Mixed Reality Avatar for Phantom Limb Pain Calibration
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Solution Overview
Problem
Conventional MR systems for treating phantom limb pain lack the ability to efficiently calibrate for multiple rendering perspectives and do not provide personalized humanoid avatars that include a 3D graphical illusion of an intact depiction of an amputated limb within a virtual world, especially in home settings where the position and orientation of the RGB-D camera can vary.
Innovation Solution
A mixed reality system that includes a RGB-D camera for real-time calibration and floor estimation, generating a personalized humanoid avatar with an intact extremity representation of an amputated extremity, allowing real-time motion data application to the avatar, and providing a gaming interface to engage users in managing phantom limb pain.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a single RGB-D camera is used in home settings for MR games, then ease of setup is improved, but the system cannot efficiently calibrate for multiple rendering perspectives
Solution Approach 1:
The system dynamically adjusts rendering perspectives based on the single camera's detected environment and user position. The perspective is not fixed but adapts in real-time to accommodate different viewing angles and positions, allowing the system to maintain calibration accuracy across multiple perspectives despite using only one camera.
Solution Approach 2:
A virtual environment intermediary layer is introduced that mediates between the single camera input and the multiple rendering perspectives. This virtual layer allows the system to generate and switch between different perspectives (first-person, third-person, overhead) by rendering virtual representations that are calibrated to the user's actual position and orientation detected by the camera.
2Adaptability or versatility
If the camera position varies based on furniture and space, then adaptability to home environments is improved, but visual rendering alignment between user model and texture becomes difficult
Solution Approach 1:
The system performs preliminary calibration actions by detecting the camera's position and orientation relative to the environment and user before rendering begins. It establishes initial alignment parameters and calibration data that are stored and used as the foundation for subsequent rendering operations, ensuring proper alignment even when camera position varies.
Solution Approach 2:
The system dynamically changes rendering parameters such as field of view, projection angles, and texture mapping coordinates based on the detected camera position and orientation. By adjusting these parameters in real-time, the system maintains accurate visual alignment between the user's live model and texture regardless of where the camera is placed in the environment.
3Device complexity
If conventional systems lack personalized avatar generation, then system complexity is reduced, but the ability to create immersive therapeutic experience is limited
Solution Approach 1:
The system creates a personalized humanoid avatar by capturing the user's physical form through the RGB-D camera and generating a virtual copy. This avatar includes accurate geometric and textural representations of the user's body, including amputated limbs, which are then used in the therapeutic MR game to provide an immersive experience that mirrors the user's actual anatomy.
Data Source
AI summary
Methods, systems, and apparatuses are described for outputting a personalized humanoid avatar of a subject within a virtual environment to assist in the management of phantom limb pain in patients with limb amputations. Motion data associated with one or more motions of at least one intact limb of the subject may be received from a sensor. The motion data may be applied to an intact representation of a subject's amputated limb of the subject's avatar.


