised VR experience (personalized stimulus; PS) that was designed for the subject on the basis of a questionnaire similar to that described in Examples 1 and 2.System Layout
[0103] Various physiological sensor readings were performed such as EEG, GSR, ECG, PPG, fEMG, and skin temperature (ST). Figure 2 shows a summary of the overall data recording and processing steps, and Figure 3 shows the sensor locations on the subject.
[0104] The VR headset used was the Meta Quest 3. The g. SAHARA dry electrode EEG cap was used to measure brain signals in 10-20 electrode positions F3, F4, FC5, FC6, C3, C4, and POz. The EEG cap was positioned between the nasion and inion, and at the middle of ear to ear measurements using Cz position as centre. The EEG reference electrode was behind the left ear, with ground behind right ear. Dry electrodes were used to reduce chance of damage to VR headset due to abrasive gel. EEG electrode placement was limited due to the placement of the VR headset on the EEG cap covering electrode locations such as the midline. Skin temperature was recorded using thermistors on the tip of the fifth digit on the right hand, and right cheek. Not visible in Figure 2 were thermistors on the right knee, and on the table behind participant to measure room temperature.
[0105] fEMG on the left cheek measured the zygomaticus major muscle activity. fEMG electrode was also placed above the right eyebrow to track forehead muscle movement. A PPG sensor was attached to the fourth digit on the right hand. GSR was recorded using a g. GSRsensor attached to the left hand index and middle fingers. 3-lead ECG was measured using snap-on electrodes on the left and right wrists and grounded through the g.tec SAHARA ground electrode.Data recording
[0106] The subject was presented with two VR experiences: the non-personalised stimulus (NPS) and the personalised stimulus (PS). The NPS consisted primarily of video with dialogue, while the PS had video with dialogue in the first half of the stimulus and video with music in the second half. Dialogue consisted of positive messaging directed to the subject.
[0107] The PS was presented twice, and the respective data recordings were called PS_1, and PS_2. After the first presentation of the PS, the subject viewed PS a second time and provided verbal feedback throughout the recording. The physiological response during this second viewing (PS_2) was also recorded. A brief measurement was made after PS_1 as baseline. The full time length of the NPS was 289s, and PS was 359s. Data was saved in the xdf file format.
[0108] Data recording was performed within a Faraday cage to reduce mains power50Hz noise. Sensors were time synchronized by connecting them all through the g. Headbox and g.Hiamp amplifier. Data was recorded at 1200Hz sampling rate. Data markers were automatically generated by connecting audio output of the VR headset to the trigger box. The trigger box placed markers in the data recording whenever the audio from the VR experience met the threshold. Markers were manually added to the data recording at the start and end of the VRPME experience. Another manual marker was added into the mid-section of PS_1 and PS_2 for when the music section began. A ±0.5s margin of error for the markers was acceptable.Preprocessing
[0109] Data analysis and preprocessing was performed in MATLAB 2021a. Data stored in the xdf files were loaded using the eeg3 toolbox. Data was sliced at the first and last manual marker. EEG, ECG, PPG, and fEMG recordings were detrended to reduce the influence of movement artefacts. EEG data was cleaned using EEGLAB cleanrawdata function to remove artefacts. A 2-Dconvolution by 121 samples was performed on fEMG signal. Thermistor produced voltage reading as raw output which was converted from voltage to Celsius using 800mV / °C.Feature extraction[OO11O] Features were extracted from each of the processed physiological signals.Galvanic Skin Response (GSR)
[0111] Number of skin conductance events were labelled manually. Calculated the first and second derivative of the GSR signal using a Kalman filter.Electroencephalography (EEG)
