Interactive Virtual Humans for Communication Skills Training

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current communication and skills training methods, particularly in medical and military fields, lack the ability to simulate diverse social interactions and provide effective feedback, as they rely on limited resources such as standardized patients and physical simulators that cannot replicate the full range of human communication and interpersonal scenarios, and lack After-Action Review capabilities.

Innovation Solution

A system utilizing mixed reality humans (MRH) with a tangible interface, image processing, and tracking systems to create interactive virtual humans that provide realistic social interactions, allowing users to practice communication skills through verbal, gestural, and haptic communication, and an After-Action Review process for feedback and improvement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If standardized patients (live actors) are used for training, then social interaction and communication skills training are improved, but cost and difficulty of recruitment increase

Engineering Contradiction:
Improvesocial interaction training capabilityVSAvoidcost and recruitment difficulty
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The patent creates virtual copies of human patients using 3D scanning and modeling technology. These virtual patients replicate the appearance, behavior, and medical conditions of real patients without requiring actual human actors. The virtual patients can be reproduced indefinitely at low cost while maintaining diverse demographics and medical scenarios.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system allows dynamic adjustment of patient parameters including demographic characteristics, medical conditions, emotional states, and response patterns. This enables unlimited variation in patient scenarios without recruiting new actors, solving both the versatility and cost issues simultaneously.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If physical simulators are used for training, then accuracy of illness simulation is improved, but social interaction capability deteriorates

Engineering Contradiction:
Improveillness simulation accuracyVSAvoidsocial interaction capability
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent combines the visual realism of physical simulators with the interactive capabilities of virtual reality. The system integrates photorealistic 3D models of patients with advanced AI-driven behavior systems, merging the strengths of both physical and virtual simulation approaches into a unified training platform.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system creates a composite training environment that combines visual fidelity elements from physical simulators with interactive intelligence from software agents. This composite approach delivers both accurate illness representation and sophisticated social interaction capabilities.

Inventive Principle:
Principle #40Composite materials

3Adaptability or versatility

If diverse patient populations are recruited, then training realism and subtlety are improved, but cost and logistical complexity increase

Engineering Contradiction:
Improvepatient population diversityVSAvoidlogistical complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates digital replicas of diverse patient populations through 3D scanning and AI modeling. Once created, these virtual patients can be deployed indefinitely without additional recruitment logistics. The diversity is embedded in the digital models themselves, eliminating ongoing logistical complexity.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The virtual patient platform serves multiple functions simultaneously: it provides diverse demographic representation, varies medical conditions, adjusts emotional states, and scales to unlimited numbers. This universal system replaces multiple specialized recruitment efforts with a single multi-functional platform.

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

4Reliability

If After-Action Review capability is added to simulators, then training effectiveness is improved, but system complexity increases

Engineering Contradiction:
Improvetraining effectivenessVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system automatically captures training session data including student actions, patient responses, and interaction metrics. This feedback is processed to generate performance evaluations and improvement recommendations, creating a closed-loop training system that continuously improves effectiveness without manual intervention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The After-Action Review system operates autonomously, automatically analyzing training data and generating feedback reports without requiring additional instructors or complex manual evaluation processes. The system serves its own evaluation needs through built-in analytics capabilities.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10643487B2Communication and skills training using interactive virtual humans
Publication Date: 2020.05.05 UNIV OF FLORIDA RESEARCH FOUNDATION INC
  • US10643487B2 patent drawing
  • US10643487B2 patent drawing
  • US10643487B2 patent drawing

AI summary

A system for providing interaction between a virtual human and a user, the system comprising: a tangible interface providing a physical interface between the user and the virtual human, an imaging system directed towards the physical interface to provide images of the user interacting with the tangible interface; a tracking system tracking at least one position or the user; a microphone capturing speech from the user; a simulation system receiving inputs from the tangible interface, the imaging system, the tracking system and the microphone, the simulation system generating output signals corresponding to the virtual human; and a display presenting the output signals to the user.