VR-based cognitive training system
The VR-based cognitive training system addresses the lack of effective feedback in VR systems by integrating brainwave analysis and movement detection to provide immersive training for depression and insomnia relief, enhancing engagement and reducing cybersickness.
Patent Information
- Application Number
- PCT/KR2024/010665
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-16
- Filing Date
- 2024-07-24
- Publication Date
- 2026-01-22
AI Technical Summary
Existing VR systems lack effective feedback mechanisms for cognitive training to relieve depression and insomnia, and there is a need for systems that can monitor training results and reduce cybersickness.
A VR-based cognitive training system comprising a kiosk, VR display unit, VR glove unit, and VR chair unit, equipped with brainwave linkage to detect and analyze brainwaves, hand and foot movements, and provide immersive training content to relieve depression and insomnia.
Enables effective cognitive training at any time and place, enhances immersion and engagement, reduces cybersickness, and monitors training effectiveness in real-time, offering a cost-effective alternative to traditional treatments.
Smart Images

Figure KR2024010665_22012026_PF_FP_ABST
Abstract
Description
VR-based cognitive training system
[0001] The present invention relates to a VR-based cognitive training system that enables cognitive training to be performed for relieving depression and insomnia using a VR device.
[0002] Virtual reality (VR) is a field of information activity that allows users to indirectly experience situations difficult to directly experience in the real world due to physical and spatial constraints, through interaction with the human sensory system within a computer-generated virtual environment. When VR systems provide a virtual environment that embodies the user's perspective and movements, the user typically experiences the environment by physically changing their perspective or movements within the virtual space, or through a being that performs actions in place of the human body in the VR space.
[0003] VR and AR experts and economists predict that this market size will grow from $5.2 billion to $162 billion (KRW 190 trillion) by 2020. They also anticipate it as a promising technology that, along with artificial intelligence, could lead the Fourth Industrial Revolution. In VR environments, interaction devices have been used to recognize various user information based on input sensors. For example, as soon as a ball hits a golf club on a virtual screen, a spatial recognition motion sensor attached to the club immediately analyzes the user's swing angle and putting posture. The analyzed user information is then immediately transmitted to a smartphone, and the user can use this information to correct their posture.
[0004] However, output devices that generate feedback signals, such as force, tactile sensation, or stimulus information, to transmit information back to the user are still in their infancy. The potential for technological development utilizing these devices is significant.
[0005] Meanwhile, if content that helps with cognitive training to relieve depression and insomnia is loaded onto VR (Virtual Reality) devices such as HMD (Head Mount Display), the training effect is expected to be very large because participants can individually complete the training program at a time and place of their choice.
[0006] <Related patent documents>
[0007] Patent Document 1: Republic of Korea Patent Publication No. 10-1915238
[0008] Patent Document 2: Republic of Korea Patent Publication No. 10-1944489
[0009] Patent Document 3: Republic of Korea Patent Publication No. 10-1881986
[0010] Patent Document 4: Republic of Korea Patent Publication No. 10-1777755
[0011] Patent Document 5: Republic of Korea Patent Publication No. 10-1828952
[0012] Patent Document 6: Republic of Korea Patent Publication No. 10-2012-0092249
[0013] The purpose of the VR-based cognitive training system according to the embodiment of the present disclosure is to provide a training system that can monitor training results by detecting and analyzing brain waves during training when performing cognitive training to relieve depression and insomnia using a VR device.
[0014] The problems to be solved by the present invention are not limited to the problems mentioned above, and other problems to be solved by the present invention that are not mentioned herein will be clearly understood by a person having ordinary skill in the technical field to which the present invention belongs from the description below.
[0015] As a technical solution to the above problem, a VR-based cognitive training system may be configured to include a kiosk (100) in which VR-based content is operated; a VR display unit (200) in which data is transmitted from the kiosk (100) and the VR-based content is visually implemented; a VR glove unit (300) for detecting the user's hand movements to manipulate the VR-based content; a VR chair unit (400) for detecting the user's foot movements to manipulate the VR-based content; and a brainwave linkage unit (500) for detecting and analyzing the user's brainwaves; wherein the user wears the VR display unit (200) and the VR glove unit (300) and sits in the VR chair unit (400) to train according to the VR-based content, and the brainwave linkage unit (500) detects and analyzes the user's brainwaves during training, so that the effect of the training is monitored in the kiosk (100).
[0016] In addition, the VR glove part (300) includes at least one hand motion detection module (310) installed at a predetermined location to detect the user's hand motion, at least one touch detection module (320) installed at a predetermined location to recognize touch, a tracking detection module (330) installed at a predetermined location to detect the movement trajectory of the VR glove part (300), a noise removal module (360) that filters the detection signals detected by the hand motion detection module (310), the touch detection module (320), and the tracking detection module (330) into an effective range using a bandpass filter, and if the detection signal range exceeds the effective range, treats the detection signal as noise and deletes it, an amplification module (370) that amplifies the detection signal from which noise has been removed through the noise removal module (360), and converts the detection signal amplified through the amplification module (370) into a digital signal so that it is reflected and output through the VR display part (200). It can be configured to include an ADC module (380) that converts and transmits.
