Digital psychedelic system

The digital psychedelic system addresses the limitations of psychedelic drugs by using EEG feedback to adaptively regulate VR experiences, mimicking psychedelic effects for therapeutic benefits without side effects.

WO2026064371A1PCT designated stage Publication Date: 2026-03-26RGT UNIV OF CALIFORNIA
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-17
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

The therapeutic use of psychedelic drugs is limited by federal law and comes with side effects such as anxiety, confusion, and hypertension, necessitating close supervision, while existing VR hallucination simulations lack adaptive control.

Method used

A digital psychedelic system using real-time EEG feedback to adaptively regulate virtual hallucinatory experiences in VR, mimicking the neurophysiological effects of psychedelics without drugs, by integrating EEG and VR in a closed-loop BCI to modulate brain activity and scene content.

Benefits of technology

Induces brain states similar to psychedelic experiences, providing therapeutic benefits without side effects, and tailoring experiences to individual needs through adaptive scene changes based on EEG data.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present patent document discloses various embodiments related to providing a virtual psychedelic experience. Digital psychedelic experiences have been proven to yield mental health and cognitive benefits. An example method includes displaying a first scene to a user wearing a head-mounted VR headset; measuring EEG signals of the user when the first scene is displayed; determining an estimation of an engagement-related brain activity of the user based on the EEG signals; and causing the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met.
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Description

PCT ApplicationAttorney Docket No.: 009062.8555. WOOODIGITAL PSYCHEDELIC SYSTEMCROSS-REFERENCE TO RELATED APPLICATION

[0001] This patent document claims priority to and benefits of U.S. Provisional Application 63 / 695,823, entitled “DIGITAL PSYCHEDELIC SYSTEM,” and filed on September 17, 2024. The entire content of the above noted patent application is incorporated by reference as part of the disclosure of this patent document.TECHNICAL FIELD

[0002] The present patent document relates to systems and methods for providing a virtual hallucinatory experience without the use of drugs.BRIEF DESCRIPTION OF THE DRAWINGS

[0003] FIG. 1 shows a schematic diagram of an example method according to an embodiment of the disclosed technology.

[0004] FIG. 2 show example images of virtual reality (VR) scenes that can be provided in accordance with disclosed techniques.

[0005] FIG. 3 shows a schematic of an example process to construct features in a VR scene according to an embodiment of disclosed technology.

[0006] FIG. 4 shows an example workflow of a brain-computer interface (BCI) according to an embodiment of disclosed technology.

[0007] FIG. 5 shows an image of a user implementing an electroencephalography (EEG) cap and VR headset according to an embodiment of the disclosed technology.

[0008] FIG. 6 shows a plot of example post-VR experience responses obtained in a study performed in accordance with disclosed techniques.

[0009] FIG. 7 shows a plot of example post-VR experience responses obtained in a study performed in accordance with disclosed techniques.009062.8555. WOOO\183753491.1 -1 -PCT Application Attorney Docket No.: 009062.8555. WOOO

[0010] FIG. 8 shows a plot of example posterior alpha power data over time per condition obtained in a study performed in accordance with disclosed techniques.

[0011] FIG. 9A shows example EEG spectral power data which was collected in a study performed in accordance with disclosed techniques. FIG. 9B shows example questionnaire ratings which were collected in a study performed in accordance with disclosed techniques.

[0012] FIG. 10 (left) shows an example of real-time BCI EEG data obtained in accordance with disclosed techniques. FIG. 10 (right) shows an example of a VR environment that can be provided according to an embodiment of the disclosed technology.

[0013] FIG. 11 shows a flowchart of an example method based on the disclosed technology.DETAILED DESCRIPTION

[0014] There is a growing interest in using psychedelic drugs to treat conditions such as depression, post-traumatic stress disorder (PTSD), and addiction, but the therapeutic use of these drugs is often limited by federal law. Existing psychedelic drug treatment experiences require close supervision of the patient for several hours, and many drugs can have unpleasant side effects such as anxiety, confusion, and hypertension. Digital psychedelic experiences have been proven to yield mental health and cognitive benefits. The disclosed technology for providing a virtual hallucinatory experience has the potential of serving as a therapeutic alternative to traditional psychedelic treatments (e.g., psylocibin) and becoming a widely used treatment without the same problems that real drugs pose.

[0015] Some disclosed embodiments use real-time EEG feedback data to provide a customized virtual hallucinatory experience. In some example embodiments, EEG data is obtained from a user presented a scene during a virtual hallucinatory experience and the EEG data is processed to determine correlations between features in the EEG data and features of the scene. The EEG data may include one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure. In some implementations, the correlations between features in the EEG data and features of the scene are determined using a closed feedback loop. Some disclosed embodiments modify the scene presented to the user009062.8555. WOOO\183753491.1 -2-PCT Application Attorney Docket No.: 009062.8555. WOOD automatically based on the EEG feedback data in order to provide a customized, user- guided virtual hallucinatory experience. Different from existing techniques which present static images or video, the disclosed embodiments can change the scene based on EEG and / or biofeedback data to modify the virtual hallucinatory experience in real-time. Embodiments of the disclosed technology can be implemented to provide adaptive control which traditional VR hallucination simulations lack.

[0016] In one aspect, a digital psychedelic system that uses real time electroencephalographic (EEG) metrics of brain activity to guide a virtual hallucinatory experience is disclosed. In another aspect, a method for providing the virtual hallucinatory experience is disclosed. The digital psychedelic system combines virtual reality (VR) with EEG measurements of brain activity to provide the virtual hallucinatory experience without the use of drugs. Specifically, the system combines EEG and VR in a closed loop braincomputer interface (BCI) whereby the hallucinatory intensity and content of an immersive virtual psychedelic experience can be adaptively regulated by brain activity. For example, EEG signals are used to monitor the user’s current mental state and guide the VR hallucinatory experience. If the user is not engaged or has a high level of self-referential thought, the system compensates and generates a new scene until the EEG signals indicate higher engagement. The system induces a brain / psychological state and phenomenology similar to those found by using psychedelic drugs, with similar therapeutic benefits but without the downsides and limitations of using actual drugs.

[0017] In one aspect, a digital psychedelic system that provides a virtual hallucinatory experience is disclosed. The system offers a simulated hallucinatory experience in virtual reality. The parameters of the hallucination are modulated by near real time changes in brain activity detected non-invasively through scalp-based electroencephalographic sensors. The system elicits brain states similar to those induced by psychedelic agents. By coupling this system with non-psychoactive pharmacological agents that induce neuroplasticity, a therapy that mimics the phenomenological, neurochemical, and neurophysiological effects of classical psychedelics but with less risk of side-effects and that is easier to customize to the needs of individual patients and clinicians may be provided.009062.8555. WOOO\183753491.1 -3-PCT Application Attorney Docket No.: 009062.8555. WOOO

[0018] In one aspect, the disclosed embodiments include a digital psychedelic system, comprising: a head-mounted virtual reality (VR) headset configured to provide a virtual psychedelic experience to a user, comprising: a memory, a processor coupled to the memory and configured to generate a first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user; a multi-channel electroencephalography (EEG) system comprising a plurality of sensors coupled to the head-mounted VR headset, wherein the multi-channel EEG system is configured to: measure EEG signals of the user when the head-mounted VR headset provides the virtual psychedelic experience to the user; determine an estimation of an engagement-related brain activity of the user based on the EEG signals, and transmit the estimation to an external control computer; wherein the external control computer is coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multi-channel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

[0019] In another aspect, the disclosed embodiments include a method for providing a virtual psychedelic experience to a user via a head-mounted virtual reality (VR) headset, the method comprising: generating a first scene to be displayed to the user; displaying the first scene to the user when the user wears the head-mounted VR headset; measuring EEG signals of the user when the first scene is displayed to the user and using a multi-channel electroencephalography (EEG) system comprising a plurality of sensors, wherein the plurality of sensors is coupled to the head-mounted VR headset; determining an estimation of an engagement-related brain activity of the user based on the EEG signals; and transmitting the estimation to an external control computer coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multi-channel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