[0112] PSD was performed for each electrode (F3, F4, C3, C4, FC5, FC6, and POz). This was conducted through Welch's power spectral density estimate in MATLAB. Relative PSD was performed between stimuli, and also using stimuli baseline against regions of interest.Electrocardiography (ECG) and Photoplethysmography (PPG)
[0113] ECG recorded electrical activity in the heart through the QRS wave, and PPG measured oxygen levels. Through both measurements the HR and HRV can be derived. Peak detection was used to determine the locations of the R-waves, and the PPG peaks of each cardiac cycle. Average HR of stimuli was calculated using both ECG and PPG. HR at every 10th R-wave was calculated to generate a HR over time plot for each stimulus. Marcus / Vollmer HRV toolbox was used to perform further analysis on HRV such as frequency domain analysis through PSD
[0018] .Electromyography (EMG)
[0114] Number of muscle activity was tracked using peak detection. Average number of muscle activity.Skin Temperature (ST)
[0115] Average skin temperature, skin temperature deviation.Results
[0116] As shown in Figure 3, SC increased at the start of stimulus for NPS. NPS did not generate any further major increases in SC after the initial maximum. PS_1 also had an increase shortly after the beginning of the stimulus at around 26s. This initial increase in SC was absent in the repeat recording of PS_2. In both PS_1 and PS_2 a large increase in SC was observed at around 140s - 150s and at around 200s - 210s. Relative spectra for the 140s - 150s time block was conducted against the start of stimulus Os - 10s (baseline no activity). In PS_1 at 140s - 150s a 10-fold power increase was found in the beta band (25Hz - 30Hz) (Figure 4). This beta band activation was not found in NPS, and the repeat recording PS_2.
[0117] Peak detection was performed on ECG and PPG signal for labelling heartbeats.ECG and PPG signal produced near identical average HR values (data not shown). ECG peak totals in NPS and PS_1 were near identical to PPG peak total (data not shown). Therefore, average HR from ECG for NPS and PS_1 was very similar to PPG. HR was calculated at every 10th R wave of the QRS complex. Mean HR in NPS (66.6025bpm, std = 1.5684bpm) was lower than PS_1 (69.4819bpm, std = 1.9346bpm) and PS_2 (69.5716bpm, std = 2.1189). PS_1 median HR was greater than PS_2 and NPS (Figure 5). A non-paired t-test was performed between recordings withp < 0.05 as the threshold for significance. Except for PS_2, PS_l's HR was found to be significantly different (p < 0.001) from NPS and baseline (see Table 2). In PS_1 an increase in HR was observed at the same time stamp for increase GSR activity (140s - 150s). HR outliers were found in the boxplots (Figure 5). Heart Rate Variability (HRV) analysis for NPS and PS_1 was performed from ECG signal. PS_2 was absent from much of the HR and HRV analysis due to large amounts of motion artefacts.Table 2. Non-paired t-tests for average HR between different stimuli.
[0118] Mean HRV was lower in PS_1 (864.529ms, std = 30.6525ms) compared to NPS(902.436ms, std =30.6638ms). PS_1 stimulus had the fastest R - R interval (Figure 6). Non-paired t-test with p <0.05 threshold was performed between NPS and PS_1 HRV which found a significant result (p <0.001). For HRV spectrum, the low frequency (LF) to high frequency (HF) ratio was also calculated. PS_1 had a larger LF / HF ratio (8.412) compared to NPS (6.022). A closer analysis into the change in PSD around the 140s-150s time block in PS_1 was performed. This involved segmenting the PSD analysis between times of 120s-130s, 140-150s, and 150s-160s. The results showed that LF / HF ratio increased from the 120s-130s, into the 140s-150s blocks (data not shown). The LF / HF ratio then decreased after the 140s-150s block into the 150-160s block (data not shown). The R-R interval was shortest in PS_1 (776.67ms) compared to NPS (798.33ms).
[0119] After detrending the fEMG signal a 2-D convolution was applied to the signal.Through peak detection the number of fEMG activations for the right brow and left cheek were quantified. A larger number of face muscle activations can be observed from PS_1 compared to NPS (Figure 7). The amplitude of muscle activity in PS_1 was greater than NPS. PS_2 was not included in fEMG analysis, due to motion artefacts.