[0017] In addition, the VR chair part (400) may be configured to include a pedestal module (410) that is placed on the ground to form a pedestal, a body module (420) formed with a predetermined length upward from the center of the pedestal module (410), a support module (430) that is coupled to one end of the body module (420), a saddle module (440) that is formed in a direction perpendicular to the longitudinal direction at a predetermined position of the body module (420), and a foot position detection module (450) that is coupled to a side portion of the pedestal module (410) to detect the foot position of the user.
[0018] In addition, the body module (420) can be adjusted in length in the longitudinal direction and can be rotated with the longitudinal direction as the rotation axis.
[0019] In addition, the VR chair part (400) may further include a movement module (421) that receives a predetermined signal and moves the body module (420).
[0020] In addition, the support module (430) may be configured to be positioned so as to be in contact with the user's abdomen when the user sits on the saddle module (440) and support the user's upper body.
[0021] In addition, the brainwave linkage unit (500) includes a brainwave detection module (510) that detects the user's brainwaves, and a depression analysis module (520) that analyzes the depression state in conjunction with the detected brainwaves. The depression analysis module (520) may be configured to be equipped with the characteristics of reference brainwaves related to depression and insomnia in advance, and to monitor the degree of depression and insomnia relief according to training by comparing and analyzing the characteristics of the reference brainwaves and the brainwaves detected during user training.
[0022] In addition, the brainwave linkage unit (500) may be configured to further include a motion sickness analysis module (530) that analyzes the motion sickness state in conjunction with the detected brainwaves.
[0023] In addition, the kiosk (100) may further include a physical ability measurement module capable of measuring the user's physical ability, and may be configured to be characterized in that the VR glove part (300) and the VR chair part (400) are adjusted based on the data of the physical ability measurement module.
[0024] Accordingly, the VR-based cognitive training system according to the embodiment of the present disclosure has the advantage of allowing the user to train at a desired time and place by utilizing a virtual reality program.
[0025] Additionally, it has the advantage of being able to train efficiently and at a relatively low cost compared to going to a hospital for treatment of depression and insomnia.
[0026] Additionally, there is an advantage in that VR-based content can be used to increase training effectiveness by increasing training immersion by creating interest and fun.
[0027] Additionally, the purpose is to further enhance user interest and immersion by ensuring that the user's movements are reflected more accurately and responsively on VR-based content.
[0028] Additionally, multiple participants can use the program together, which has the advantage of increasing concentration compared to training alone and enhancing the training effect by instilling in users feelings such as cooperation, a sense of accomplishment, and a sense of belonging.
[0029] Additionally, there is the advantage of being able to monitor the effectiveness of training in real time through an electroencephalography unit that collects and analyzes brain waves.
[0030] Additionally, there is an advantage in that it can reduce cybersickness caused by using VR devices by collecting specific brain waves and detecting and taking action on motion sickness through brain wave analysis.
[0031] Additionally, there is an advantage in that you can train with three-dimensional movements even in a limited space through the VR chair.
[0032] Figure 1 is a conceptual diagram schematically illustrating a VR-based cognitive training system according to the present disclosure;
[0033] Figure 2 is a block diagram briefly showing the configuration of a kiosk and a VR display unit according to the present disclosure.
[0034] Figure 3 is a block diagram briefly showing the configuration of a VR glove part and a VR chair part according to the present disclosure.
[0035] Figure 4 is a block diagram briefly showing the configuration of the brain wave measurement unit according to the present disclosure.
[0036] FIG. 5 is an embodiment of a VR-based cognitive training system according to the present disclosure;
[0037] Figure 6 is a drawing for explaining VR-based content according to the present disclosure;
[0038] Figure 7 is a drawing specifically explaining a kiosk (100) according to the present disclosure.
[0039] Figure 8 is a drawing specifically explaining the VR glove part (300) according to the present disclosure.
[0040] Figure 9 is a drawing specifically explaining the VR glove part (300) according to the present disclosure.
[0041] FIG. 10 is a drawing specifically explaining a VR chair (400) according to the present disclosure.
[0042] <Description of drawing symbols>
[0043] 1000: VR-based cognitive training system according to the present disclosure
[0044] 100: Kiosk
[0045] 110: User recognition module
[0046] 120: Cognitive State Analysis Module
[0047] 130: Data storage module
[0048] 140: VR content driving module
[0049] 150: Display module
[0050] 160: Communication module
[0051] 200: VR display section
[0052] 210: Display module
[0053] 220: Motion detection module
[0054] 230: Speaker module
[0055] 250: Communication module
[0056] 300: VR Gloves
[0057] 310: Hand gesture detection module
[0058] 320: Touch detection module
[0059] 330: Tracking detection module
[0060] 340: Vibration module
[0061] 350: Communication module
[0062] 360: Noise Reduction Module
[0063] 370: Amplification module
[0064] 380: ADC module
[0065] 400: VR chair
[0066] 410: Pedestal module
[0067] 420: Body module
[0068] 421: Exercise module
[0069] 430: Support module
[0070] 440: Saddle module
[0071] 450: Foot position detection module
[0072] 460: Communication module
[0073] 500: Brainwave Linkage Unit
[0074] 510: Brainwave detection module
[0075] 520: Depression Analysis Module
[0076] 530: Motion sickness analysis module
[0077] 540: Communication module
[0078] 600: Motion sickness reduction unit
[0079] 610: Viewing angle adjustment module
[0080] 620: Alternative video playback module
[0081] 630: Communication module
[0082] The present invention comprises a kiosk (100) in which VR-based content is operated; a VR display unit (200) in which data is transmitted from the kiosk (100) and the VR-based content is visually implemented; a VR glove unit (300) for detecting a user's hand movement to operate the VR-based content; a VR chair unit (400) for detecting a user's foot movement to operate the VR-based content; and a brainwave linking unit (500) for detecting and analyzing a user's brainwaves; wherein a user wears the VR display unit (200) and the VR glove unit (300) and sits in the VR chair unit (400) and trains according to the VR-based content, and the brainwave linking unit (500) detects and analyzes the user's brainwaves during training, so that the effect of the training is monitored in the kiosk (100).