[0020] In an example embodiment, a digital psychedelic system comprises three primary hardware components: a head-mounted VR headset, a multi-channel EEG system009062.8555. WOOO\183753491.1 -4-PCT Application Attorney Docket No.: 009062.8555. WOOO with soft cap-integrated sensors, and an external control computer coupled to the headmounted VR headset and the multi-channel EEG system. In some examples, the external control computer has at least 32 gigabytes of Random Access Memory (RAM) and a Graphic Processing Unit (GPU), for example, the RTX 4090. In some examples, the external control computer is implemented using the Neuropype platform. Insome examples, the GPU in the Neuropype platform is Compute-Unified Device Architecture (CUDA) capable and may be from NVIDIA, while the GPU in other BCI platforms may not require CUDA capabilities. In some examples, the BCI-compatible virtual psychedelic experience used in the digital psychedelic system simulates levels of hallucination using 3D rendering techniques in combination with computer vision algorithms. The Deep Dream algorithm, for instance, can produce changes to input images depending on which layer is selected to begin gradient ascent from. Preprocessing several different levels of Deep Dreamed scenes may cause selective swap between them at runtime using EEG features. Furthermore, combining the Deep Dream algorithm with the Gaussian Splatting technique may create fully 3D psychedelic environments, which provide a better level of depth and immersion than is possible with 3D videos, by removing distortion that would otherwise be apparent when a user moves their head and looks around. Sections of these scenes can be overlaid on top of each other, allowing a user to start in a normal scene that grows or shrinks in a psychedelic cutout on top of the scene. Furthermore, style transfer techniques may be applied in real-time on top of the Deep Dreamed environments to add visual variety. In addition, a Ray Marching renderer may be implemented targeting VR in Unity, which allows to render fractals that can be represented as signed distance functions (SDF).

[0021] An example implementation of the above-described method is next described.

[0022] The user experiences virtual psychedelic hallucinations while wearing the EEG headset. FIG. 1 shows a diagram of an example embodiment of the method. In this example, EEG signals are preprocessed in near-real time and estimates of engagement-related brain activity are computed, for example using the Neuropype platform. These metrics control parameters of the hallucinatory experience such that EEG-based indicators of decreased exogenous engagement (and / or increased self-referential processing) result in a shift to an entirely new scene or modulations of the current scene. Accordingly, the system may009062.8555. WOOO\183753491.1 -5-PCT Application Attorney Docket No.: 009062.8555. WOOO dampen self-referential thought and heighten possibilities for mystical experience, in keeping with phenomenology of psychedelic experience.1 . Example Implementations of Disclosed Embodiments

[0023] Virtual reality and psychedelic experiences share significant phenomenological and therapeutic parallels, both offering immersive environments capable of altering perception and evoking profound emotional responses. Some example embodiments of the disclosed technology were implemented in an example study exploring the integration of VR with simulated psychedelic experiences using BCI systems to harness their combined therapeutic potential. By leveraging real-time EEG feedback to dynamically modulate VR content and target the default mode network (DMN), embodiments of the disclosed technology can be implemented to replicate the cognitive and emotional benefits of psychedelics without the associated risks. As will be described in further details to follow, findings from the study suggest that some disclosed embodiments offer adaptive VR which can provide tailored experiences that promote unique states of altered consciousness, paving the way for novel therapeutic interventions and enhanced human-computer interaction experiences.

[0024] Psychedelics and VR offer experiences with profound phenomenological and therapeutic parallels, both wielding powerful immersive potential to elicit altered perception, awe, and self-transcendence. Further, both have yielded demonstrable success in alleviating anxiety and depression, albeit in differently nuanced ways. A handful of studies of so-called "digital psychedelics" have explored the possibility of adapting VR to serve as a non-pharmacological alternative to psychedelic agents, mitigating potential side-effects (e.g., anxiety, confusion, hypertension), which necessitate close supervision for several hours. Examples include Deep Dream, a deep convolutional network image generator that creates hallucination-like scenes from video footage (e.g., convolving animal faces with scenery); Isness-D, a multi-person distributed virtual world that transforms users into "luminous energetic essences"; and Psyrreal, a multi-scene VR experience designed to mimic common auditory and visual hallucinations induced by psychedelics.

[0025] Given these promising prior findings that exposure to simulated psychedelic phenomenology can exert a positive impact on cognition and mental health, even greater009062.8555. WOOO\183753491.1 -6-PCT Application Attorney Docket No.: 009062.8555. WOOO benefits may be afforded by engineering a simulated psychedelic experience such that it evokes patterns of brain activity analogous to those stimulated by 5-HT2A agonists - particularly, depressed default mode network (DMN) engagement, which is theorized to play a key role in psychedelic-induced mystical effects. The combination of VR and EEG has proven to be a useful approach, allowing for the real-time monitoring of brain activity within immersive environments. This integration facilitates the development of advanced neurofeedback and BCI systems. In this framework, the DMN is a distributed cortical network whose activities tend to attenuate during engagement with exogenous stimuli and increase in the absence of external. It is thought to reflect various forms of internal narrative and self-referential processing implicated in mind wandering, autobiographical memory, and abstract thought supporting a wide range of higher-order cognitive abilities, among other things. A hallmark effect of psychedelic agents is that brain activity becomes more disorganized: spontaneous signal diversity increases, whereas oscillatory power within frequency bands with cognitive significance declines (desynchronizes) across numerous cortical regions, including those supporting the DMN. Recent studies have shown that neurofeedback, a non-invasive brain training technique, holds promise for alleviating symptoms of depression. Notably, some neurofeedback approaches have specifically targeted the DMN, aiming to reduce its connectivity as a way to decrease ruminatory processes and alleviate depressive symptoms.

[0026] An example embodiment of a closed-loop BCI system, where the content of an immersive virtual psychedelic experience can be adaptively regulated by DMN activities quantified through features of multi-channel EEG, was used in the study presently described. Through EEG-based feedback, simulated hallucinations may be optimized to reduce coherence between DMN nodes, mimicking the neurophysiological impact of psychedelic agents. As an individual habituates to aspects of the simulation, coherent DMN activity is expected to increase, reflecting disengagement from the virtual environment. Reciprocally, changing the scene altogether should re-engage externally directed processes and suppress DMN activity. This tailored BCI approach can induce altered states of consciousness, which can be evaluated through post-hoc questionnaires to assess its effectiveness.009062.8555. WOOO\183753491.1 -7-PCT Application Attorney Docket No.: 009062.8555. WOOD2. Example Graphical Display and Virtual Reality (VR)

[0027] Because existing VR-based simulated hallucinaticns are not designed for adaptive control, a new BCI-compatible virtual experience was built in according with disclosed techniques. The Deep Dream algorithm can produce more or less drastic changes to input images depending on which layer is selected to begin gradient ascent from. By preprocessing several different levels of Deep Dreamed scenes, the disclosed system can selectively swap between them at runtime using EEG features. Furthermore, by combining the Deep Dream algorithm with the Gaussian Splatting technique, fully 3D psychedelic environments can be created, which provide a better level of depth and immersion than is possible with 3D videos. Further, sections of these scenes can be overlaid on top of each other, allowing a user to start in a normal scene, over which a psychedelic cut-out can then grow or shrink. Some example embodiments implemented in the study include a system for applying style transfer techniques in real-time on top of the Deep Dreamed environments, as will be described in connection with the top panels shown in FIG. 2. Additionally, some example embodiments implemented in the study include a Sphere Tracing renderer targeting VR in Unity to render fractals represented as signed distance functions (SDF). This technique allows for the creation of visual hallucinations that can be augmented by manipulating various parameters in the fractals' SDF on the basis of EEG activities.2.1 Example Scene Construction and Interaction

[0028] In an example embodiment, designing a psychedelic fractal scene includes creating a base shape using constructive solid geometry (CSG) primitives and operators, then defining a sequence of rotations and folds to apply to create an IFS from the base shape. A comprehensive article about signed distance functions (SDFs) for a wide range of basic 3D shapes as well as methods for combining these primitives using boolean operations and smooth blending operators has been published elsewhere. Primitive shapes, such as spheres, boxes and tori, and operators described in this article were utilized as a starting point for the ones supported by the example renderer employed in the study. These primitive shapes can then be blended together using boolean and smooth operators to create new, composite shapes. FIG. 3 shows an example schematic to explain such a process. FIG. 3 (left) shows smooth union, subtraction, and union operators which can009062.8555. WOOO\183753491.1 -8-PCT Application Attorney Docket No.: 009062.8555. WOOD operate on primitive shapes to create new, composite shapes. FIG. 3 (center) shows a model that can be produced from the shapes shown in FIG. 3 (left). FIG. 3 (right) shows an example of an iterated function that can be derived from the model shown in FIG. 3 (center). Some models based on the disclosed technology can create a tree of primitive shapes, selecting an operator for each to blend with its parent, and a list of operators to apply to the primitive itself. This approach can be implemented to generate terrain features. Our approach differs from techniques known in the art in that all nodes, not just leaf nodes represent primitives, and operators composing primitives are represented in the edges. This tree is then encoded into a Matrix4x4 buffer passed to the sphere tracer for rendering. To turn a simple CSG model into an interesting fractal shape, a series of folds, scaling, and rotations may be applied to the shape. The tiled shape and sequence of transformations create an iterated function system fractal which can be smoothly animated by modifying the shape or transforming the sequence. In the example study, a set of C# component classes representing each of the primitives supported by the renderer was created, allowing scenes to be built directly in the Unity Editor's scene hierarchy and enabling changes to be seen in real-time while editing a scene.