[0120] Gradual increase in fingertip temperature from NPS, while PS_1 and PS_2 were steady (data not shown). Right cheek face temperature had low variation in NPS but saw some gradual increase with PS_1 and PS_2 (data not shown).Summary of subject feedback
[0121] The subject completed a survey on valence and arousal post PS_1 on a scale of -5 to 5. Overall, the subject feedback was positive (Valence = 3), at a high level of arousal (Arousal = 5). The subject had experienced lacrimation throughout the first half of the PS. The subject also reported a feeling of 'goosebumps' around the middle section of PS_1.Summary
[0122] Significant differences were found in the physiological response between NPS and PS_1 from multiple sensors:Increased GSR activity during stimulus in PS_1, which was absent in NPS, and EEG relative spectra at GSR activity time block 140s-150s found beta band activation in PS_1.• Higher mean HR in PS_1 compared to NPS. HR increase was at same time block as GSR activity.• Time domain and frequency domain analysis on HRV performed for NPS and PS_1 with significant (p < 0.05) difference found.• Higher number of facial muscle activation from PS_1 compared to NPS. May be related to lacrimation as a result of the personalised VRPME.
[0123] Overall, the participant appeared to have reacted more strongly towards PS_1 compared to NPS, indicating that the personalised VR experience was much more effective at eliciting positive emotions that the non-personalised VR experience.Observations
[0124] GSR activity was used to determine regions of interest. In NPS the participant had one increase in conductance at the beginning of the stimuli throughout the entire VR experience. This may have been caused by feelings of anticipation at the beginning of the experience. Similarly in PS_1, there was also an increase in GSR activity around the beginning of the stimulus at 26s. This increase was absent in PS_2. In PS, this time stamp matched with when the avatar first appeared and began speaking to the participant. This could possibly be explained due to participant acclimation to the experience after the first viewing, removing the initial surprise factor. Looking further into GSR activity in the 140s - 150s time block, this period marked the beginning of the music section of the experience. In this section, the participant also reported experiencing piloerection ('goosebumps') which aligned with the increase in SC. A previous study found that significant changes in GSR activity was related to piloerection
[0019] . The third major increase in PS_1 GSR occurred within the middle of the music section. Both of these SC increases were also present within PS_2. This meant that a repeated viewing of the personalised stimulus could still produce a significant physiological response from the participant. Overall, this demonstrated that the personalised music integration into the VRPME experience was very effective at eliciting a response from the participant.
[0125] From the ECG and PPG recordings HR features were extracted, and HRV was calculated from ECG for both NPS and PS. HR was higher in PS_1 compared to NPS. Measures of HR has been associated with both valence and arousal. The HRV LF and HF spectra were calculated from the HRV toolbox. LF and HF power can be reflective on the sympathetic nervous system (SNS) and parasympathetic nervous system (PNS) activity. LF power is typically associated with SNS and minor PNS activation, while HF power is associated more with PNS activation (Wang et al. 2023, Sensors, 23(20) :8636). Both NPS and PS_1 produced minimal HF response and had a larger LF response. Between the two stimuli PS_1 produced a larger LF power compared to NPS. There was a significant increase in LF / HF ratio at the 140s-150s section. Therefore, the subject likely produced an increase in SNS activation during this section of the VR experience. The LF / HF ratio had also increased during the 140s-150s block in PS_1, which reinforces the effectivity of the music section in the personalized VR experience. SNS is related to fight or flight response and increases in this area is usually related to increased arousal. This supports the subject's score of high arousal in thefeedback. Greater SNS activation in PS_1 compared to NPS may correlate with the increased alertness found in the EEG beta band.