[0083] In addition, the VR glove part (300) includes at least one hand motion detection module (310) installed at a predetermined location to detect the user's hand motion, at least one touch detection module (320) installed at a predetermined location to recognize touch, a tracking detection module (330) installed at a predetermined location to detect the movement trajectory of the VR glove part (300), a noise removal module (360) that filters the detection signals detected by the hand motion detection module (310), the touch detection module (320), and the tracking detection module (330) into an effective range using a bandpass filter, and if the detection signal range exceeds the effective range, treats the detection signal as noise and deletes it, an amplification module (370) that amplifies the detection signal from which noise has been removed through the noise removal module (360), and converts the detection signal amplified through the amplification module (370) into a digital signal so that it is reflected and output through the VR display part (200). It can be configured to include an ADC module (380) that converts and transmits.
[0084] In addition, the VR chair part (400) may be configured to include a pedestal module (410) that is placed on the ground to form a pedestal, a body module (420) formed with a predetermined length upward from the center of the pedestal module (410), a support module (430) that is coupled to one end of the body module (420), a saddle module (440) that is formed in a direction perpendicular to the longitudinal direction at a predetermined position of the body module (420), and a foot position detection module (450) that is coupled to a side portion of the pedestal module (410) to detect the foot position of the user.
[0085] In addition, the body module (420) can be adjusted in length in the longitudinal direction and can be rotated with the longitudinal direction as the rotation axis.
[0086] In addition, the VR chair part (400) may further include a movement module (421) that receives a predetermined signal and moves the body module (420).
[0087] In addition, the support module (430) may be configured to be positioned so as to be in contact with the user's abdomen when the user sits on the saddle module (440) and support the user's upper body.
[0088] In addition, the brainwave linkage unit (500) includes a brainwave detection module (510) that detects the user's brainwaves, and a depression analysis module (520) that analyzes the depression state in conjunction with the detected brainwaves. The depression analysis module (520) may be configured to be equipped with the characteristics of reference brainwaves related to depression and insomnia in advance, and to monitor the degree of depression and insomnia relief according to training by comparing and analyzing the characteristics of the reference brainwaves and the brainwaves detected during user training.
[0089] In addition, the brainwave linkage unit (500) may be configured to further include a motion sickness analysis module (530) that analyzes the motion sickness state in conjunction with the detected brainwaves.
[0090] In addition, the kiosk (100) may further include a physical ability measurement module capable of measuring the user's physical ability, and may be configured to be characterized in that the VR glove part (300) and the VR chair part (400) are adjusted based on the data of the physical ability measurement module.
[0091] The advantages and features of the present invention and the method for achieving them will become clear with reference to the embodiments described in detail below together with the accompanying drawings.
[0092] However, the present invention is not limited to the embodiments disclosed below, but may be implemented in various different forms.
[0093] The embodiments herein are provided to ensure that the disclosure of the present invention is complete and to fully inform those skilled in the art of the scope of the invention.
[0094] And the present invention is defined only by the scope of the claims.
[0095] Accordingly, in some embodiments, well-known components, well-known operations, and well-known techniques are not specifically described to avoid obscuring the present invention.
[0096] Additionally, throughout the specification, the same reference numerals refer to the same components, and the terminology used (referred to) in this specification is for the purpose of describing embodiments and is not intended to limit the present invention.
[0097] In this specification, the singular includes the plural unless specifically stated otherwise in the phrase, and the reference to an element or action as “including (or comprising)” does not exclude the presence or addition of one or more other elements or actions.
[0098] Unless otherwise defined, all terms (including technical and scientific terms) used herein may be used in the sense commonly understood by a person of ordinary skill in the art to which the present invention belongs.
[0099] Also, terms defined in commonly used dictionaries are not to be interpreted ideally or excessively unless they are defined otherwise.
[0100] Hereinafter, a preferred embodiment of the present invention will be described with reference to the attached drawings.
[0101] FIG. 1 is a conceptual diagram schematically showing a VR-based cognitive training system according to the present disclosure, FIG. 2 is a block diagram briefly showing the configuration of a kiosk and a VR display unit according to the present disclosure, FIG. 3 is a block diagram briefly showing the configuration of a VR glove unit and a VR chair unit according to the present disclosure, FIG. 4 is a block diagram briefly showing the configuration of a brainwave measurement unit according to the present disclosure, FIG. 5 is an embodiment of a VR-based cognitive training system according to the present disclosure, FIG. 6 is a diagram for explaining VR-based content according to the present disclosure, FIG. 7 is a diagram for specifically explaining a kiosk (100) according to the present disclosure, FIG. 8 is a diagram for specifically explaining a VR glove unit (300) according to the present disclosure, FIG. 9 is a diagram for specifically explaining a VR glove unit (300) according to the present disclosure, and FIG. 10 is a diagram for specifically explaining a VR chair unit (400) according to the present disclosure.
