Bimanual VR Therapy System for Cognitive Screening

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Solution Overview

Problem

Current rehabilitation methods for stroke survivors and individuals with cognitive impairments are limited by their unimanual approach, which fails to engage both arms and address cognitive-motor dual tasks effectively, leading to suboptimal neural rewiring and cognitive assessment challenges, particularly in elderly populations with hearing and speech impairments.

Innovation Solution

A bimanual virtual reality therapy system using custom games that adapt to individual functioning levels, incorporating dual-hand controllers for immersive 3D interactions, wrist weights, and oxygen supplementation, to enhance motor and cognitive training while providing accurate cognitive impairment screening.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If unimanual training approaches are used for stroke rehabilitation, then the training can focus on a single arm with simpler equipment, but the neural cross talk to mirror motor areas is diminished and activities of daily living involving both arms are not addressed

Engineering Contradiction:
Improvetraining equipment complexityVSAvoidneural rewiring effectiveness
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent combines unimanual and bimanual training modes into a single virtual reality system. The system merges separate training protocols for affected and unaffected arms into an integrated platform that can deliver both types of training, enabling neural cross-talk benefits while maintaining focused rehabilitation goals.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The virtual reality rehabilitation system is designed to serve multiple functions: it can train the affected arm unimanually, train the unaffected arm unimanually, and train both arms simultaneously in bimanual tasks. This multi-functionality allows a single system to address various rehabilitation needs and promote neural rewiring through different training modalities.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If task-related repetitions are increased to produce neural rewiring, then brain plasticity is enhanced, but patient engagement decreases due to boredom

Engineering Contradiction:
Improveneural rewiring effectivenessVSAvoidpatient engagement
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The virtual reality system dynamically adapts task difficulty and repetition types to maintain patient engagement. The system monitors performance and automatically adjusts challenge levels, preventing boredom while ensuring sufficient repetitions for neural rewiring. This dynamic adaptation keeps training effective and engaging simultaneously.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system provides immediate visual and auditory feedback during virtual reality tasks, reinforcing correct movements and maintaining patient motivation. This feedback mechanism ensures that repetitive training remains engaging by providing continuous performance information and achievement recognition, preventing boredom while promoting neural plasticity.

Inventive Principle:
Principle #23Feedback

3Ease of operation

If traditional cognitive assessment methods are used that require hearing and speech, then the assessment can be administered by therapists in person, but the assessment is not suitable for elderly populations with hearing and speech impairments

Engineering Contradiction:
Improveassessment accessibilityVSAvoidcognitive assessment accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent replaces traditional auditory-verbal assessment methods with a visual-based virtual reality assessment system. Instead of relying on hearing and speech, the system uses visual displays and computer vision to assess cognitive functions like attention, memory, and executive function. This substitution makes assessments accessible to elderly populations with sensory impairments while maintaining measurement precision through automated tracking and analysis.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

4Reliability

If separate sessions with therapists, psychologists, and speech language pathologists are provided, then comprehensive care is delivered, but the care delivery is costly and does not exploit the mind-body continuum

Engineering Contradiction:
Improvecomprehensive care qualityVSAvoidcare system integration
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The virtual reality system merges motor rehabilitation and cognitive assessment into a single integrated platform. By combining bimanual motor training with cognitive task performance, the system exploits the mind-body continuum, allowing simultaneous evaluation of both motor function and cognitive abilities without requiring separate therapy sessions.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system serves as a universal platform that can deliver motor rehabilitation, cognitive assessment, and functional evaluation in a single integrated interface. This multi-functionality reduces the need for multiple separate therapy sessions while maintaining comprehensive care quality through coordinated assessment of multiple domains.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10694990B2Bimanual computer games system for dementia screening
Publication Date: 2020.06.30 BRIGHT CLOUD INTERNATIONAL CORP
  • US10694990B2 patent drawing
  • US10694990B2 patent drawing
  • US10694990B2 patent drawing

AI summary

The majority of cognitive virtual reality (VR) applications have been for therapy, and not cognitive screening/scoring. Provided herein is the BrightScreenerâ„¢ and its first pilot feasibility study for evaluating elderly with various degrees of cognitive impairment. BrightScreener is a portable (laptop-based) serious-gaming system which incorporates a bimanual game interface for more ecological 3D interaction with virtual worlds. A pilot study determined that BrightScreener is able to differentiate levels of cognitive impairment based solely on game performance, as well as to evaluate the technology acceptance by the target population. Subsequent group analysis of the Pearson correlation coefficient showed a high degree of correlation between the subjects' MMSE scores and their Composite Game Scores (0.90, |P|<0.01). Despite the small sample size (n=11), results suggest that serious-gaming strategies can be used as a digital technique to stratify levels of Cognitive Impairment. This may be an alternative to conventional standardized scoring for Mild Cognitive Impairment and Dementia, especially for patients with hearing and speech deficits.