[0029] Alongside fractal visualizations, a Gaussian Splat scene of the lab where participants take part in the experiment was rendered. This serves as an introduction and visual grounding to the experience before jumping into the immersive fractals. Utilizing the Deep Dream technique and a style transfer network, the scene can be distorted to begin ramping up the psychedelic experience before fading into the full fractal environment.2.2 Example Rendering Techniques

[0030] To create the fractal scenes, a sphere tracing algorithm for implicit surface rendering was utilized, in order to render SDFs. An SDF f -. RP ^ R, returns the signed distance to the implicit surface it describes from some point in space. The surface it describes lies along the points { / e Ff3! f (x) = 0}. To render such a surface, a ray from a camera origin, o, can be cast through each pixel of the screen. The position in space along a ray at distance t can be queried using the parameterized ray function r(f) = o + d * t where d is the ray direction. Then rendering the surface can be done by finding the roots of f (r(f)) from t > 0 to some maximum distance b < Infinity. If no root exists, this means the ray does009062.8555. WOOO\183753491.1 -9-PCT Application Attorney Docket No.: 009062.8555. WOOO not intersect with any surface in the scene. In this case, the pixel can be discarded or colored by sampling a skybox texture. Sphere tracing works by querying the SDF at the origin of the ray, and traveling along the ray the distance returned. This is the maximum distance guaranteed not to contain an intersection with the surface. This is repeated until the distance falls below a minimum hit threshold or the total distance traveled exceeds the desired maximum distance.

[0031] The renderer employed in the study was implemented as a compute shader in Unity using sphere tracing for its performance and simplicity. Additionally, the renderer implemented the discontinuity reduction and dynamic epsilon selection for shadow rays, as described elsewhere in connection to sphere tracing. Furthermore, sphere tracing was split into two sections, a depth pass and coloring pass. The depth pass is further split into several passes of increasing resolution, each sampling the previous depth information to use as a starting point. Afterwards, the coloring pass samples this depth value and determines which object was hit. Lighting is computed using the Blinn-Phong reflection model with soft shadows computed using a method described elsewhere. The resulting stereo texture can be used to render directly to the VR headset or composited with other rendering techniques.

[0032] To create psychedelically styled Gaussian Splats the Deep Dream algorithm, combined with neural style transfer networks, was implemented in the study. The style transfer network was implemented in Unity's Barracuda framework and run in real-time as a post processing effect on the rendered texture before it was displayed to the head-mounted display (HMD). The output can be modulated by selecting different reference images, providing various changes to the scene. On the other hand, the Deep Dream algorithm could not be run in real-time with a reasonable resolution required for a comfortable VR experience. The disclosed technique uses the algorithm to instead distort the images fed into the Gaussian Splat training algorithm. By applying the effect to all the images on the input dataset before training, the resulting Gaussian Splat scene carries the same effect as a real-time application of Deep Dream. This process can be repeated with increasing levels of distortion on the input images to create several scenes that can be used to alternate between to modulate the experience.009062.8555. WOOO\183753491.1 -10-PCT Application Attorney Docket No.: 009062.8555. WOOO3. Example Electroencephalography (EEG) and Brain Computer Interface (BCD3.1 Example EEG Recording and Online Preprocessing

[0033] EEG data was recorded in the example study using a research grade 64 channel EEG system (BioSemi, Amsterdam) with a 512 Hz sampling rate. To ensure accurate measurements, electrode impedances were maintained below 15 kOhm. The raw EEG data was streamed through Lab-Streaming Layer (LSL), a framework for real-time data exchange. Lab-StreamingLayer was used to synchronize data streams from multiple sources, including EEG, BCI, and VR software. The EEG data was processed online using the NeuroPype platform (Intheon, CA) to clean the EEG signals and prepare them for subsequent analysis. Low-frequency noise was removed by applying a 1 Hz high-pass filter. Using a 15-second calibration period, channels with poor signal quality were automatically identified and excluded. Automated Independent Component Analysis (ICA) was employed to separate EEG components related to artifacts (such as eye blinks or muscle activity). Components associated with artifacts were removed. Subsequently, a 70 Hz low-pass filter was applied to eliminate high-frequency noise. The data was re-referenced to the average of all electrodes. The above procedures yielded a continuous stream of clean EEG data. This data served as the foundation for subsequent feature extraction and BCI implementation.3.2 Example Online EEG Feature Extraction

[0034] FIG. 4 shows an example workflow of the BCI for VR scene transition in the example study. The workflow features a static baseline recording phase and an online data processing phase for the BCI, updating dynamically at the EEG sampling rate of 512 HZ, which was used in the study presently described. Dashed lines in FIG. 4 indicate LSL streams, which facilitate data transfer between various recording and processing devices and software including NeuroPype and Unity. The ongoing stream of current alpha power is compared to the baseline threshold to trigger scene transitions in the Unity-based virtual experience.

[0035] In the study, features were extracted from the preprocessed EEG online (FIG. 4). The BCI pipeline continuously computed 5 second segments of data using a moving009062.8555. WOOO\183753491.1 -1 1 -PCT Application Attorney Docket No.: 009062.8555. WOOO window technique such that a new 5-second window was computed with every sample of data. Given the 512 Hz sampling rate, this resulted in a new segment being computed every 1 .95 ms, comprising the EEG data from the preceding 5 seconds. Each segment of EEG data was transformed into the frequency domain by applying a Fast-Fourier-Transform (FFT), which provided frequency-specific power estimates over the entire segment.

[0036] Prior work revealed that enhanced alpha activities over the back of the head characterized periods of mind wandering - when DMN engagement would likely be high - relative to periods of externally focused attention. This finding is consistent with other research showing a relationship between parietal alpha activities and DMN engagement - and for these reasons, it was elected to focus analysis over a region of interested that included 10 posterior EEG channels (P3, P1 , P2, P4, PO3, POz, PO4, 01 , Oz, 02). The data from these channels of interest was averaged and alpha band (8 Hz - 12 Hz) power derived from this aggregated time series was extracted. The resulting continuous stream of posterior alpha power was sent back through LSL and imported into Unity. Because each alpha power data point was derived from a 5 second segment of data, the temporal precision was reduced to consecutive 5 second windows. However, this 5-second window was chosen for two reasons. Firstly, this 5-second window was chosen to exclude any short, transient bursts in bandpower that frequently occur during EEG recordings. Since the study is interested in meaningful changes in EEG alpha band oscillatory activity, the changes were required to persist for some time. Secondly, this implementation of the FFT utilized a minimum of 40 oscillatory cycles to precisely estimate power within the 8-12 Hz range - and the precision in estimation improves significantly with longer data segments, as longer segments encompass more oscillatory cycles.3.3 Example BCI and Interaction with the VR Environment

[0037] To utilize the resulting alpha power stream as a control signal for the BCI, an individualized alpha power baseline from each participant was required. To this end, an eyes-open resting state baseline was recorded as they looked at a default landscape view in VR for 2 minutes. From this measurement, a baseline alpha power estimate was computed for the posterior region of interest. The resulting alpha power baseline value was used as a threshold against which participants' continuous 5-second alpha power estimates009062.8555. WOOO\183753491.1 -12-PCT Application Attorney Docket No.: 009062.8555. WOOD were compared during the actual digital psychedelics experience. To achieve this comparison, the current alpha power of the participant was continuously imported in Unity via LSL. Whenever the current alpha power exceeded the baseline threshold, it triggered a transition to the next scene. This approach ensured that scenes inducing a suppression of alpha power were viewed for a longer duration, while scenes that did not suppress alpha power switched more rapidly. Specifically, the system maintained the presentation of a scene as long as it successfully suppressed DMN activity. Once subjects began to familiarize themselves with the scene and DMN activity started to increase, the system switched to the next scene. This method individualized the VR experience based on the participant's neural responses, identifying and prolonging the presentation of the most effective visual experiences for each participant. Transition times were set with a minimum of 30 seconds and a maximum of 60 seconds per scene to balance engagement and variety.4. Users in Example Study4.1 Example Participants and Procedure