[0102] <VR기반 인지 훈련 시스템>
[0103] Referring to FIGS. 1 to 5, a VR-based cognitive training system according to the present disclosure may be configured to include a kiosk (100); a VR display unit (200); a VR glove unit (300); a VR chair unit (400); and a brainwave link unit (500).
[0104] The above kiosk (100) is for driving VR-based content and monitoring cognitive training, and can be configured to include a user recognition module (110), a data storage module (130), a VR content driving module (140), a display module (150), and a communication module (160) capable of sending and receiving data, as shown in (a) of FIG. 2.
[0105] The above VR-based content is a program for cognitive training using virtual reality, and may be composed of content for relieving depression and insomnia, and may be game-type content that can be linked with the VR glove part (300) and VR chair part (400) described later based on the VR experience.
[0106] Referring to Fig. 6, an example of the above VR-based content will be described. The above content is a game-based content in which a plurality of objects are moving on the screen with a sandy beach as the background, and the user moves and hits the objects using a VR glove part (300) and a VR chair part (400) to be described later.
[0107] Specifically, crow-shaped objects and seagull-shaped objects fly on the screen against the backdrop of a sandy beach, and the user shoots at the targets presented among the crow-shaped and seagull-shaped objects with a gun, while simultaneously blocking the incoming obstacles with a shield or avoiding them by moving the body. This is functional content that combines cognitive rehabilitation and aerobic exercise.
[0108] When training using the above content, the user operates a gun with the right hand through the VR glove part (300) described later, a shield with the left hand, and moves using the foot movements through the VR chair part (400) described later to avoid flying obstacles. This induces cognitive activities including eye-hand-foot coordination activities, attention concentration, and judgment, and relieves stress through the light aerobic exercise effect, thereby alleviating depression and insomnia.
[0109] Meanwhile, VR-based content is not limited to the aforementioned content and can be composed of various types and levels of difficulty.
[0110] The user recognition module (110) above can recognize users, register user information, and retrieve user information. Upon initial use of the service, the user registers information such as their name, unique management number, and photograph, and then logs in to participate in training.
[0111] Referring to FIG. 7, the user recognition module (110) may be configured to log in through facial recognition by a camera, and may be configured to enable multi-user authentication by extracting facial features of each user.
[0112] Meanwhile, the user recognition module (110) described above has been described as facial recognition through a camera, but is not limited thereto, and can be configured in various ways (e.g., fingerprint recognition, etc.) as needed.
[0113] The above data storage module (130) may be configured to store data received through the communication module (160) in a database. Data of VR-based content may also be stored in the data storage module (130).
[0114] VR-based content is driven by the VR content driving module (140), and the driven content is transmitted to the VR display unit (200) to be described later by the communication module (160) and can be configured to be implemented in the display module (210) of the VR display unit (200).
[0115] This VR content driving module (140) can be configured to drive content suitable for the user based on the database stored in the data storage module (130).
[0116] In addition, the VR content driving module (140) can be configured to drive content of a difficulty level suitable for the user based on the database stored in the data storage module (130).
[0117] For example, the VR content driving module (140) may be configured to classify training score point sections based on the content and difficulty, and then drive content of the difficulty level of the section to which the user's average score point belongs based on the user's training database.
[0118] The display module (150) may be configured to display data received through the communication module (160) and monitor the user's training. The display module (150) may be configured as a touch panel capable of data input, and may be configured to allow a user or administrator to input data or signals by touching the display module (150).
[0119] In addition, the kiosk (100) can transmit user training data to a server of a related organization, etc. through the communication module (160), and can be configured to be monitored by the related organization based on the transmitted data.
[0120] Meanwhile, the kiosk (100) may further include a cognitive state analysis module (120) that can diagnose the user's level of depression and insomnia.
[0121] The above cognitive state analysis module (120) may be equipped with at least one of the following test programs: CES-D (Center for Epidemiologic Studies Depression Scale), BDI (Beck Depression Inventory), PHQ-9 (Patient Health Questionnaire-9, GDS (Geriatric Depression Scale), GAD-7 (Generalized Anxiety Disorder-7), RSES (Rosenberg Self Esteem Scale), PSS (Perceived Stress Scale), and may be configured to provide analysis results based on the test results.
[0122] For example, in the case of the CES-D test, a total score of 15 points or less can be classified as normal, 16 to 20 points as mild depression, 21 to 24 points as moderate depression, and 25 points or more as severe depression.
[0123] For example, in the case of the BDI scale test, a total score of 9 or less can be classified as normal, a score of 10 to 15 or more as mild depression, a score of 16 to 22 or less as moderate depression, and a score of 23 or more as severe depression.
[0124] Meanwhile, the cognitive state analysis module (120) may be configured to transmit the test result data to a server of a related organization through the communication module (160), and receive the analysis result data from the related organization and provide it to the user.
[0125] Based on the above analysis result data, the VR content driving module (140) described above can be configured to drive content with a difficulty level suitable for the user.