[0126] A large increase in the number of facial muscle movement was found in PS_1 compared to NPS. The subject feedback included increased lacrimation from PS_1 experience. This could explain the increased eye movements present within the fEMG signals from the eyebrow and cheek. Although fEMG displayed increased activity in PS, the eye movements did appear in the cheek fEMG recordings. This made it difficult to isolate and analyse activity on the lower half of the face. However, the result of valence and arousal response aligned with feelings of elation.Example 4 - Effect of personalized and non-personalised virtual reality on strength
[0127] The effect of a personalized VR experience on strength in a healthy subject was compared to strength of the subject in the absence of the VR experience.
[0128] The subject from Example 2 was exposed to the personalized VR experience (PS), and grip strength and isometric pull was assessed before, immediately after and 10 minutes after exposure to the VR experience was measured. Grip strength and isometric pull was also without exposure to the VR experience.
[0129] It was observed that grip strength (reflecting peak force) increased by 13% immediately after exposure to the personalized VR experience compared to in the absence of the experience. No difference was observed after 10 minutes or in the isometric pull (representing peak force). These results may suggest that the induction of a positive emotional response following the personalized VR experience gave rise to improved physical performance.Example 5 - Comparison of personalized of personalized immersive experience using two headsets.
[0130] The same personalized VR content was provided to a subject using two different headsets: a 'traditional' VR head set, the Meta / Oculus Quest (Meta™), and a 'non-traditional' headset, the Perisphere™ headphones (Geek Loft™). The Perisphere™ headset comprises spatial media headphones, which combine a rotating display band with traditional headphone features so as to deliver a fully immersive audiovisual experience (see e.g. US Patent Publication No. 20250004280).Methods
[0131] The subject was a sportsperson who completed a questionnaire as described in Example 2 so as to identify triggers of positive emotion. Personalised VR content based on the triggers of positive emotion and designed to induce a positive emotional response was produced as described in Example 1. (i.e. providing an avatar of a person known to the subject, delivering a script directed to the subject designed to induce feelings of love, gratitude, happiness, hope, joy, self-esteem and / or confidence in the subject. The Perisphere™ headset was then used to deliver the VR content to the subject as a VR experience (JC1). The Meta / Oculus Quest headset was then used to deliver the same VR content to the subject as a VR experience (JC2).
[0132] Throughout the JS1 and JS2 VR experiences, heart rate (HR) and heart rate variability (HRV) data was obtained from the subject using either electrocardiography (ECG) orphotoplethysmography (PPG). HRV measures can reflect the activation of either the sympathetic nervous system (SNS) (increased excitement), or parasympathetic nervous system (activity).
[0133] Data analysis was performed through MATLAB 2021a, and HRV toolbox.Calculated R-R interval plot, heart rate (HR) plot, HRV power spectral density (PSD), average HRV, maximum HRV, minimum HRV. Isolated analysis to the first 10 minutes and 30 seconds (630 seconds) of the recordings to target stimulus presentation period. Synchronicity was determined through activation of the recording with the end of an initial countdown at the beginning of the video.Results
[0134] Table 1 and Figures 8 and 9 show the HRV of the subject during the two VR experiences, JC1 and JC2.Table 3. HRV features from JC1 and JC2
[0135] The following observations were made:• High fluctuation in RR interval; both JC1 and JC2 have std > 100ms.• Average RR interval was shortest in JC1 than JC2.• Greater range of RR intervals from JC1 compared to JC2.• Using unpaired t-test the RR intervals were significantly different from one another.
[0136] HR data is shown in Figures 10-12 and in Table 4.Table 4. HR features from JC1 and JC2
[0137] The following observations were made:• JC1 started with a faster HR at the beginning of the recording then dropped to a slower average HR.• RR intervals sped up after the mid-section of the recording.• Emotional areas of interest JC1 : o 148s o 237s o 382s o 464s o 584s o 617s• Emotional areas of interest JC2: o 220sO 313s o 379s o 518s• Somewhat similar trends in JC2.• JC1 ended with increase in HR.• Unpaired t-test showed significantly different bpm results.