[0038] Six healthy adults participated in the example study presently described (3 female; 3 male) (age range: 19 to 47, M = 26.3). All participants were neurologically healthy, with no prior history of brain trauma or ongoing neuropsychiatric treatment or drug use at the time of data recording. Upon arrival at the lab, participants provided written informed consent. They then completed questionnaires on sociodemographic data, as well as the BDI, LEC, STAI, and PCL-5 to screen for depression, PTSD, and anxiety disorders, and to confirm that none of the participants had any of these conditions. Participants were seated in a comfortable chair while the EEG cap was applied. Subsequently, participants donned the VR headset (HTC Vive Pro, HTC) over the EEG cap. FIG. 5 shows an image of a study participant with the EEG cap and VR headset. The 2-minute resting state baseline measurement was first recorded, followed by presentation of the Digital Psychedelics experience. In both conditions, participants were instructed to passively view the VR content with their eyes open and were free to turn their heads and look around. They viewed a series of 8 scenes whose length varied depending on EEG response and BCI control. The first scene was a rendering of the physical lab space where the data collection session took009062.8555. WOOO\183753491.1 -13-PCT Application Attorney Docket No.: 009062.8555. WOOO place (FIG. 2, top left). The next 3 scenes were variations of this rendering, incorporating gentle movements of the VR camera and distortions to evoke psychedelic-like perceptions. FIG. 2 (top center) shows an example of a distorted rendering of the original lab space that using Deep Dream. FIG. 2 (top right) shows an example of a style transfer technique that can be applied to a rendering of the physical lab space. As shown in FIG. 2 (lower panels), the final 4 scenes featured moving three-dimensional fractals that produced a kaleidoscopic effect. The VR experience lasted between 4 to 8 minutes. After the VR experience, participants completed the 5D-Altered States of Consciousness (ASC) Scale, which is a validated tool for assessing changes in consciousness relative to normal waking states. Participants were also asked to provide qualitative feedback regarding their general experience during the VR session. Most participants found the experience fascinating. Some individuals experienced mild motion sickness, but this discomfort always subsided within 1 -2 minutes. The entire experiment took approximately 60 to 90 minutes.4.2 Example Results From the Study

[0039] FIG. 6 shows a plot of example post-VR experience responses to the 5D-ASC which were obtained in the study (error bars represent standard deviation). A score of 0 on the 5D-ASC Scale represents no deviation from typical consciousness, while a maximum score of 100 signifies a profound alteration. The average of responses across different subscales reveal that the VR experience elicited substantial changes in consciousness, with the highest scores observed in the Blissful State and Changed Meanings of Percepts subscales (FIG. 6). This outcome suggests that participants experienced profound emotional upliftment and a shift in their interpretation of meaning post-VR. Conversely, altered perception appears to have been a less pronounced effect of the experience, as indicated by the lower scores along the Spiritual Experience dimension, as well as the closely related Imagery and Synaesthesia subscales.

[0040] The study described above explores the user experience of an example embodiment of an EEG-guided digital psychedelic system based on the disclosed technology. By integrating the Deep Dream algorithm with Gaussian Splatting and real-time style transfer techniques, immersive 3D scenes can be created that seamlessly blend normal and psychedelic visuals. Leveraging advanced rendering techniques, such as009062.8555. WOOO\183753491.1 -14-PCT Application Attorney Docket No.: 009062.8555. WOOOSphere Tracing, fractal- based visual hallucinations can also be created. The disclosed technology can be implemented to dynamically adjust scenes according to each user's neural responses, offering a personalized tool to affect and study the mind's response to altered states of consciousness.

[0041] Data from the 5D-ASC Scale indicate that the disclosed VR-BCI system successfully evokes changes in consciousness, akin to those reported in psychedelic experiences. High scores in categories such as Blissful State and Changed Meanings of Percept suggest that the VR experience fostered profound emotional upliftment and shifts in perception, key therapeutic outcomes associated with psychedelic use. Lower scores in the Imagery Scales and Audio-Visual Synaesthesia may indicate that the system impacts higher-order cognitive changes more strongly than basic perceptual distortions.

[0042] Findings from the study align with studies exploring the therapeutic potential of VR and psychedelics, which highlight their shared ability to evoke profound emotional responses and perceptual changes. Similarly, research has demonstrated that VR can induce altered states of consciousness comparable to psychedelics, offering therapeutic benefits. The disclosed embodiments can extend these prior findings by integrating realtime EEG feedback to tailor VR experiences, enhancing their effectiveness. Moreover, results from the study are consistent with research indicating that VR experiences can significantly impact emotional states, albeit with potentially negative consequences. The disclosed technology can provide adaptive EEG-guided modulation to mitigate such risks by providing a controlled, individualized experience. Studies have shown positive long-term impacts of VR on cognitive and emotional well-being, similar to benefits from psychedelics.

[0043] While it is currently unclear whether any digital psychedelic system can induce neuroplasticity in a manner analogous to 5-HT2A receptor agonists, the EEG-guided component of some disclosed embodiments can be engineered to elicit neurodynamic states similar to those observed during a psychedelic "trip" - particularly, the suppression of DMN activities. However, in the example, non-limiting study presented above, only one parameter of the experience was controlled by EEG - namely switching scenes. Further, only one parameter of EEG - namely, posterior alpha fluctuations - was used as the control009062.8555. WOOO\183753491.1 -15-PCT Application Attorney Docket No.: 009062.8555. WOOD signal in the study. Given its stability and its established role as an indicator of DMN activity, alpha power was chosen as the control signal.

[0044] The foregoing study demonstrates that the disclosed technology holds significant potential for novel therapeutic interventions by integrating VR with BCI, guided by EEG metrics. This approach capitalizes on the immersive nature of VR and real-time neural feedback to tailor experiences that promote mental well-being and enhanced cognitive functioning. The disclosed embodiments can be implemented to gather real-time EEG feedback to create individualized, effective VR experiences mirroring the cognitive flexibility and reduced depressive symptoms often achieved through psychedelics - but without pharmacological risks.5. Additional Example Implementations of Disclosed Embodiments

[0045] Another example study exploring approaches to combining real-time EEG with VR to generate synthetic psychedelic experiences in accordance with disclosed techniques is presently described. Using a passive BCI that dynamically adjusts virtual content, results of the study demonstrate that the disclosed technology can be implemented to elicit neurocognitive states similar to those that characterize psychedelic trips - including attenuation of self-referential thought and diminished engagement of the default mode network. Preliminary results indicate that this type of personalized VR experience can modulate cortical activities and elicit unique states of altered consciousness. By mimicking hallucinatory experiences, embodiments of the disclosed technology can assist to replicate the cognitive and emotional benefits of psychedelic agents without the associated risks.

[0046] Customizing simulated psychedelic experiences to elicit mental and brain states that approximate the feeling of ego dissolution and suppression of DMN activities that are hallmarks of authentic psychedelic experience can offer a variety of benefits. The DMN, which is less active during external engagement, plays a role in self-referential processing and higher cognitive functions. Psychedelics are known to disrupt brain activity, increasing signal diversity and reducing oscillatory power within the DMN network. In the example study to be described in further detail, the disclosed approach employs a closed-loop BCI system that leverages EEG to adaptively regulate an immersive virtual psychedelic009062.8555. WOOO\183753491.1 -16-PCT Application Attorney Docket No.: 009062.8555. WOOO experience. By dynamically adjusting the virtual environment based on real-time EEG feedback, the disclosed technique ensures that scenes most effective in reducing oscillatory EEG activities associated with DMN activity are displayed for extended durations. This tailoring of stimuli to each participant's unique neural responses aims to mirror the effects of psychedelics, and to facilitate altered states of consciousness. These states are subsequently evaluated through post-hoc questionnaires.6. Example Graphical Display and Virtual Reality (VR)

[0047] Traditional VR hallucination simulations lack adaptive control. The present patent document discloses embodiments which can provide a BCI-compatible experience using, e.g., the Deep Dream algorithm, to create various hallucination levels. By preprocessing and switching scenes in real-time based on EEG features, the disclosed technology allows Deep Dream to be combined with Gaussian Splatting to create immersive 3D psychedelic environments. Additionally, some disclosed embodiments include a realtime style transfer system and a Sphere Tracing renderer in Unity for fractal visualizations based on EEG activity.