[0126] In addition, the kiosk (100) may be configured to further include a VR content linking module (not shown) that links the data of each user when multiple users participate together.
[0127] The above VR content linking module (not shown) can be configured to receive training data from at least two users, link them, and then transmit the linked data to each user's VR display unit (200).
[0128] For example, the VR content linking module (not shown) may be configured to merge the score points acquired by multiple users from VR-based content and display them on a single screen, and transmit the linked data to each user's VR display unit (200) so that the linked VR-based content is implemented on each user's VR display unit (200). As a result, multiple users can participate in training together, and the score results according to the training are linked and displayed on the screen, thereby stimulating cooperation and competition in the users, thereby further enhancing the training effect.
[0129] In addition, the kiosk (100) may further include a physical ability measurement module (not shown) capable of measuring the user's height, weight, grip strength related to hand movement, and flexibility of the knee joint related to foot movement, and may be configured to adjust VR-based content, VR gloves (300) and VR chair (400) to be described later based on data of the physical ability measurement module. The physical ability measurement module (not shown) has been described as measuring the user's height, weight, grip strength related to hand movement, and flexibility of the knee joint related to foot movement, but is not limited thereto.
[0130] The above VR display unit (200) receives data from the aforementioned kiosk (100) and visually implements VR-based content, and may be configured to include a display module (210), a motion detection module (220), a speaker module (230), and a communication module (240), as shown in (b) of FIG. 2.
[0131] The above VR display unit (200) is connected to the aforementioned kiosk (100) and the VR glove unit (300), VR chair unit (400), and brainwave link unit (500) described later via wires or wirelessly, and can exchange signals and data through the communication module (240).
[0132] The above display module (210) can be configured to receive VR-based content data from the kiosk (100) through the communication module (240) and provide a virtual reality screen to the user.
[0133] The above motion detection module (220) can be configured to detect the user's head movement and reflect it in the VR-based content so that the content changes the virtual reality environment according to the user's head movement.
[0134] The above motion detection module (220) may be configured to include a noise removal unit (not shown) for more precise detection. For example, the noise removal unit (not shown) may be configured to sample data containing noise at predetermined time intervals, compare the sampled data with the data sampled immediately before, and adopt the later sampled data if the difference between the values is within a predetermined range, and adopt the data sampled immediately before if the difference between the values is outside the predetermined range.
[0135] Specifically, if the above-mentioned predetermined range is A, if the absolute value of the difference between sampled data is smaller than A, the later sampled data is judged to be noise-free and is adopted, but if the absolute value of the difference between sampled data is larger than A, the later sampled data is judged to contain noise and is not adopted, and the previously sampled data can be configured to be adopted.
[0136] Meanwhile, the absolute value of the difference between the sampling time interval and the data can be changed, and noise can be removed using a bandpass filter, which is commonly used in signal processing.
[0137] The above speaker module (230) may be configured to not only provide the sound of the content, but also receive a signal from the kiosk (100) and provide an auditory notification to the user.
[0138] The above VR glove part (300) is for detecting the user's hand movements to manipulate VR-based content, and can be configured to include a hand movement detection module (310), a touch detection module (320), a tracking detection module (330), and a communication module (350) as shown in (a) of FIG. 3 and FIG. 8.
[0139] The above VR glove part (300) is connected to the aforementioned kiosk (100) and VR display part (200) via wire or wirelessly, and can exchange signals and data through the communication module (350).
[0140] The above hand motion detection module (310) can be installed at least once at a predetermined location and configured to detect and recognize the user's hand motion, and the user's motion recognized by the hand motion detection module (310) is reflected in the VR-based content as shown in FIG. 9.
[0141] The above touch detection module (320) can be installed at least once at a predetermined location and configured to recognize touch.
[0142] The above tracking detection module (330) can be configured to detect the three-dimensional movement trajectory of the VR glove portion (300) and reflect it in VR-based content. The tracking detection module (330) can include an IMU sensor, and can be configured so that direction and rotation data are linked together through the IMU sensor. Specifically, the IMU sensor can be configured as a six-axis sensor composed of a gyroscope and an accelerometer, or a nine-axis sensor composed of a gyroscope, an accelerometer, and a geomagnetic sensor.
[0143] The flexion and extension data of the finger can be measured through the above detection module (310, 320, 330), and an operation interface using the above data can be configured.
[0144] Meanwhile, the above detection module (310, 320, 330) may further include a noise removal unit (not shown) as described above in the VR display unit (200) for more precise detection.
[0145] Additionally, the VR glove portion (300) may further include a vibration module (340) that provides a vibrotactile experience to the user in response to a predetermined signal. For example, vibration may be provided when the user grabs an object, hits a target, or changes a score point in VR-based content.
[0146] Additionally, the VR glove (300) may further include a voice recognition module (not shown) and may be configured to recognize and operate a predetermined voice signal. For example, for users unfamiliar with hand gestures, the VR glove may be configured to operate via voice recognition, thereby enabling training in various ways even for users unfamiliar with hand gestures.
[0147] In addition, in the case of the VR glove part (300), a noise removal module (360), an amplification module (370), and an ADC module (380) are included to ensure that the user's movements are reflected more accurately and correspondingly on the screen output to the VR display part (200).
