Visual Stimulation Human-Machine Interaction via Physiological Signals

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Solution Overview

Problem

Current human-machine interaction methods in VR, AR, and MR are limited by cumbersome equipment and require complex gesture commands, with existing solutions often restricting immersion and functionality to a single function, necessitating a more suitable interaction means.

Innovation Solution

A human-machine interaction method based on visual stimulation using a software client connected to a physiological signal collection device, which recognizes EEG, EOG, and EMG signals to enable interaction through gaze and muscle movements, allowing for continuous interaction and efficient selection of virtual objects or text input without the need for physical controllers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If sensory immersion interaction is used to collect body movements, then interaction capability is improved, but equipment becomes cumbersome and structure becomes complex

Engineering Contradiction:
Improveinteraction capabilityVSAvoidequipment structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces mechanical body movement collection systems with a brain-computer interface that directly detects neural signals (EEG, EOG, EMG) to control virtual reality interactions. This substitution eliminates the need for cumbersome multi-camera equipment and mechanical gesture recognition systems, while maintaining or enhancing interaction capability through direct neural signal processing.

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

2Productivity

If motion tracking and key control facilities are used, then control efficiency is improved, but immersion is reduced due to physical controllers

Engineering Contradiction:
Improvecontrol efficiencyVSAvoidimmersion experience
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent extracts the control function from physical controllers and relocates it to the user's neural system. By detecting brain waves directly, the system eliminates the need for hands to hold controllers, thereby maintaining control efficiency through precise signal detection while fully preserving immersion as users can interact with virtual environments using only their thoughts and gaze.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system enables self-service control where the user's own neural signals serve as the control input mechanism. The brain-computer interface captures EEG, EOG, and EMG signals naturally produced by the user's brain and muscle activities, allowing autonomous control of virtual reality elements without external physical devices, thus maintaining both efficiency and immersion.

Inventive Principle:
Principle #25Self-service

3Productivity

If physiological signal recognition is used for interaction, then interaction efficiency is improved, but signal misjudgment may occur

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidsignal recognition accuracy
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent implements feedback mechanisms where the system continuously monitors and analyzes multiple physiological signals (EEG for brain activity, EOG for eye movements, EMG for muscle signals) simultaneously. By cross-validating signals and providing real-time feedback loops, the system can distinguish genuine user intent from noise or artifacts, thereby maintaining high interaction efficiency while minimizing misjudgment through multi-modal signal verification.

Inventive Principle:
Principle #23Feedback

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

This method enhances interaction efficiency by eliminating misjudgment of input signals and improving recognition rates, allowing for seamless navigation and selection within virtual environments, mirroring traditional keyboard input methods while providing immersive control.

Implementation Method 1

Electroencephalogram (EEG) is the overall reflection of electrophysiological activities of cranial nerve cells on cerebral cortex or the surface of scalp

Methodology Applied
Scientific EffectElectroencephalogram (EEG):

Implementation Method 2

Electrooculogram (EOG) is a bioelectrical signal produced by horizontal motion, vertical motion, rotation or blink of eyeballs

Methodology Applied
Scientific EffectElectrooculogram (EOG):

Implementation Method 3

Electromyogram (EMG) is a bioelectrical signal produced by motions a muscle such as being static, contracting and being excited

Methodology Applied
Scientific EffectElectromyogram (EMG):

Data Source

PatentUS10838496B2Human-machine interaction method based on visual stimulation
Publication Date: 2020.11.17 SOUTH CHINA UNIV OF TECH
  • US10838496B2 patent drawing
  • US10838496B2 patent drawing
  • US10838496B2 patent drawing

AI summary

A human-machine interaction method based on visual stimulations. The method can be applied to multiple new technical fields of display, which comprise but are not limited to the fields of virtual reality (VR), augmented reality (AR), mixed reality (MR), holographic projection and glasses-free 3D. The system consists of three parts: a human body biological collection apparatus, a software client for human-machine interaction and a display terminal. Input ports of the software client are connected to a human body physiological signal collection device (in a wired or wireless manner); a user wears the collection device, and communication ports of the client are respectively connected to communication ports of a display module by means of a multichannel communication module. Firstly, the system is initialized, and then starts to run based on a control method of visual stimulations (an object flicker or distortion). If a target is a text input target, an interface is switched to a text input interface, and texts are inputted by using a physiological signal detection algorithm for a human body. If the target is not a text input target, the type of information is determined by using a detection algorithm of a specific physiological signal and visual stimulation feedback information, so as to complete the interaction. Search and switching can be performed among text input boxes, selection options and multiple directories, and a bottom layer of the directories can be reached, so as to select a target.