Brain Function Localization via Virtual Reality Neural Simulation

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Solution Overview

Problem

Current brain mapping technologies lack the ability to effectively simulate and visualize neural pathways and activities in real-time, limiting the understanding of how specific brain areas and functions are impacted by stimuli, habits, and treatments.

Innovation Solution

A system comprising a networked server, general-purpose computer, and interface attachments that detect user movements, associate them with simulated neural activity, and provide visual, auditory, and tactile feedback to simulate brain activity, allowing users to correlate actions with corresponding neural pathways and areas of the brain.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If brain mapping technologies are used to study neural pathways, then understanding of brain structure and function is improved, but the ability to simulate and visualize neural pathways in real-time is insufficient

Engineering Contradiction:
Improveunderstanding of neural pathwaysVSAvoidreal-time simulation capability
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The patent creates virtual copies of neural pathways and brain structures that can be simulated and visualized in real-time. These digital models replicate the physical neural pathways, allowing users to explore and understand brain functions without requiring actual real-time biological simulation, thus resolving the contradiction between understanding depth and simulation speed.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces a computer-based virtual reality system as an intermediary between brain mapping data and user understanding. This intermediary translates complex neural pathway data into visualizable virtual environments, enabling real-time exploration while maintaining scientific accuracy, thereby bridging the gap between information completeness and simulation speed.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If detailed brain mapping is performed to understand specific neural pathways, then functional localization is improved, but system complexity increases

Engineering Contradiction:
Improvefunctional localization accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent divides the complex brain mapping system into modular components: data acquisition modules, processing modules, and virtual reality presentation modules. Each module handles specific aspects of neural pathway analysis, allowing detailed functional localization while managing system complexity through modular architecture that can be independently developed and maintained.

Inventive Principle:
Principle #1Segmentation

3Loss of information

If virtual reality technology is used to simulate neural pathways, then user awareness of brain activity is improved, but hardware requirements increase

Engineering Contradiction:
Improveuser awareness of brain activityVSAvoidhardware resources
Core Design Contradiction:
Loss of informationVSQuantity of substance

Solution Approach 1:

The patent designs the virtual reality system to serve multiple functions: visualizing neural pathways, presenting brain mapping data, enabling interactive exploration, and providing educational content. This multi-functionality reduces the need for specialized dedicated hardware, as general-purpose VR equipment can fulfill multiple roles, thereby reducing overall hardware resource requirements while maintaining high user awareness capability.

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

Data Source

PatentUS10426369B2Device and method for localization of brain function related applications
Publication Date: 2019.10.01 MARKS RONALD AL
  • US10426369B2 patent drawing
  • US10426369B2 patent drawing

AI summary

This system is used to rejuvenate youth by targeting the pituitary gland to produce HGH and testosterone. Also, with this system, a personal avatar is created, so that a person with the help of virtual reality, optional, simulate traveling to a specific brain site and giving a stimulation to that site. Also, the personal avatar will travel inside a designated vehicle type for that purpose. Also, The Smart Brain System is a type of a platform that can work with all brain stimulation products. It should become the model that people will use for brain control via the internet. Using this system, the brain is re-wired or re-programmed as to where a stimulation is received within the brain. A person will view a simulation of an electrical stimulation current that transmits to an area of the brain they desire to stimulate. Watching the smart brain simulations enables the mind to have a visual perception of the area of the brain to stimulate. So that by using the mind, vision and sense of hearing and touch, we can show the brain where a stimulation should be received within the brain. Also, using this system will allow the individual to have a more personal role in their brain stimulation therapy. This system can be used in clinical and office settings, although it is primarily for use via the internet. The smart brain system can be produced for use in all languages and marketed to all countries via the internet. The person will log into the smart brain web site. They will be asked to purchase the E-transporter system. It consists of a USB cable that has rectangular panels along its length. These panels are lights, which are programmed to indicate the direction of a current or movement of an object or stimulus within the cable. It will attach at the hand and continue up the arm and onto the back of the neck. Electrode wires with pads branch out at the neck to be placed on the head. This E-transporter and controller have a vibrational capacity, an electrical stimulation capacity, a speech and speech recognition capacity, and a sound effect capacity. It plugs into the computer at the USB port. The user will upload a photo of them self, preferably while wearing the E-transporter, to the web sites database. (This step is optional since a generic photo and E-transporter system can be used). A pre-programmed format will graft a computerized version of the brain into their photo. The therapist or individual will impute the type of brain stimulation they want to generate. When prompted, the program will display a cut-out view of their head displaying the computerized brain inside. When prompted, a pre-programmed video displays a simulated current that transmits to the target region of the brain to be stimulated. When the simulated current enters the target region of the brain, signs and signals will be displayed indicating that the area is being stimulated or that a downloading is in progress. The E-transporter lighting effects, vibrations and tactile properties will work simultaneously with the copy of the E-transporter and simulations that are displayed on the screen. The E-transporter wearable unit and the personal photo enhances the biofeedback that the simulated stimulations are occurring in the individual's own brain. Different concepts of brain design and brain activities can be used. One example would be: simulating the brain as an electronic component and displaying its electronic properties as brain activities. Another example is: simulating the brain as having caves and having a tunnel system that the stimulus travels through etc. The smart brain web site and E-transporter system will be produced by neuroscientists, medical illustrators, computer programmers, video production programmers, graphic designers, business developers, patent attorneys, and many others. Clinical trials are still needed to prove that this type of visual and neuronal feedback is an effective tool for brain stimulation therapy and that it adds a real benefit to brain stimulation therapy that is already being done.