VR Motivational Mode Using Biometric Feedback

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Solution Overview

Problem

Current virtual reality media titles lack customization in motivational modes, failing to adapt to individual player preferences and motivations, as they provide uniform experiences that do not account for differences in how players respond to various stimuli, such as positive or negative reinforcement.

Innovation Solution

A method and system that store and track biometric data during virtual reality sessions, allowing for real-time adjustments to stimuli based on player responses, using a motivation server to update the virtual environment with tailored stimuli from pre-defined datasets to enhance player engagement and motivation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If uniform virtual reality experiences are provided to all players, then implementation simplicity is maintained, but player engagement and motivation are reduced due to lack of personalization

Engineering Contradiction:
Improvepersonalization of motivational modesVSAvoidsystem complexity for tracking and adapting stimuli
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-stores multiple virtual reality datasets with different motivational modes (positive reinforcement, negative reinforcement, neutral) before the player session begins. These datasets are prepared in advance based on player biometric profiles, allowing the system to quickly switch between pre-defined stimulus sets without real-time generation complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously monitors player biometric data (heart rate, galvanic skin response, respiratory rate) during the virtual reality session and uses this feedback to automatically determine when to switch between different motivational modes. The feedback loop enables dynamic adaptation without manual intervention, resolving the contradiction between personalization and system complexity

Inventive Principle:
Principle #23Feedback

2Measurement precision

If real-time biometric tracking is implemented, then player responses are accurately measured for customization, but system resource consumption increases

Engineering Contradiction:
Improvebiometric data accuracyVSAvoidcomputational resources for real-time processing
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system monitors multiple biometric parameters simultaneously (heart rate, galvanic skin response, respiratory rate) but only uses combinations of these parameters that are necessary to detect significant player state changes. This partial monitoring approach maintains measurement precision while reducing overall computational burden compared to analyzing every biometric signal in full detail

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system changes the sensitivity thresholds and monitoring frequency of biometric parameters based on the current virtual reality context and player state. During high-intensity moments, monitoring may be reduced or use coarser thresholds, while during critical decision points, more precise monitoring is applied. This dynamic parameter adjustment maintains accuracy when needed while conserving computational resources during other periods

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11883744B2Memory-based motivational mode
Publication Date: 2024.01.30 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11883744B2 patent drawing
  • US11883744B2 patent drawing
  • US11883744B2 patent drawing

AI summary

A method and system for providing a memory-based motivational mode in virtual reality is disclosed. A plurality of virtual reality datasets is stored, each virtual reality dataset including data regarding a different set of stimuli and corresponding biometric data of a player. Launching a virtual reality session includes presenting a current set of stimuli to the player in a virtual reality environment of an interactive content title. A plurality of virtual reality datasets is stored. Each virtual reality dataset includes data regarding a different set of stimuli and corresponding biometric data of a player. Real-time biometric data is tracked and associated with the current set of stimuli presented to the player. The current set of stimuli of the virtual reality environment is updated based on a set of stimuli from an identified virtual reality dataset that include the biometric data corresponding to an identified change.