[0148] More specifically, the noise removal module (360) filters the detection signals detected by the hand motion detection module (310), touch detection module (320), and tracking detection module (330) into a valid range using a bandpass filter, and if the detection signal range exceeds the valid range, the detection signal is treated as noise and deleted.
[0149] Here, the above-mentioned valid range can be set as a range between the detection signal when the user wipes off sweat or slightly adjusts the VR glove part (300) and wears it, and the detection signal when the VR glove part (300) is temporarily lost and falls, and if it goes beyond this range, it is processed as noise, such as a small signal or a sudden signal change.
[0150] In addition, the detection signal from which noise has been removed through the noise removal module (360) is amplified through the amplification module (370) and then converted into a digital signal through the ADC module (Analog Digital Converter, 380) so that it is reflected and output through the VR display unit (200).
[0151] The above VR chair part (400) is for sensing the user's foot movements to manipulate VR-based content, and can be configured to include a base module (410), a body module (420), a support module (430), a saddle module (440), a foot position detection module (450), and a communication module (460), as shown in FIG. 3 (b) and FIG. 10.
[0152] The above VR chair part (400) is connected to the aforementioned kiosk (100) and VR display part (200) via wire or wirelessly, and can exchange signals and data through the communication module (460).
[0153] The above-mentioned pedestal module (410) is positioned so as to be in contact with the ground, and is preferably configured in a hexagonal plate shape, but is not limited thereto. The user steps on, moves, or performs a tapping motion on the pedestal module (410).
[0154] In addition, an elastic material buffer unit (not shown) may be further provided on the upper surface of the above-mentioned pedestal module (410), thereby increasing safety during training and minimizing noise generated during training.
[0155] Meanwhile, at least one height adjustment unit (not shown) for adjusting the balance of the pedestal module (410) may be provided on the lower surface of the pedestal module (410), and the height adjustment unit (not shown) may be configured to allow the pedestal module (410) to be adjusted in height up and down by rotation. This makes it easy to adjust the horizontality according to the curvature or slope of the floor surface at which the pedestal module (410) is positioned, and also provides safety during training by maintaining the pedestal module (410) in a stationary state.
[0156] Meanwhile, the height adjustment unit (not shown) has been described as being adjusted up and down in height by rotation, but is not limited thereto and can be configured in various ways as needed.
[0157] In addition, the lower surface of the above-mentioned pedestal module (410) may be further provided with a caster (not shown) for convenience of movement, and it is preferable that the caster (not shown) be detachable so that the caster can be attached and moved when necessary, but it is not limited thereto and it is obvious that it can be configured in various ways as needed.
[0158] The above body module (420) can be formed to a predetermined length upward from the center of the above pedestal module (410), and the body module (420) can be configured to be adjusted in the length direction and rotate with the length direction as the rotation axis.
[0159] Meanwhile, the VR chair part (400) may further include a movement module (421) provided inside the body module (420) to receive a predetermined signal and adjust the length or rotate the body module (420). This provides the user with an environment in which the VR chair part (400) automatically moves according to VR-based content, thereby providing the advantage of enabling more diverse sensory training.
[0160] The above support module (430) is connected to one end of the body module (420) and may be configured to support the user's upper body by being positioned so as to be in contact with the user's abdomen when the user sits on the saddle module (440) described below. It is preferable that the support module (430) be configured so as to be adjustable in length in the vertical direction so as to be applicable to users of various body sizes.
[0161] The above saddle module (440) may be configured to be formed in a direction perpendicular to the longitudinal direction at a predetermined position of the body module (420) so that a user can sit on it. It is preferable that the saddle module (440) be configured so that its position can be adjusted in a direction perpendicular to the longitudinal direction of the body module (420) so that it can be applied to users of various body sizes.
[0162] Meanwhile, the saddle module (440) may further include a slope adjustment unit (not shown) that adjusts the slope of the saddle module (440). This slope adjustment unit (not shown) can adjust the saddle module (440) to slope in the direction of the body module (420), thereby adjusting the center of gravity so that the support module (430) naturally comes into contact with and supports the user's abdomen when the user sits, thereby reducing the risk of falling during training.
[0163] The above-mentioned foot position detection module (450) may be configured to be coupled to the side of the pedestal module (410) to detect the user's foot position. The foot position detection module (450) may be configured to include a plurality of infrared detection sensors, and is preferably configured to surround the entire side of the pedestal module (410), but is not limited thereto. The foot position detection module (450) may be configured to operate VR-based content by the user's foot movements.
[0164] For example, if the above foot position detection module (450) detects a user's continuous tapping motion, the VR-based content can be configured to move in the direction of the user's gaze, thereby inducing an appropriate level of aerobic exercise for the user and providing an intuitive method of manipulating the content, thereby generating interest and fun.
[0165] In addition, the VR chair part (400) may be configured to further include a vibration module (not shown) that provides a vibration tactile experience to the user according to a predetermined signal. For example, the vibration module (not shown) may be installed at a predetermined position on the upper surface of the saddle module (440) and configured to provide vibration when the user bumps into a wall in VR-based content or deviates from a predetermined path in content that requires a predetermined path. This vibration module (not shown) may be installed at a predetermined position on the upper surface of the saddle module (440) or may be configured to provide vibration by being installed at a predetermined position on the support module (430) that comes into contact with the user's abdomen.
