VR Play Therapy With Haptic Feedback for Mental Health Diagnosis

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing virtual play therapy systems lack the immersive, interactive capabilities necessary to replicate the physical manipulation and spatial navigation essential for effective play therapy, particularly for children, due to their reliance on two-dimensional interfaces and limited object manipulation.

Innovation Solution

A virtual reality-based system that provides a three-dimensional playroom environment allowing clients to navigate, manipulate objects, and engage in play therapy sessions, supported by haptic feedback and eye-tracking technology for enhanced interaction and diagnosis.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If two-dimensional interfaces are used for virtual play therapy, then device complexity is reduced, but immersion and interaction capability deteriorate

Engineering Contradiction:
Improvesystem complexityVSAvoidinteraction capability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent transitions from two-dimensional interfaces to three-dimensional virtual reality environments. The system creates immersive 3D playrooms where children can navigate spatially and interact with objects from multiple angles, fundamentally changing the dimensional plane of interaction to enhance engagement and therapeutic effectiveness

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

2Ease of operation

If physical objects are used in traditional play therapy, then interaction authenticity is improved, but portability and accessibility deteriorate

Engineering Contradiction:
ImproveaccessibilityVSAvoidtherapeutic efficacy
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent creates virtual copies of physical play objects within the VR environment. These digital replicas include toys, furniture, and interactive elements that mimic the properties and behaviors of real objects, allowing children to engage in authentic play therapy experiences remotely without requiring physical presence or transportation of actual objects

Inventive Principle:
Principle #26Copying

3Ease of operation

If remote play therapy is implemented without VR, then accessibility is improved, but engagement and therapeutic effectiveness deteriorate

Engineering Contradiction:
Improveremote accessibilityVSAvoidtherapeutic effectiveness
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system incorporates multiple feedback mechanisms including eye-tracking technology that monitors child engagement, motion sensors that detect interaction patterns, and haptic feedback devices that provide tactile responses. This multi-sensory feedback loop maintains high engagement levels in remote sessions by making the virtual environment responsive to the child's actions and emotional state

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260041345A1Systems and methods for diagnosis and treatment of mental illnesses in virtual reality environments
Publication Date: 2026.02.12 JANI NITYA
  • US20260041345A1 patent drawing
  • US20260041345A1 patent drawing
  • US20260041345A1 patent drawing

AI summary

A device for diagnosing one or more mental illnesses using a virtual reality (VR) environment in which a first user and a second user are present, may receive, from a head worn device (HWD) of the first user, first data representing a first motion of the first user in the VR environment. The device may determine, based on the first data, that the first motion of the first user relates to a first symptom of the one or more mental illnesses, receive, from the HWD of the first user, second data representing at least one of an intensity, a boundary, or a frequency of the first motion of the first user, determine, based on the second data, a severity level of the first symptom, and control a wearable device of the second user to generate a first haptic output corresponding to the severity level of the first symptom.