[0048] To create psychedelic fractal scenes for use in the study, constructive solid geometry primitives and operators were employed and transformations were applied to form iterated function system fractals. These models, rendered with sphere tracing, may be animated with various folds and rotations. Using the Deep Dream and a style transfer network, it is possible to progressively enhance the psychedelic effect.8. Example EEG and Brain Computer Interface (BCD

[0049] In the example study, EEG data was recorded using a research-grade 64- channel EEG system (BioSemi, Amsterdam). The data was processed online using the NeuroPype platform (Intheon, CA), applying a bandpass filter (1 -40 Hz), re-referencing to the common average, and using ICA for artifact correction. Five-second segments were continuously computed using a moving window technique, and transformed each into the frequency domain using an FFT. Based on literature, 10 posterior EEG channels related to parietal alpha activities and DMN engagement were focused upon. The alpha power (8-12009062.8555. WOOO\183753491.1 -17-PCT Application Attorney Docket No.: 009062.8555. WOODHz) of these 10 channels was averaged, and the resulting continuous stream of posterior alpha power was imported into Unity.

[0050] Participants viewed a default landscape in VR for 2 minutes to establish an eyes-open resting baseline. Posterior alpha power during this baseline served as a threshold for comparing continuous alpha power during the digital psychedelics experience. When alpha power exceeded the baseline, it triggered a scene transition. In this way, scenes that effectively suppressed alpha power were viewed longer, while those that did not were switched more quickly. Each scene was displayed for max. 60 seconds, with the entire VR experience lasting 4 to 8 minutes.9. Users in Example Study9.1 Example Participants and Procedure

[0051] Six healthy adults participated (3 female; 3 male) (age range: 19-47, M=26.3). All were neurologically healthy. Participants visited the lab on two separate days. During the experimental session, the 2-minute resting state EEG baseline was first recorded, followed by the Digital Psychedelics experience (FIG. 2). After the VR experience, participants completed the 5D-Altered States of Consciousness (ASC) Scale, which is a validated tool for assessing changes in consciousness relative to normal waking states. During the control session, another 2-minute resting state baseline was recorded and then the control experience was presented, which included 360° neutral nature videos that required passive viewing, like the psychedelic experience, but were selected because they were unlikely to induce emotional or altered states. Afterwards, participants again completed the 5D-ASC.9.2 Example Results

[0052] Embodiments of the disclosed technology were implemented to provide a virtual psychedelic experience. FIG. 7 shows an example of post-VR experience responses to the 5D-ASC per condition. The psychedelic experience substantially altered participants' states of consciousness compared to the control condition. The most notable changes were in experiencing a Blissful State and Altered Meanings of Percepts subscales (FIG. 7).009062.8555. WOOO\183753491.1 -18-PCT Application Attorney Docket No.: 009062.8555. WOOD

[0053] FIG. 8 shows a plot of example posterior alpha power data over time per condition. The EEG results indicate that posterior alpha power was lower during the BCI- guided psychedelic experience compared to the control condition (FIG. 8). This outcome demonstrates that implementations of the disclosed technology successfully adapted and individualized the VR experience to promote suppression of alpha band oscillatory activity. As expected, the most effective scenes for alpha power suppression varied among participants. Participants had different "best-suited scenes," indicating that the individualized approach was crucial for optimizing the effectiveness of the VR experience in alpha power.

[0054] The foregoing study discloses an example BCI system, based on the disclosed technology, that utilizes EEG to dynamically tailor an immersive virtual psychedelic experience, serving as a personalized tool to explore altered states of consciousness.

[0055] Findings from the 5D-ASC Scale suggest that the BCI-driven VR experience induces stronger consciousness changes relative to neutral control videos along parameters that are characteristic of psychedelic phenomenology. The dislocsed approach builds upon previous research emphasizing the therapeutic potential of VR and psychedelics, incorporating real-time EEG feedback to customize VR experiences and boost their efficacy. The observed suppression of posterior alpha power during the psychedelic experience suggests that the EEG-guided system can induce targeted neurodynamic states.

[0056] Integrating VR with BCI technology guided by EEG metrics has significant potential for innovative therapeutic applications. By leveraging the immersive qualities of VR and real-time neural feedback, the disclosed embodiments can be implemented to craft personalized experiences aimed at enhancing mental well-being and cognitive functioning. Such approaches open up various possibilities for developing effective VR therapies that can enhance cognitive flexibility and reduce depressive symptoms in a manner comparable to that of psychedelic treatments, but without the associated risks and side effects.10. Additional Example Implementations of Disclosed Embodiments

[0057] In an example embodiment, a BCI-VR platform system based on the disclosed technology uses approaches such as the Deep Dream algorithm and Gaussian Splatting to009062.8555. WOOO\183753491.1 -19-PCT Application Attorney Docket No.: 009062.8555. WOOO create fully 3D digital psychedelic experiences that can achieve greater depth and immersion than is possible with existing approaches, such as 3D videos, and can be modulated using EEG feedback. Utilizing Deep Dream and a style transfer network, a scene can be presented and distorted to begin increasing the intensity of the psychedelic experience before transitioning into a full fractal environment (FIG. 2). The BCI-VR system can be controlled by a range of EEG activities, including the power of oscillatory activity in the theta (4-7 Hz), beta (20-30 Hz), and gamma (>30 Hz) bands. Various regions of interest can be defined, including 10 posterior EEG channels (P3, P1 , P2, P4, PO3, POz, PO4, 01 , Oz, 02). In an example implementation, performance of one version of the BCI-VR platform uses posterior a power to control scene switching: because parietal alpha activity is related to DMN engagement, the data from these channels of interest can be averaged, focusing on alpha band power derived from this aggregated time series.

[0058] The performance of an example embodiment of a BCI-VR platform that uses posterior a power to control scene switching was assessed in eleven healthy adults (7 female; 4 male) (average age 27±8 yrs). Participants were tested twice on two separate days. During the 1stvisit, a 2-min resting state EEG baseline was recorded, followed by the BCI-VR experience. During the 2nd visit, the 2-min resting state baseline recording was followed by the control experience (which included 360° neutral nature videos that are unlikely to induce emotional or altered states). After each session, participants completed the 1 1 D-ASC questionnaire, which assesses psychedelic phenomenology. FIG. 9A shows example EEG spectral power data relative to baseline which was collected during exposure to the BCI-VR environment. FIG. 9B shows example 11 D-ASC questionnaire ratings which were collected after exposure to the BCI-VR environment or the control experience. EEG recordings showed a trend toward reduced y power in subjects exposed to the BCI-VR environment compared to the control experience (p=0.056; FIG. 9A). This outcome is consistent with published findings suggesting that task-related DMN suppression is linked to y suppression in broadly distributed DMN nodes, including lateral temporal cortex. It is also notable because, even though the psychedelic VR experience was engineered to suppress EEG activities in the alpha range, it affected activities in other frequency bands as well, driving a pattern that is closer to the broadband desynchronization observed under the influence of LSD or psilocybin. The BCI-VR environment also increased 11 D-ASC ratings of009062.8555. WOOO\183753491.1 -20-PCT Application Attorney Docket No.: 009062.8555. WOOOBlissful State, Insightfulness, and Changed Meaning of Percepts (FIG. 9B). The magnitude of the effect of BCI-VR exposure on those 3 dimensions exceeds the effect of 3,4- methylenedioxymethamphetamine (MDMA) and microdose LSD, and is similar in magnitude to low psychedelic doses of LSD and psilocybin.