[0138] Tables 5 provides a description of the HRV features (as taken from Zhu et al. Physiological Measurement, 40(6):064004) and Table 6 provides a summary of the HRV features for JC1 and JC2 as assessed using HRV toolbox.Table 5. List of HRV time and frequency domain features used for emotional analysisTable 6. HRV features for JC1 and JC2
[0139] This study showed that two different headsets could be used to deliver the same VR content with a similar but slightly different VR experience that still induced positive emotional responses. Some observed differences included:• Overall HR and R-R interval was faster in JC1 compared to JC2.• HRV PSD showed slightly higher LF / HF ratio in JC1 vs JC2.• JC1 appeared to have greater SNS activation compared to JC2 due to faster HRV.• JC1 had greater ultra-low frequency.
[0140] It is possible that the subject may have conditioned himself more to the stimulus after the first sessions which may explain the reduced HRV activity.Example 6 - Production of VR content for sportsperson
[0141] Personalised VR content for a subject ('Brent') who was a sportsperson was produced so as to develop a VR experience that induced positive emotional responses, particularly focusing on self-esteem, happiness and confidence.
[0142] The subject was provided and answered the following questionnaire (names and other identifying information have been changed).1. Love= Affection, protectiveness, warmth, and respect for another person.• Which people in your life evoke the strongest feelings of love? My mum and two brothers• What places remind you of moments filled with love? My old house in Carlton (used kick footy with dad)• Are there any specific things / objects that symbolize love for you?• Which songs or music tracks make you feel surrounded by love? Bruce Springsteen or U2• Are there any particular smells that remind you of loving moments? Ocean Do specific words or colours resonate with the emotion of love for you? No2. Gratitude• = Feeling of thankfulness or appreciation in response to receiving something of value• Which people make you feel the most grateful? Close friends Ben and Will + mum / dad• What places bring out feelings of gratitude in you? home• Which things / objects represent gratitude for you? Playing footy with good mates• What songs or music tracks evoke gratitude when you listen to them? none• Are there smells that make you feel thankful or remind you of grateful moments? steak• Which words or colours symbolize gratitude for you? blue3. Happiness= State of well-being and contentment.• Which people bring out the most happiness in you? My friend Jim, brothers David / Jason, mum, friend Ben• What places do you associate with happiness? The beach, camping, home, old share house• Which things / objects make you instantly happy when you see or use them? My jetski, the ocean, food• What songs or music tracks never fail to lift your spirits? U2, oasis, spacey jane, old mervs• Are there smells that always put a smile on your face? no• Which words or colours resonate with happiness for you? Yellow, green4. Hope= Positive feelings and expectations for the future. Sense of optimism and a belief that things will get better.• Who are the people that give you hope during challenging times? My friend Will and David• What places symbolize hope for you? When I go camping• Are there things / objects that you consider symbols of hope? NA• Which songs or music tracks inspire hope within you? NA• Do specific smells remind you of hopeful moments or a brighter future? NA• Which words or colours do you associate with hope? green5. Joy= Feeling of great pleasure and excitement. Can be euphoric.• Which people make you feel the most joyful? Same as happiness• What places do you associate with joy? Ocean, pool• Which things / objects make you instantly joyful when you see or use them? Same as happiness• What songs or music tracks make you feel joyful? Same as happiness• Are there smells that instantly bring you joy? Chocolate, steak• Which words or colours resonate with joy for you? Yellow6. Self-Esteem= Overall sense of self-worth or personal value. The degree to which a person values, approves of, and likes themselves.• Who are the individuals that consistently elevate your sense of self-worth? My friend Will, mum, brother David• What places do you go to when you want to feel good about yourself? Not sure, nowhere really• Are there things / objects that you wear or carry that boost your self-esteem? I use diaries to help myself or meditate• What songs or music tracks creating a sense of self-appreciation? Meditation tracks• Are there smells that make you feel more self-assured? no• Which words or colours resonate with self-esteem? none7. Confidence= One's abilities and a sense of self-assuredness, self-efficacy and a willingness to take on challenges.