The disclosure relates to the fields of aerobic exercise-enhanced neurogenesis and the use of tasks that challenge specific brain regions to improve or to maintain a group of brain functions, and more particularly to the field of use of video and virtual reality games in conjunction with managed aerobic exercise to drive enhanced functions in targeted regions of the brain.
The discovery that neurogenesis occurs in at least one structure of adult human brains has recently driven a great deal of research into this biological process. Of great interest are findings that engaging in regular, moderate, aerobic exercise is a major driver of neurogenesis in the hippocampus specifically the dentate gyrus, and the amygdala. Further, in addition to neurogenesis, it was determined that the new neurons and the improved connections fully differentiate and appear to function within these structures, this effect has been found to occur in old as well as young test subjects, indicating that in people of all ages the central nervous system retains a level of plasticity and that a known activity that can be performed by most can positively influence continued brain health. Especially encouraging are the findings that aerobic exercise and the resultant neurogenesis has demonstrable positive effects on such neurological diseases as Alzheimer's Disease where moderate aerobic exercise significantly prolonged elevated learning, cognitive, and memory abilities of early diagnosed patients; post-traumatic stress disorder where sufferers placed on aerobic exercise programs showed significantly reduced flashbacks to past events, better differentiation of past events where danger was significant and of later trigger events that may extend to the present where minimal of no danger existed; major depression, where exercise, specifically aerobic exercise has long been suspected to reduce severity, and where neurogenesis is now at least tightly correlated with symptom improvement; and some higher functioning autism spectrum disorder cases where sufferers placed on an aerobic exercise program showed better social cue understanding and social interaction. A study done on random children showed that, even when no detectable deficits are present, aerobic exercise programs increased learning potential, and that when other factors are separated out, these improvements can be attributed to neurogenesis. These are just some examples of improvement attributed to neurogenesis in hippocampus and amygdala. More recent studies have indicated that aerobic exercise also drives at least some neurogenesis—both new neurons and their connections—in other areas of the brain such as the pre-frontal, frontal and temporal lobes of the cortex, and early studies further indicate that neurogenesis in these regions lead to functional improvements in tasks controlled by these regions, both when deficits were present and when no detectable deficit was found.
The mechanism of increased neurogenesis in the above examples has been traced through animal studies and analysis of peripheral blood levels in humans to the effects of growth factors which include brain-derived neurotrophic factor, nerve growth factor, and insulin-like growth factor-1. Moderate to high intensity aerobic exercise was found to promote the highest levels of these and other growth factors in the brain while other forms of exercise such as weight training or interval type training which produces more stress on the body and over shorter time intervals, produced much less production of the growth factors and are reported to produce significantly lesser functional brain effects when effects were seen. These data indicates that aerobic exercise has characteristics uniquely suited to producing neurogenesis.
Another area of recent and productive brain research is the use of specific, targeted tasks to challenge specific functional areas of the brain to produce increased proficiency in those functions. Much of the current research pertains to the neurophysiological area of executive function which is comprised of underlying processes of mental set shifting, information updating, and inhibition or prepotent responses, which when combined allow humans to make decisions and form plans of action rapidly in the presence of complex, incomplete and sometimes conflicting data. Research has shown that presenting test subjects with repetitive changing tasks which isolate and challenge these processes improves proficiency in executive function as a whole and that this improvement extends to all of the wide range of varied tasks which use executive function capabilities not just those tasks specifically challenged. Generalization of the trained proficiency from the trained tasks to tasks requiring similar brain function is a novel development and further research is beginning to generalize this finding to other functional areas of the brain. Such studies have suggested that repetitive challenges to the function of interest and maintenance of high levels of attention, interest, and participation throughout the process results in the most substantial gains. To this end, multiple researchers now employ video games into which tasks designed to challenge a specific brain function or related brain functions as a means of fulfilling these findings are incorporated. This use of video games with incorporated targeted brain challenges has proven a potent tool in generalizable training of specific brain functions.
What is needed, is a system and method that combines the neurogenesis-producing capability of aerobic exercise and the potency of well-designed, task-specific video games and particularly with immersive virtual or augmented reality games, to promote increased or to maintain proficiency in targeted brain functions using the synchronized effects of targeted stimulation and aerobic exercise-induced neurogenesis.