[0059] In the example implementation of the BCI-VR platform previously described above, real-time EEG feedback is incorporated using posterior a power to control scene switching. In other implementations of the BCI-VR platform, a more personalized approach is implemented which captures source-separated EEG activities indicative of mindwandering and DMN engagement in a given individual and then uses those features as control signals to modulate the BCI-VR experience to suppress these patterns of brain activity. It is well-known that the poor spatial resolution of scalp-recorded EEG offers weak indication of underlying cortical networks - and contamination by non-brain artifacts further complicates the problem. However, through source separation techniques such as ICA and spatial filtering, it is possible to obtain a cleaner estimation of cortical source signals. Further, by selecting sources based on their functional characterization, the problem of spatial resolution is sidestepped somewhat. In other words, because mind wandering has been reliably tied to DMN engagement, whereas various other tasks, including watching awe videos, have been linked to DMN suppression, identifying and tracking features of source activities that differentiate mind wandering from awe video watching allows the BCI-VR platform to induce patterns of brain activity that are consistent with high or low DMN engagement. Regulating scene switching and other scene parameters with this more nuanced control signal helps to induce brain states more closely approximating psychedelic experiences as reflected in measures such as higher levels of signal diversity (entropy) and broadband EEG power desynchronization during engagement in the BCI-VR system. It can also result in more strongly altered states of consciousness.

[0060] At the beginning of the BCI-VR experience, two reference EEG recordings are made, each lasting for approximately 6 minutes: one designed to evoke mind-wandering (and DMN activity) through eyes open baseline rest, and one designed to suppress mindwandering (and DMN activity) by engaging the participant through the presentation of videos containing scenes designed to induce feelings of awe. The top 2-3 brain-related sources009062.8555. WOOO\183753491.1 -21 -PCT Application Attorney Docket No.: 009062.8555. WOOO that differentiate the surface EEG signals between these reference recordings are then identified using offline EEG source separation techniques such as generalized eigen decomposition. Next, the EEG features (e.g., band power, spectral dynamics, and entropy) of the identified sources that differentiate mind-wandering from task engagement are extracted. Typically, mind wandering relative to awe videos elicits the following: elevated y power (e.g., >30 Hz), attenuated frontal midline 6 activity (e.g., 2-9 Hz), and enhanced posterior a (e.g., 8-12 Hz) and [3 (e.g., 13-20 Hz) power. During the BCI-VR session, features of interest are extracted and monitored from online reconstructions of EEG source activities. Alternatively, the same features are derived from channel EEG, focusing on the channels that receive the strongest projections from the underlying sources of interest. During the BCI-VR session, the real-time features of interest are continuously imported via Neuropype and used to modulate various aspects of the virtual psychedelic experience that is viewed by the person using the system, including the intensity of scene stylization, speed of fractal fly-bys, fractal complexity, introduction of audio delay lines, etc. Additional EEG features are used to modulate both the visual scene parameters as well as the auditory stimuli that are presented (e.g., using EEG-guided music techniques). In this way, as brain activity features implicated in DMN engagement become more detectable, perceivable changes occur in the virtual world in order to attenuate them. On the other hand, when features of mind-wandering do not exceed a threshold, the hallucinatory parameters of the scene do not fluctuate.

[0061] FIG. 10 (left) shows an example of real-time BCI EEG data that can be obtained in accordance with disclosed techniques. FIG. 10 (right) shows an example of a virtual reality environment provided by an example embodiment. The real-time BCI EEG data can be implemented to modulate the content of the virtual reality environment.

[0062] FIG. 11 shows a flow chart of an example method 1100 for providing a virtual psychedelic experience to a user via a head-mounted virtual reality (VR) headset in accordance with an example embodiment. At step 1110, the method 1 100 includes generating a first scene to be displayed to the user. At step 1120, the method 1100 includes displaying the first scene to the user when the user wears the head-mounted VR headset. At step 1130, the method 1 100 includes measuring EEG signals of the user when the first scene is displayed to the user and using a multi-channel electroencephalography (EEG)009062.8555. WOOO\183753491.1 -22-PCT Application Attorney Docket No.: 009062.8555. WOOD system comprising a plurality of sensors. In some implementations, the plurality of sensors is coupled to the head-mounted VR headset. At step 1140, the method 1100 includes determining an estimation of an engagement-related brain activity of the user based on the EEG signals. At step 1 150, the method 1100 includes transmitting the estimation to an external control computer coupled to the head-mounted VR headset and the multi-channel EEG system. In some implementations, the external control computer is configured to: receive the estimation from the multi-channel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met. In some implementations, the second scene is different from the first scene.

[0063] Embodiments of the disclosed technology support inter alia the following technical solutions.

[0064] 1 . A digital psychedelic system, comprising: a head-mounted virtual reality(VR) headset configured to provide a virtual psychedelic experience to a user, comprising: a memory, a processor coupled to the memory and configured to generate a first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user; a multi-channel electroencephalography (EEG) system comprising a plurality of sensors coupled to the head-mounted VR headset, wherein the multi-channel EEG system is configured to: measure EEG signals of the user when the head-mounted VR headset provides the virtual psychedelic experience to the user; determine an estimation of an engagement-related brain activity of the user based on the EEG signals, and transmit the estimation to an external control computer; wherein the external control computer is coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multi-channel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

[0065] 2. The digital psychedelic system of solution 1 , wherein the processor is configured to generate the first scene based on an input image using three-dimensional (3D) rendering techniques in combination with computer vision algorithms.009062.8555. WOOO\183753491.1 -23-PCT Application Attorney Docket No.: 009062.8555. WOOO

[0066] 3. The digital psychedelic system of solution 2, wherein the processor is configured to generate the first scene by changing the input image depending on which layer of a neural network implemented by at least one of the computer vision algorithms is selected to begin gradient ascent from.

[0067] 4. The digital psychedelic system of solution 1 , wherein the condition related to the estimation comprises a decreased exogenous engagement of the user or an increased self-referential processing of the user.

[0068] 5. The digital psychedelic system of solution 1 , wherein the plurality of sensors comprises soft cap-integrated sensors.

[0069] 6. The digital psychedelic system of solution 1 , wherein the multi-channelEEG system is configured to measure an EEG control signal of the user before the headmounted VR headset provides the digital psychedelic experience to the user.

[0070] 7. The digital psychedelic system of solution 6, wherein the external control computer is configured to cause the head-mounted VR headset to provide the second scene when at least one of the EEG signals exceeds a threshold power, wherein the threshold power is based on power data in the EEG control signal.

[0071] 8. The digital psychedelic system of solution 6, wherein the external control computer is configured to: process the EEG signals and the EEG control signal; determine features in the EEG signals and the EEG control signal after processing of the EEG signals and the EEG control signal; perform a comparison between features in the EEG signals and features in the EEG control signal; and determine to provide the second scene based on the comparison.

[0072] 9. The digital psychedelic system of solution 1 , wherein the external control computer is configured to process the EEG signal, wherein the processing comprises at least one of: applying a noise-reducing filter to the some or all of the EEG signals, and performing Independent Component Analysis (ICA) to remove one or more artifacts from some or all of the EEG signals.

[0073] 10. The digital psychedelic system of solution 1 , wherein the second scene is provided based on modification of the first scene.009062.8555. WOOO\183753491.1 -24-PCT Application Attorney Docket No.: 009062.8555. WOOO

[0074] 11 . The digital psychedelic system of solution 1 , wherein at least some of the plurality of sensors are positioned over a brain region of interest of the user, wherein the multi-channel EEG system is configured to measure the EEG signals using specific channels associated with the brain region of interest.

[0075] 12. The digital psychedelic system of solution 1 , wherein the EEG signals comprise one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure.

[0076] 13. The digital psychedelic system of solution 1 , wherein the processor is configured to generate a first reference scene and a second reference scene to be displayed to the user, and the multi-channel EEG system is configured to measure a first reference EEG recording of the user when the head-mounted VR headset provides the first reference scene to the user and a second reference EEG recording of the user when the headmounted VR headset provides the second reference scene to the user, wherein the first reference scene is designed to evoke a particular brain activity of the user and the second reference scene is designed to suppress the particular brain activity of the user.

[0077] 14. The digital psychedelic system of solution 13, wherein the external control computer is configured to: determine, based on the first reference EEG recording and the second reference EEG recording, one or more features in the EEG signals that are related to the particular brain activity; and cause the head-mounted VR headset to modulate parameters of the first scene or the second scene based on the one or more features and when the head-mounted VR headset provides the first scene or the second scene to the user.

[0078] 15. The digital psychedelic system of solution 14, wherein the parameters comprise one or both of visual or auditory stimuli provided to the user when the headmounted VR headset provides the first scene or the second scene to the user.

