Multi-Modal Therapeutic Stimulation Using Virtual Objects

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Solution Overview

Problem

Current brainwave entrainment methods are passive and uninteresting, leading to abandonment and limited effectiveness, as they rely solely on repetitive light or sound stimulation without interactivity or targeting specific brain areas or neurological disorders, and do not explore multi-modal or frequency-based treatments.

Innovation Solution

A system and method using virtual objects and gamification for therapeutic stimulation, combining virtual reality, light-producing devices, audio-producing devices, and haptic feedback to apply multi-modal stimuli based on user attention, with a software application that adjusts frequencies and intensities in real-time, allowing for active engagement and targeting specific neurological functions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional brainwave entrainment methods use repetitive light or sound stimulation, then neurological stimulation is provided, but the activity becomes boring and passive leading to abandonment

Engineering Contradiction:
Improveeffectiveness of brainwave entrainmentVSAvoiduser engagement and continuation
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent combines multiple previously separate elements into a unified system: virtual reality environments, gamification mechanics, multi-sensory stimulation (visual, auditory, haptic), and brainwave entrainment protocols are merged into an integrated therapeutic platform that delivers both engagement and neurological benefit

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system dynamically adapts the virtual environment and stimulation parameters based on user interaction and real-time biofeedback. The game elements, visual stimuli, and auditory cues are continuously adjusted to maintain optimal brainwave entrainment while preserving user engagement through changing scenarios and challenges

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If brainwave entrainment uses generalized light and sound frequencies, then neurological stimulation is achieved, but specific brain areas or neurological disorders cannot be targeted

Engineering Contradiction:
Improveneurological conditioning capabilityVSAvoidtargeting accuracy of brain areas
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent applies different stimulation frequencies and intensities to specific virtual objects or environmental zones within the VR experience. By correlating these localized stimuli with known neuroanatomical pathways and functional brain regions, the system can target specific brain areas (e.g., visual cortex, auditory cortex, motor areas) while maintaining overall adaptability to different neurological conditions

Inventive Principle:
Principle #3Local quality

3Reliability

If multiple stimulation modalities are combined for multi-modal gamma entrainment, then neurological regeneration is enhanced, but system complexity increases

Engineering Contradiction:
Improveneurological regeneration effectivenessVSAvoidnumber of stimulation devices and protocols
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The virtual reality system serves multiple functions simultaneously: it delivers visual stimulation through the display, auditory stimulation through speakers/headphones, haptic feedback through controllers or haptic garments, and incorporates gamification elements. This multi-functional platform consolidates what would otherwise require separate devices and protocols into a single integrated system

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

Solution Approach 2:

The patent merges therapeutic stimulation delivery with entertainment content delivery through the VR platform. The same hardware components (display, speakers, controllers) used for game immersion are also used for therapeutic stimulation, eliminating the need for separate specialized devices

Inventive Principle:
Principle #5Merging (Combining)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances the effectiveness of brainwave entrainment by making the experience engaging and interactive, encouraging long-term use and providing targeted neurological stimulation, potentially delaying cognitive decline and promoting neurological regeneration.

Implementation Method 1

a light-producing device (other than the display)... stimulate oscillations in the electrochemical state of neurons through gamma entrainment

Methodology Applied
Scientific EffectLight emission: Light Emitting Diode

Implementation Method 2

an audio-producing device such as speakers or headphones... administration of light and sound at frequencies of gamma oscillations (30 Hz to 100 Hz)

Methodology Applied
Scientific EffectSound wave generation: Electromechanical Film

Implementation Method 3

a haptic feedback device such as a vibratory motor... multi-modality stimulus is applied using some combination of virtual elements

Methodology Applied
Scientific EffectVibration: Vibration

Data Source

PatentUS11724061B2Multi-modality therapeutic stimulation using virtual objects and gamification
Publication Date: 2023.08.15 BLUE GOJI LLC
  • US11724061B2 patent drawing
  • US11724061B2 patent drawing
  • US11724061B2 patent drawing

AI summary

A system and method for therapeutic stimulation using virtual objects and gamification, in which multi-modality stimulus is applied using some combination of virtual elements, attention is enhanced by virtue of the user's active participation, and long-term use is encouraged by virtue of the entertaining nature of the gamification. Depending on configuration, the system and method may comprise a display comprising virtual objects, a light-producing device (other than the display), an audio-producing device such as speakers or headphones, a haptic feedback device such as a vibratory motor, a means for monitoring the user's attention, and a software application which applies therapeutic stimulation using some combination of the display, the light-producing device, the audio-producing device, and the haptic feedback device.