• Which people always boost your confidence? Friends Vic and Will• What places do you go to when you want to feel confident? My bedroom to meditate or go walk. Or sometimes gym (ego boost)• Are there things / objects that you wear or carry that boost your confidence? Work on a diary• What songs or music tracks make you feel empowered and confident? Some Eminem songs or rock songs• Are there smells that make you remind you of a time you felt confident? no• Which words or colours resonate with confidence for you? red• Open Feedback:Before a match, which type of emotion you would like to feel?Tick one or multiple boxes, score from 1 to 7 from the most important (1) till the less important (7)• nConfidence: 1• nJoy:4• ^Gratitude: 5• DHappiness: 2• nHope:6• nSelf-Esteem: 3• > Love: 7During a match, which type of emotion you would like to feel?Tick one or multiple boxes, score from 1 to 7 from the most important (1) till the less important (7)• nConfidence: 1• nJoy:4• nGratitude:6• nHappiness:2• nHope:5• □Self-Esteem: 3• > Love: 7After a match, which type of emotion you would like to feel?Tick one or multiple boxes, score from 1 to 7 from the most important (1) till the less important (7)• □Confidence: 3• nJoy:4• DGratitudeiS• DHappiness: !• nHope:6• □Self-Esteem: 2• nLove:7
[0143] Based on the questionnaire, the subject was asked to provide images, videos, and voice recordings of the subject's mum, his brother David and his friend Will. The subject wasalso asked to provide images, videos, or links that capture the surroundings of the following his home, the gym, the beach, camping, and his jet ski, as well as preferred music of Eminem, U2, oasis, spacey jane and the old mervs. Three separate avatars with associated scripts were generated as described in Example 1, to be directed to the subject during the VR experience. The avatars represented the subject's mother, his brother David and his friend Will, and the VR content was designed to induce self-esteem, confidence and happiness. The following scripts were produced:
[0144] 1. Self-Esteem; Speaker: His brother David (Tone: Genuine, grounded, brotherly support)"Hey Brent, I just wanted to remind you of something— no matter what happens out there, you've already made us proud. It's not just about footy, man. It's about who you are. You've worked harder than anyone I know, and you've stayed true to yourself through it all. You're the guy who looks out for his mates, who helps Mum without thinking twice, and who's always pushing himself to be better. That's the stuff that matters most. Footy's just one part of your story, but who you are— that's already solid, mate. You've got this because you've always had it."
[0145] 2. Confidence; Speaker: His friend Will (Tone: Energetic, motivating, with a playful edge)"Oi Brent, listen up. You've done the work, every single day. You're the guy smashing it at the gym, kicking goals on and off the field. You're ready. And when you're out there, you're not just some bloke giving it a crack— you're a machine. You've got the skill, the fitness, and the mindset. I've seen it. You back yourself, and everyone else backs you too. So, chin up, chest out, and go show 'em who you are. You're built for this, bro."
[0146] 3. Happiness; Speaker: His mum (Tone: Warm, nurturing, filled with pride)"Brenty, do you remember those afternoons at home? You and your dad kicking the footy until the sun went down? You were always smiling, even when you missed a kick. That joy— that's still there in you. Every time you're out on the field, I see that same smile, that same spark. I just want you to know, no matter where you are or what happens, you've already made us so happy. Watching you chase your dreams lights me up inside. So go out there, have fun, and just enjoy every second, my boy."
Claims
CLAIMS:
1. A method for inducing a positive emotional response in a subject, comprising exposing the subject to an immersive (e.g. VR, AR, MT or XR) experience, wherein: the immersive experience comprises immersive (e.g. VR, AR, MT or XR) content; and the immersive content is based on a digital asset that has been selected on the basis that it depicts a trigger of a positive emotion in a subject.