[0079] 16. A method for providing a virtual psychedelic experience to a user via a head-mounted virtual reality (VR) headset, the method comprising: generating a first scene to be displayed to the user; displaying the first scene to the user when the user wears the009062.8555. WOOO\183753491.1 -25-PCT Application Attorney Docket No.: 009062.8555. WOOD head-mounted VR headset; measuring EEG signals of the user when the first scene is displayed to the user and using a multi-channel electroencephalography (EEG) system comprising a plurality of sensors, wherein the plurality of sensors is coupled to the headmounted VR headset; determining an estimation of an engagement-related brain activity of the user based on the EEG signals; and transmitting the estimation to an external control computer coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multichannel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

[0080] 17. The method of solution 16, wherein the head-mounted VR headset comprises: a memory, a processor coupled to the memory and configured to generate the first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user.

[0081] 18. The method of solution 17, wherein the first scene is generated based on an input image using three-dimensional (3D) rendering techniques in combination with computer vision algorithms.

[0082] 19. The method of solution 18, wherein the processor is configured to generate the first scene by changing the input image depending on which layer of a neural network implemented by at least one of the computer vision algorithms is selected to begin gradient ascent from.

[0083] 20. The method of solution 16, wherein the condition related to the estimation comprises a decreased exogenous engagement of the user or an increased self- referential processing of the user.

[0084] 21 . The method of solution 16, wherein the plurality of sensors comprises soft cap-integrated sensors.

[0085] 22. The method of solution 16, comprising: measuring, using the multichannel EEG system, an EEG control signal of the user before the first scene is displayed to the user, wherein the external control computer is configured to cause the head-mounted009062.8555. WOOO\183753491.1 -26-PCT Application Attorney Docket No.: 009062.8555. WOOOVR headset to provide the second scene when at least one of the EEG signals exceeds a threshold power, wherein the threshold power is based on power data in the EEG control signal.

[0086] 23. The method of solution 22, wherein the external control computer is configured to: process the EEG signals and the EEG control signal; determine features in the EEG signals and the EEG control signal after processing of the EEG signals and the EEG control signal; perform a comparison between features in the EEG signals and features in the EEG control signal; and determine to provide the second scene based on the comparison.

[0087] 24. The method of solution 16, comprising: applying a noise-reducing filter to some or all of the EEG signals, and performing Independent Component Analysis (ICA) to remove one or more artifacts from some or all of the EEG signals.

[0088] 25. The method of solution 16, wherein the second scene is provided based on modification of the first scene.

[0089] 26. The method of solution 16, wherein at least some of the plurality of sensors are positioned over a brain region of interest of the user, wherein the multi-channel EEG system is configured to measure the EEG signals using specific channels associated with the brain region of interest.

[0090] 27. The method of solution 16, wherein the EEG signals comprise one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure.

[0091] 28. The method of solution 16, further comprising: generating a first reference scene and a second reference scene to be displayed to the user; and measuring, using the multi-channel EEG system, a first reference EEG recording of the user when the head-mounted VR headset provides the first reference scene to the user and a second reference EEG recording of the user when the head-mounted VR headset provides the second reference scene to the user, wherein the first reference scene is designed to evoke a particular brain activity of the user and the second reference scene is designed to suppress the particular brain activity of the user.009062.8555. WOOO\183753491.1 -27-PCT Application Attorney Docket No.: 009062.8555. WOOD

[0092] 29. The method of solution 28, wherein the external control computer is configured to: determine, based on the first reference EEG recording and the second reference EEG recording, one or more features in the EEG signal that are related to the particular brain activity; and cause the head-mounted VR headset to modulate parameters of the first scene or the second scene based on the one or more features and when the head-mounted VR headset provides the first scene or the second scene to the user.

[0093] 30. The method of solution 29, wherein the parameters comprise one or both of visual or auditory stimuli provided to the user when the head-mounted VR headset provides the first scene or the second scene to the user.

[0094] 31 . A digital psychedelic system, comprising: a head-mounted virtual reality(VR) headset configured to provide a virtual psychedelic hallucination to a user, comprising: a memory, a processor coupled to the memory and configured to generate a first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user; a multi-channel electroencephalography (EEG) system comprising a plurality of soft cap-integrated sensors coupled to the headmounted VR headset, wherein the multi-channel EEG system is configured to: measure EEG signals of the user when the head-mounted VR headset provides the hallucination to the user; estimate an engagement-related brain activity of the user based on the EEG signals; and transmit the estimation to an external control computer; and the external control computer coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multichannel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

[0095] 32. The digital psychedelic system of solution 31 , wherein the processor of the head-mounted VR headset is configured to generate the first scene based on an input image using three-dimensional (3D) rendering techniques in combination with computer vision algorithms.009062.8555. WOOO\183753491.1 -28-PCT Application Attorney Docket No.: 009062.8555. WOOD

[0096] 33. The digital psychedelic system of solution 32, wherein the process is configured to generate the first scene by changing the input image depending on which layer is selected to begin gradient ascent from.

[0097] 34. The digital psychedelic system of solution 31 , wherein the condition related to the estimation comprises a decreased exogenous engagement of the user.

[0098] 35. The digital psychedelic system of solution 31 , wherein the condition related to the estimation comprises an increased self-referential processing of the user.

[0099] 36. The digital psychedelic system of solution 31 , wherein the second scene is irrelevant to the first scene.

[0100] 37. The digital psychedelic system of solution 31 , wherein the second scene is provided based on modification of the first scene.

[0101] 38. The digital psychedelic system of solution 31 , wherein the external control computer comprises at least 32 gigabytes of Random Access Memory (RAM) and a Graphic Processing Unit (GPU).

[0102] 39. The digital psychedelic system of solution 38, wherein the GPU isCompute-Unified Device Architecture (CUDA) capable.

[0103] 40. The digital psychedelic system of solution 1 , wherein the EEG signals comprise one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure.

[0104] Implementations of the subject matter and the functional operations described in this patent document can be implemented in various systems, digital electronic circuitry, or in computer software, firmware, or hardware, including the structures disclosed in this specification and their structural equivalents, or in combinations of one or more of them. Implementations of the subject matter described in this specification can be implemented as one or more computer program products, i.e., one or more modules of computer program instructions encoded on a tangible and non-transitory computer readable medium for execution by, or to control the operation of, data processing apparatus. The computer009062.8555. WOOO\183753491.1 -29-PCT Application Attorney Docket No.: 009062.8555. WOOO readable medium can be a machine-readable storage device, a machine-readable storage substrate, a memory device, a composition of matter effecting a machine-readable propagated signal, or a combination of one or more of them. The term “data processing unit” or “data processing apparatus” encompasses all apparatus, devices, and machines for processing data, including by way of example a programmable processor, a computer, or multiple processors or computers. The apparatus can include, in addition to hardware, code that creates an execution environment for the computer program in question, e.g., code that constitutes processor firmware, a protocol stack, a database management system, an operating system, or a combination of one or more of them.

[0105] A computer program (also known as a program, software, software application, script, or code) can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program does not necessarily correspond to a file in a file system. A program can be stored in a portion of a file that holds other programs or data (e.g., one or more scripts stored in a markup language document), in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub programs, or portions of code). A computer program can be deployed to be executed on one computer or on multiple computers that are located at one site or distributed across multiple sites and interconnected by a communication network.

[0106] The processes and logic flows described in this specification can be performed by one or more programmable processors executing one or more computer programs to perform functions by operating on input data and generating output. The processes and logic flows can also be performed by, and apparatus can also be implemented as, special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application specific integrated circuit).

[0107] Processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer. Generally, a processor will receive instructions and data from a read only memory or a random access memory or both. The essential009062.8555. WOOO\183753491.1 -30-PCT Application Attorney Docket No.: 009062.8555. WOOD elements of a computer are a processor for performing instructions and one or more memory devices for storing instructions and data. Generally, a computer will also include, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto optical disks, or optical disks. However, a computer need not have such devices. Computer readable media suitable for storing computer program instructions and data include all forms of nonvolatile memory, media and memory devices, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices. The processor and the memory can be supplemented by, or incorporated in, special purpose logic circuitry.

[0108] While this patent document contains many specifics, these should not be construed as limitations on the scope of any invention or of what may be claimed, but rather as descriptions of features that may be specific to particular embodiments of particular inventions. Certain features that are described in this patent document in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a subcombination.

[0109] Similarly, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. Moreover, the separation of various system components in the embodiments described in this patent document should not be understood as requiring such separation in all embodiments.

