VR Impulsivity Assessment Using Eye and Motion Tracking

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Solution Overview

Problem

Existing methods for assessing impulsivity, such as subjective questionnaires and traditional computerized performance tasks, lack objectivity, sensitivity, and ecological validity, leading to inaccurate and indirect measurements of impulsivity, particularly missing partial impulsivity where a user makes an impulsive movement but does not activate a target.

Innovation Solution

A virtual or augmented reality system with eye-tracking and motion sensors is used to measure impulsivity by tracking eye and body movements towards non-target stimuli, determining fixation times, accelerations, and decelerations to quantify partial impulsivity, incorporating machine learning for precise scoring.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional computerized performance tasks are used to assess impulsivity, then the assessment can be conducted with simple equipment, but the measurement precision and ecological validity are insufficient

Engineering Contradiction:
Improveimpulsivity measurement accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent combines multiple measurement modalities (eye-tracking, motion capture, force sensing) into a unified virtual reality assessment system. This integration allows simultaneous collection of visual attention data, motor movement data, and contact force data, thereby improving impulsivity measurement precision through multi-dimensional assessment while managing complexity through systematic integration of components.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent introduces a virtual reality environment as an intermediary between the user and the assessment process. This virtual intermediary creates ecologically valid scenarios that naturally elicit impulsive behaviors, allowing indirect measurement of impulsivity through observed interactions with virtual targets and stimuli, thereby improving measurement accuracy without requiring direct observation of real-world impulsive acts.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If subjective questionnaires are used to assess impulsivity, then the assessment method is simple and quick, but the objectivity and sensitivity are insufficient

Engineering Contradiction:
Improveassessment objectivityVSAvoidassessment time
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system enables self-service assessment where users naturally interact with the virtual environment without requiring interviewer guidance or self-reporting. The system automatically captures eye movements, motor responses, and contact events, generating objective impulsivity metrics directly from observed behavior rather than subjective self-assessment, thereby improving reliability while maintaining efficiency through automated data collection.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent implements continuous feedback loops where the system monitors user interactions in real-time and adjusts stimuli presentation based on observed behavior patterns. This feedback mechanism allows the system to dynamically adapt to individual user responses, improving the sensitivity and objectivity of impulsivity assessment by capturing nuanced behavioral patterns that static questionnaires cannot detect.

Inventive Principle:
Principle #23Feedback

3Measurement precision

If traditional methods are used, then the assessment covers only complete impulsive actions, but partial impulsivity where movement is initiated but not completed is not detected

Engineering Contradiction:
Improvepartial impulsivity detectionVSAvoidmeasurement complexity
Core Design Contradiction:
Measurement precisionVSDifficulty of detecting and measuring

Solution Approach 1:

The patent segments the impulsive action into distinct phases: visual fixation phase (eye-tracking data), motor initiation phase (motion capture data showing acceleration), and contact phase (force sensing data). By dividing the continuous impulsive behavior into discrete measurable segments, the system can detect and quantify partial impulsivity where the action is initiated but not completed, improving measurement precision without overwhelming complexity through systematic phase analysis.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds temporal and kinetic dimensions to impulsivity measurement by tracking the time course of eye movements, motor accelerations, and contact forces. This multi-dimensional approach allows detection of partial impulsivity by analyzing the trajectory and termination of motor movements in space-time, capturing incomplete actions that traditional binary response measures cannot detect, thereby improving precision through dimensional expansion.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS12505613B2Systems and methods for assessing partial impulsivity in virtual or augmented reality
Publication Date: 2025.12.23 XR HEALTH IL LTD
  • US12505613B2 patent drawing
  • US12505613B2 patent drawing
  • US12505613B2 patent drawing

AI summary

Provided herein are systems, methods, and computer program products for determining partial impulsivity of a user of a virtual or augmented reality system. A virtual environment having a plurality of targets is provided. A visual stimulus is provided at a target. A first period of time from when the first visual stimulus is provided to when a user fixates on the visual stimulus, a first acceleration of the body part, a second period of time from when the first visual stimulus is provided to when the first acceleration occurs, a second acceleration (deceleration) of the body part, a third period of time from when the first acceleration occurs to when the velocity of the body part is zero is determined, a total fixation time on the visual stimulus, a total number of impulsive movements in a session, and an impulsivity score are determined.