2. The method of claim 1, wherein the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience.
3. The method of claim 1 or 2, wherein the trigger of positive emotion is or has been identified by the subject or a facilitator (e.g. medical professional).
4. The method of any one of claims 1-3, wherein the trigger of positive emotion is or has been identified by detecting a biological response associated with the positive emotion when the subject is exposed to the trigger or the digital asset that depicts the trigger.
5. The method of any one of claims 1-4, wherein the immersive content is based on two or more digital assets selected on the basis that they depict the trigger of a positive emotion.
6. The method of any one of claims 1-4, wherein the immersive content is based on one or more digital assets selected on the basis that they depict two or more triggers of positive emotion.
7. The method of any one of claims 1-6, wherein the digital asset is selected from a photograph, video, audio and text.
8. The method of any one of claims 1-7, wherein the positive emotion is selected from among love, hope, happiness, gratitude, joy, self-esteem and confidence.
9. The method of any one of claims 1-8, wherein generative artificial intelligence is used to generate the immersive content.
10. The method of claim 9, wherein the generative artificial intelligence comprises a large language model, a voice generator, an image generator and / or a video generator.
11. The method of any one of claims 1-10, wherein the immersive content comprises audio and video.
12. The method of any one of claims 1-11, wherein the trigger comprises a person known to the subject.
13. The method of claim 12, wherein the VR content is generated by generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject.
14. The method of any one of claims 1-13, wherein the positive emotional response comprises a change in one or more of a muscle response (including facial muscle activation), electrophysiological and electrodermal activity, heart rate or heart rate variability (increase or decrease), oxygen saturation, blood pressure and body temperature (including skin temperature), and levels of dopamine, oxytocin, serotonin or endorphins.
15. The method of any one of claims 1-14, wherein the subject has a mood disorder.
16. The method of claim 15, wherein the mood disorder is selected from among major depressive disorder, seasonal affective disorder, persistent depressive disorder, disruptive mood dysregulation disorder, premenstrual dysphoric disorder, depression related to a medical condition and depression related to substance or medicine use.
17. The method of claim 16, wherein induction of the positive emotional response in the subject treats the mood disorder.
18. The method of any one of claims 1-17, further comprising detecting or measuring one or more biological responses in the subject.
19. The method of any one of claims 1-18, wherein the immersive experience is a VR experience and the immersive content is VR content.
20. The method of any one of claims 1-18, wherein the immersive experience is an AR experience and the immersive content is AR content.
21. A method for inducing a positive emotional response in a subject, comprising : identifying a trigger of a positive emotion in a subject; selecting a digital asset on the basis that the digital asset depicts the trigger; generating immersive (e.g. VR, AR, MR or XR) content based on the digital asset, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence; and exposing the subject to an immersive (e.g. VR, AR, MR or XR) experience that comprises the immersive content, thereby inducing a positive emotional response in the subject.
22. The method of claim 21, wherein the trigger of positive emotion is selected from one or more of a person, an object, an activity, a location, a sound, a smell and an experience.
23. The method of claim 21 or 22, wherein the trigger of positive emotion is a person known to the subject and the VR content comprises an avatar of the person delivering a script directed to the subject.
24. A method for inducing a positive emotional response in a subject, comprising : identifying two or more triggers of one or more positive emotions in a subject, wherein at least one trigger is a person known to the subject and the other trigger is selected from an object, an activity, a location, a sound, a smell and an experience; selecting two or more digital assets on the basis that the digital assets depict the two or more triggers; generating immersive (e.g. VR, AR, MR or XR) content based on the digital assets; and exposing the subject to an immersive (e.g. VR, AR, MR or XR) experience that comprises the immersive content, thereby inducing a positive emotional response in the subject.
25. The method of claim 24, wherein the immersive (e.g. VR, AR, MR or XR) content is generated using generative artificial intelligence and comprises an avatar of the person delivering a script directed to the subject so as to induce the positive emotion in the subject.
Citation Information
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