Accordingly, the inventor has conceived and reduced to practice, in a preferred embodiment of the invention, a system and method for targeted and improved neurogenesis stimulated by aerobic exercise with brain function-specific tasks, during which a user may participate in game-like mental tasks that challenge specific brain functions while exercising in sync with such tasks with the end result being enhanced brain function, that promotes increased or maintains proficiency and/or recovery of damaged competence in targeted brain functions using the combined, synchronized effects of targeted brain function stimulation and aerobic exercise-induced neurogenesis. The targeted brain functions include, but not limit to, cognitive skills, motor skills, memory functions, focus and concentration skills, emotional/empathic responses, social/collaboration skills, compulsive/addictive behaviors, and anxiety attacks.
The problem of combining the neurogenesis-producing potential of aerobic exercise with the potency of video games and particularly with immersive virtual or augmented reality games, to promote increased or to maintain proficiency and/or recovery of damaged competence in targeted brain functions using the combined, synchronized effects of targeted stimulation and aerobic exercise-induced neurogenesis, is solved by using exercise equipment such as elliptical trainers and stationary bikes as well as optional physiological data monitoring devices to promote habitual long-term exercise programs of preprogrammed optimal intensity for maximal brain cell generation as has been reported to be an effect of aerobic exercise based on a user's age and physical conditions. Also part of the system of the invention is a video game environment with one or more of the following accessories: virtual reality or augmented reality headsets, handheld or exercise equipment mounted controllers of varying configurations, each meant to serve optimally for specific types of game function, a biometrics headset designed to monitor electrical brain activity (EEG), muscle activity (EMG), and heart rate (EKG), and other bio-electrical activities, a tethered harness designed to allow a user's body position to control video game play as well as other controllers or sensors which may support limited physical motions due to disability. Recent research has determined that the use of video games to repetitively challenge functions of the brain can lead to generalizable improvement in those functions when properly presented during play sessions. Video games in this system are specifically designed to promote immersive levels of attention and to incorporate tasks which challenge specific brain functions whether they be cognitive for general individual enhancement; or as would be encountered in cases of dementia including Alzheimer's Disease, and higher functioning autism spectrum disorder among others; or due to accident such as traumatic brain injuries; or to enhance physical ability such as fine motor coordination, again either for individual improvement of sub-average ability or to recover ability due to developing or newly formed physical disabilities such as Parkinson's disease, stroke or traumatic brain injury. Towards this goal, the system tightly integrates exercise and immersive game play to maximize adherence to aerobic exercise plan, and to expose the user to multiple repetitions of the immersive brain function stimulating games, both of which have been found crucial to the success of the two techniques, aerobic exercise and task specific training of the brain separately.
According to a preferred embodiment of the invention, a system for targeted neurogenesis stimulated by aerobic exercise with brain function-specific tasks, comprising: a game server operating on a computing device comprising at least a processor and a memory and configured to: operate a game-oriented software program comprising game data configured to stimulate at least a specific brain function in a user during gameplay; transmit at least a portion of the game data to a virtual reality device; receive user input from a plurality of devices via a network; and direct the operation of the game-oriented software program based at least in part on the user input; a virtual reality device comprising at least a processor and a memory and a plurality of hardware sensors and a display device, and configured to: receive game data from the game server; display at least a portion of the game data to a user using the display device; transmit operating instructions to a plurality of external devices, the instructions being based at least in part on at least a portion of the game data; and receive input from the user via at least a portion of the plurality of hardware sensors; and transmit at least a portion of the user input to the game server, is disclosed.
According to another preferred embodiment of the invention, a method for targeted neurogenesis stimulated by aerobic exercise with brain function-specific tasks, comprising the steps of: operating, using a game server operating on a computing device comprising at least a processor and a memory, a game-oriented software program comprising game data configured to stimulate at least a specific brain function in a user during gameplay; transmitting at least a portion of the game data to a virtual reality device; receiving, at a virtual reality device comprising at least a processor and a memory and a plurality of hardware sensors and a display device, game data from the game server; displaying at least a portion of the game data to a user using the display device; receiving input from the user via at least a portion of the plurality of hardware sensors; transmitting at least a portion of the user input to the game server; and directing the operation of the game-oriented software program based at least in part on the user input, is disclosed.
According to an additional embodiment of the invention, the system for targeted neurogenesis stimulated by aerobic exercise with brain function-specific tasks, wherein the game server is further configured to: receive biometric data from a plurality of fitness devices; and direct the operation of the game-oriented software program based at least in part on the received biometric data, is disclosed.