[0166] Additionally, the VR chair (400) may further include a voice recognition module (not shown) and may be configured to be operated by recognizing a predetermined voice signal. For example, for users unfamiliar with leg movements, the chair may be configured to operate via voice recognition, thereby enabling training in various ways even for users unfamiliar with leg movements.
[0167] The above brainwave linkage unit (500) is intended to detect and analyze the user's brainwaves during training, and may be configured to include a brainwave detection module (510), a depression analysis module (520), and a communication module (540), as shown in (a) of FIG. 4.
[0168] The above brainwave linkage unit (500) is connected to the aforementioned kiosk (100) via wire or wirelessly, and can exchange data through the communication module (540).
[0169] The above brain wave detection module (510) detects the user's brain waves and includes a plurality of electrodes attached to different locations on the user's head, and can be configured to receive brain waves from the plurality of electrodes.
[0170] For the electrode used in the above brain wave measurement, it is preferable to use an Ag-AgCl disk that can accurately measure even slow voltage changes, but it is not limited thereto.
[0171] Using these electrodes, brain waves can be detected, and the frequencies of brain waves are generally classified into delta waves, theta waves, alpha waves, beta waves, and gamma waves. Delta waves are signals with a frequency of 0.2 to 4 Hz, theta waves are signals with a frequency of 4 to 8 Hz, alpha waves are signals with a frequency of 8 to 12 Hz, beta waves are signals with a frequency of 12 to 30 Hz, and gamma waves are signals with a frequency of 30 Hz or higher.
[0172] Specifically, delta waves are brain waves observed during deep sleep, theta waves are brain waves that occur when the mind is focused and utilizing information within the brain or concentrating on solving logical thinking problems, alpha waves are brain waves that occur when the mind is focused and utilizing information within the brain, beta waves are brain waves that occur mainly during physical activity or when engrossed in something, and gamma waves are brain waves that occur when performing tense, active, and highly complex mental functions.
[0173] Meanwhile, since depression and insomnia are particularly related to alpha waves among brain waves, the brain waves in the alpha wave region are extracted from the received brain waves, the power spectrum is measured, and the measured power spectrum is converted into FFT (Fast Fourier Transform) to calculate the power spectrum density.
[0174] The above brainwave detection module (510) includes a data preprocessing unit (not shown) for noise removal and signal amplification for more precise detection, and it is preferable to use an Emotive Epoc+ device as a data collection device, but is not limited thereto.
[0175] The depression analysis module (520) may be configured to receive brain wave data from the brain wave detection module (510) and determine whether the user is in a state of depression. The depression analysis module (520) may be equipped with the characteristics of reference brain waves associated with depression and insomnia in advance, and may be configured to compare and analyze the characteristics of the reference brain waves detected by the user during training and determine the degree of relief from depression and insomnia according to training.
[0176] Meanwhile, since alpha waves among brain waves are also related to motion sickness, the brainwave linkage unit (500) may further include a motion sickness analysis module (530) that receives brainwave data from the brainwave detection module (510) and detects and analyzes the user's motion sickness state. This motion sickness analysis module (530) may be equipped with a user-specific reference value in advance to determine whether the user is in a motion sickness state.
[0177] For example, the motion sickness analysis module (530) can set a baseline power for each user so that the alpha waves generated when the user is using VR-based content can be compared with the alpha waves generated before using the VR-based content. Specifically, the motion sickness analysis module (530) can set the baseline power using the user's brain waves measured while a preset reference image is output. This reference image refers to an image that does not cause motion sickness to the user, and may be a still image or a fixed image.
[0178] That is, the motion sickness analysis module (530) may be configured to receive data from the brain wave detection module (510), compare the received data with a pre-measured baseline power, calculate a power change amount, and compare the calculated power change amount with a pre-determined threshold section to determine whether the user is in a motion sickness state.
[0179] Meanwhile, in relation to the motion sickness analysis module (530), the VR-based cognitive training system according to the embodiment of the present disclosure may further include a motion sickness reduction unit (600) for reducing the user's motion sickness state, and as illustrated in (b) of FIG. 4, the motion sickness reduction unit (600) may be configured to include a viewing angle adjustment module (610), an alternative image playback module (620), and a communication module (630).
[0180] The above motion sickness reduction unit (600) is connected wirelessly or wiredly to the above-described kiosk (100), VR display unit (200), and brain wave link unit (500), and can exchange data through the communication module (630).
[0181] The above-mentioned viewing angle adjustment module (610) may be configured to adjust the viewing angle of the VR-based content implemented in the VR display unit (200) to relieve the motion sickness state when the motion sickness analysis module (530) determines that the user is in a motion sickness state. For example, the module may be configured to reduce motion sickness by limiting the viewing angle of the VR-based content implemented in the VR display unit (200).
[0182] The above-described alternative image playback module (620) may be configured to include a camera unit (not shown) that is connected to the aforementioned VR display unit (200) to capture the outside, and the camera unit (not shown) may be connected to the outer surface of the VR display unit (200) to capture the direction of the user's gaze when the user wears the VR display unit (200), and thereby the camera unit (not shown) may be configured to capture the same image as what the user sees when not wearing the VR display unit (200).