[0110] Only a few implementations and examples are described and other implementations, enhancements and variations can be made based on what is described and illustrated in this patent document.009062.8555. WOOO\183753491.1 -31 -

Claims

PCT ApplicationAttorney Docket No.: 009062.8555. WOODCLAIMSWhat is claimed:1 . A digital psychedelic system, comprising: a head-mounted virtual reality (VR) headset configured to provide a virtual psychedelic experience to a user, comprising: a memory, a processor coupled to the memory and configured to generate a first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user; a multi-channel electroencephalography (EEG) system comprising a plurality of sensors coupled to the head-mounted VR headset, wherein the multi-channel EEG system is configured to: measure EEG signals of the user when the head-mounted VR headset provides the virtual psychedelic experience to the user; determine an estimation of an engagement-related brain activity of the user based on the EEG signals, and transmit the estimation to an external control computer; wherein the external control computer is coupled to the head-mounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multi-channel EEG system; and cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.009062.8555. WOOO\183753491.1 -32-PCT Application Attorney Docket No.: 009062.8555. WOOD2. The digital psychedelic system of claim 1 , wherein the processor is configured to generate the first scene based on an input image using three-dimensional (3D) rendering techniques in combination with computer vision algorithms.

3. The digital psychedelic system of claim 2, wherein the processor is configured to generate the first scene by changing the input image depending on which layer of a neural network implemented by at least one of the computer vision algorithms is selected to begin gradient ascent from.

4. The digital psychedelic system of claim 1 , wherein the condition related to the estimation comprises a decreased exogenous engagement of the user or an increased self- referential processing of the user.

5. The digital psychedelic system of claim 1 , wherein the plurality of sensors comprises soft cap-integrated sensors.

6. The digital psychedelic system of claim 1 , wherein the multi-channel EEG system is configured to measure an EEG control signal of the user before the head-mounted VR headset provides the digital psychedelic experience to the user.

7. The digital psychedelic system of claim 6, wherein the external control computer is configured to cause the head-mounted VR headset to provide the second scene when at least one of the EEG signals exceeds a threshold power, wherein the threshold power is based on power data in the EEG control signal.

8. The digital psychedelic system of claim 6, wherein the external control computer is configured to: process the EEG signals and the EEG control signal; determine features in the EEG signals and the EEG control signal after processing of the EEG signals and the EEG control signal; perform a comparison between features in the EEG signals and features in the009062.8555. WOOO\183753491.1 -33-PCT ApplicationAttorney Docket No.: 009062.8555. WOOOEEG control signal; and determine to provide the second scene based on the comparison.

9. The digital psychedelic system of claim 1 , wherein the external control computer is configured to process the EEG signals, wherein the processing comprises at least one of: applying a noise-reducing filter to some or all of the EEG signals, and performing Independent Component Analysis (ICA) to remove one or more artifacts from some or all of the EEG signals.

10. The digital psychedelic system of claim 1 , wherein the second scene is provided based on modification of the first scene.1 1 . The digital psychedelic system of claim 1 , wherein at least some of the plurality of sensors are positioned over a brain region of interest of the user, wherein the multichannel EEG system is configured to measure the EEG signals using specific channels associated with the brain region of interest.

12. The digital psychedelic system of claim 1 , wherein the EEG signals comprise one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure.

13. The digital psychedelic system of claim 1 , wherein the processor is configured to generate a first reference scene and a second reference scene to be displayed to the user, and the multi-channel EEG system is configured to measure a first reference EEG recording of the user when the head-mounted VR headset provides the first reference scene to the user and a second reference EEG recording of the user when the head-mounted VR headset provides the second reference scene to the user,009062.8555. WOOO\183753491.1 -34-PCT Application Attorney Docket No.: 009062.8555. WOOD wherein the first reference scene is designed to evoke a particular brain activity of the user and the second reference scene is designed to suppress the particular brain activity of the user.

14. The digital psychedelic system of claim 13, wherein the external control computer is configured to: determine, based on the first reference EEG recording and the second reference EEG recording, one or more features in the EEG signals that are related to the particular brain activity; and cause the head-mounted VR headset to modulate parameters of the first scene or the second scene based on the one or more features and when the head-mounted VR headset provides the first scene or the second scene to the user.

15. The digital psychedelic system of claim 14, wherein the parameters comprise one or both of visual or auditory stimuli provided to the user when the head-mounted VR headset provides the first scene or the second scene to the user.

16. A method for providing a virtual psychedelic experience to a user via a headmounted virtual reality (VR) headset, the method comprising: generating a first scene to be displayed to the user; displaying the first scene to the user when the user wears the head-mounted VR headset; measuring EEG signals of the user when the first scene is displayed to the user and using a multi-channel electroencephalography (EEG) system comprising a plurality of sensors, wherein the plurality of sensors is coupled to the head-mounted VR headset; determining an estimation of an engagement-related brain activity of the user based on the EEG signals; and transmitting the estimation to an external control computer coupled to the headmounted VR headset and the multi-channel EEG system, wherein the external control computer is configured to: receive the estimation from the multi-channel EEG system; and009062.8555. WOOO\183753491.1 -35-PCT Application Attorney Docket No.: 009062.8555. WOOD cause the head-mounted VR headset to provide a second scene to the user when a condition related to the estimation is met, wherein the second scene is different from the first scene.

17. The method of claim 16, wherein the head-mounted VR headset comprises: a memory, a processor coupled to the memory and configured to generate the first scene to be displayed to the user, and a display coupled to the memory and the processor and configured to provide the first scene to the user.

18. The method of claim 17, wherein the first scene is generated based on an input image using three-dimensional (3D) rendering techniques in combination with computer vision algorithms.

19. The method of claim 18, wherein the processor is configured to generate the first scene by changing the input image depending on which layer of a neural network implemented by at least one of the computer vision algorithms is selected to begin gradient ascent from.

20. The method of claim 16, wherein the condition related to the estimation comprises a decreased exogenous engagement of the user or an increased self-referential processing of the user.21 . The method of claim 16, wherein the plurality of sensors comprises soft cap- integrated sensors.

22. The method of claim 16, comprising: measuring, using the multi-channel EEG system, an EEG control signal of the user before the first scene is displayed to the user,009062.8555. WOOO\183753491.1 -36-PCT Application Attorney Docket No.: 009062.8555. WOOD wherein the external control computer is configured to cause the headmounted VR headset to provide the second scene when at least one of the EEG signals exceeds a threshold power, wherein the threshold power is based on power data in the EEG control signal.

23. The method of claim 22, wherein the external control computer is configured to: process the EEG signals and the EEG control signal; determine features in the EEG signals and the EEG control signal after processing of the EEG signals and the EEG control signal; perform a comparison between features in the EEG signals and features in the EEG control signal; and determine to provide the second scene based on the comparison.

24. The method of claim 16, comprising: applying a noise-reducing filter to some or all of the EEG signals, and performing Independent Component Analysis (ICA) to remove one or more artifacts from some or all of the EEG signals.

25. The method of claim 16, wherein the second scene is provided based on modification of the first scene.

26. The method of claim 16, wherein at least some of the plurality of sensors are positioned over a brain region of interest of the user, wherein the multi-channel EEG system is configured to measure the EEG signals using specific channels associated with the brain region of interest.

27. The method of claim 16, wherein the EEG signals comprise one or more following features: a spectral band power, a distribution of spectral power, a pairwise coherence measure, a causal connectivity measure, or an entropy measure.009062.8555. WOOO\183753491.1 -37-PCT ApplicationAttorney Docket No.: 009062.8555. WOOD28. The method of claim 16, further comprising: generating a first reference scene and a second reference scene to be displayed to the user; and measuring, using the multi-channel EEG system, a first reference EEG recording of the user when the head-mounted VR headset provides the first reference scene to the user and a second reference EEG recording of the user when the head-mounted VR headset provides the second reference scene to the user, wherein the first reference scene is designed to evoke a particular brain activity of the user and the second reference scene is designed to suppress the particular brain activity of the user.

29. The method of claim 28, wherein the external control computer is configured to: determine, based on the first reference EEG recording and the second reference EEG recording, one or more features in the EEG signals that are related to the particular brain activity; and cause the head-mounted VR headset to modulate parameters of the first scene or the second scene based on the one or more features and when the head-mounted VR headset provides the first scene or the second scene to the user.

30. The method of claim 29, wherein the parameters comprise one or both of visual or auditory stimuli provided to the user when the head-mounted VR headset provides the first scene or the second scene to the user.009062.8555. WOOO\183753491.1 -38-

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