[0183] Meanwhile, if the user's motion sickness is not relieved by the aforementioned viewing angle adjustment module (610), the alternative image playback module (620) may be configured to play back the image captured by the camera unit (not shown) on the VR display unit (200) instead of the VR-based content. This will allow the user to quickly relieve the motion sickness with the same effect as if they were not wearing the VR display unit (200).
[0184] The VR-based cognitive training system according to the embodiment of the present disclosure has the advantage of allowing users to train at a desired time and place by utilizing a virtual reality program, and has the advantage of allowing efficient training at a relatively low cost compared to visiting a hospital for treatment of depression and insomnia.
[0185] Additionally, there is an advantage in that VR-based content can be used to increase training effectiveness by increasing training immersion by creating interest and fun.
[0186] Additionally, the purpose is to further enhance user interest and immersion by ensuring that the user's movements are reflected more accurately and responsively on VR-based content.
[0187] Additionally, the effectiveness of training can be monitored in real time through an EEG unit that collects and analyzes brain waves, and there is an advantage in that cybersickness caused by using VR devices can be reduced by detecting and taking action on motion sickness through EEG analysis.
[0188] Although the present invention has been described with reference to drawings according to embodiments of the present invention, those skilled in the art will be able to make various applications and modifications within the scope of the present invention based on the above contents.
[0189] The present invention provides a VR-based cognitive training system that has the advantage of allowing users to train at a time and place of their choice by utilizing a virtual reality program, and also has the advantage of being able to train efficiently at a relatively low cost compared to visiting a hospital for treatment of depression and insomnia, and also has the advantage of being able to increase training immersion by inducing interest and fun using VR-based content, thereby increasing training effectiveness, and also has the purpose of further enhancing user interest and immersion by allowing the user's movements to be reflected more accurately and correspondingly in the VR-based content, and also has the advantage of being able to enhance training effectiveness by allowing multiple participants to use the program together, thereby increasing concentration compared to existing training alone, and instilling in the user emotions such as cooperation, a sense of accomplishment, and a sense of belonging, and also has the advantage of being able to monitor the effectiveness of training in real time through an EEG measurement unit that collects and analyzes EEG, and also has the advantage of being able to reduce cybersickness caused by using a VR device by collecting specific EEGs and detecting and taking measures for motion sickness through EEG analysis, and also has the advantage of being able to train with three-dimensional movements even in a limited space through a VR chair unit. It is expected to be widely used in industry.
Claims
1. A kiosk (100) that operates VR-based content; a VR display unit (200) that receives data from the kiosk (100) and visually implements the VR-based content; a VR glove unit (300) that detects the user's hand movements to manipulate the VR-based content; a VR chair unit (400) that detects the user's foot movements to manipulate the VR-based content; and a brainwave link unit (500) that detects and analyzes the user's brainwaves. The VR glove part (300) comprises at least one hand motion detection module (310) installed at a predetermined location to detect a user's hand motion, at least one touch detection module (320) installed at a predetermined location to recognize a touch, a tracking detection module (330) detecting a movement trajectory of the VR glove part (300), a noise removal module (360) that filters the detection signals detected by the hand motion detection module (310), the touch detection module (320), and the tracking detection module (330) into an effective range using a bandpass filter, and if the detection signal range exceeds the effective range, the detection signal is treated as noise and deleted, an amplification module (370) that amplifies the detection signal from which noise has been removed through the noise removal module (360), and converts the detection signal amplified through the amplification module (370) into a digital signal so that it is reflected and output through the VR display part (200). Includes a transmitting ADC module (380), The VR chair part (400) includes a pedestal module (410) that is placed on the ground to form a pedestal, a body module (420) formed with a predetermined length upward from the center of the pedestal module (410), a support module (430) that is coupled to one end of the body module (420), a saddle module (440) that is formed in a direction perpendicular to the longitudinal direction at a predetermined position of the body module (420), and a foot position detection module (450) that is coupled to a side portion of the pedestal module (410) to detect the foot position of the user. A VR-based cognitive training system characterized in that a user wears the VR display unit (200) and the VR glove unit (300) and sits on the VR chair unit (400) and trains according to the VR-based content, and the brainwave link unit (500) detects and analyzes the user's brainwaves during training, and the effect of the training is monitored in the kiosk (100).
2. In paragraph 1, The above body module (420) is adjusted in length in the longitudinal direction and rotates with the longitudinal direction as the rotation axis. The above VR chair part (400) further includes a movement module (421) that receives a predetermined signal and moves the body module (420). The above support module (430) is positioned to contact the user's abdomen when the user sits on the saddle module (440) and supports the user's upper body. The above brainwave linkage unit (500) includes a brainwave detection module (510) that detects the user's brainwaves, and a depression analysis module (520) that analyzes the depression state by linking with the detected brainwaves. The depression analysis module (520) is equipped with the characteristics of reference brainwaves related to depression and insomnia in advance, and compares and analyzes the characteristics of the reference brainwaves with the brainwaves detected during user training to monitor the degree of depression and insomnia relief according to training. The above brainwave linkage unit (500) further includes a motion sickness analysis module (530) that analyzes the motion sickness state in conjunction with the detected brainwaves. A VR-based cognitive training system characterized in that the kiosk (100) further includes a physical ability measurement module capable of measuring the user's physical ability, and the VR glove part (300) and the VR chair part (400) are adjusted based on data from the physical ability measurement module.
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