According to an additional embodiment of the invention, the method for targeted neurogenesis stimulated by aerobic exercise with brain function-specific tasks, further comprising the steps of: receiving biometric data from a plurality of fitness devices; and directing the operation of the game-oriented software program based at least in part on the received biometric data, is disclosed.
According to further embodiments of the system and method described herein, the plurality of fitness data may comprise heart rate data, blood oxygenation data, or accelerometer data.
The accompanying drawings illustrate several embodiments of the invention and, together with the description, serve to explain the principles of the invention according to the embodiments. It will be appreciated by one skilled in the art that the particular embodiments illustrated in the drawings are merely exemplary, and are not to be considered as limiting of the scope of the invention or the claims herein in any way.
The inventor has conceived, and reduced to practice, in a preferred embodiment of the invention, a system and method for targeted neurogenesis stimulated by aerobic exercise with brain function-specific tasks.
One or more different inventions may be described in the present application. Further, for one or more of the inventions described herein, numerous alternative embodiments may be described; it should be appreciated that these are presented for illustrative purposes only and are not limiting of the inventions contained herein or the claims presented herein in any way. One or more of the inventions may be widely applicable to numerous embodiments, as may be readily apparent from the disclosure. In general, embodiments are described in sufficient detail to enable those skilled in the art to practice one or more of the inventions, and it should be appreciated that other embodiments may be utilized and that structural, logical, software, electrical and other changes may be made without departing from the scope of the particular inventions. Accordingly, one skilled in the art will recognize that one or more of the inventions may be practiced with various modifications and alterations. Particular features of one or more of the inventions described herein may be described with reference to one or more particular embodiments or figures that form a part of the present disclosure, and in which are shown, by way of illustration, specific embodiments of one or more of the inventions. It should be appreciated, however, that such features are not limited to usage in the one or more particular embodiments or figures with reference to which they are described. The present disclosure is neither a literal description of all embodiments of one or more of the inventions nor a listing of features of one or more of the inventions that must be present in all embodiments.
Headings of sections provided in this patent application and the title of this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.
Devices that are in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. In addition, devices that are in communication with each other may communicate directly or indirectly through one or more communication means or intermediaries, logical or physical.
A description of an embodiment with several components in communication with each other does not imply that all such components are required. To the contrary, a variety of optional components may be described to illustrate a wide variety of possible embodiments of one or more of the inventions and in order to more fully illustrate one or more aspects of the inventions. Similarly, although process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may generally be configured to work in alternate or random orders, unless specifically stated to the contrary. In other words, any sequence or order of steps that may be described in this patent application does not, in and of itself, indicate a requirement that the steps be performed in that order. The steps of described processes may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to one or more of the invention(s), and does not imply that the illustrated process is preferred. Also, steps are generally described once per embodiment, but this does not mean they must occur once, or that they may only occur once each time a process, method, or algorithm is carried out or executed. Some steps may be omitted in some embodiments or some occurrences, or some steps may be executed more than once in a given embodiment or occurrence.
When a single device or article is described herein, it will be readily apparent that more than one device or article may be used in place of a single device or article. Similarly, where more than one device or article is described herein, it will be readily apparent that a single device or article may be used in place of the more than one device or article.
The functionality or the features of a device may be alternatively embodied by one or more other devices that are not explicitly described as having such functionality or features. Thus, other embodiments of one or more of the inventions need not include the device itself.
Techniques and mechanisms described or referenced herein will sometimes be described in singular form for clarity. However, it should be appreciated that particular embodiments may include multiple iterations of a technique or multiple instantiations of a mechanism unless noted otherwise. Process descriptions or blocks in figures should be understood as representing modules, segments, or portions of code which include one or more executable instructions for implementing specific logical functions or steps in the process. Alternate implementations are included within the scope of embodiments of the present invention in which, for example, functions may be executed out of order from that shown or discussed, including substantially concurrently or in reverse order, depending on the functionality involved, as would be understood by those having ordinary skill in the art.
An embodiment of a system to combine both aerobic exercise and brain function or brain region developing tasks 100 may comprise a centralized brain function targeted task (BFTT) game server 110, which acts as a source for game programming and providing tasks or gameplay elements for use. Those programs may be kept in a permanent task store 111 present for that purpose. A BFTT data store 115 may also be present, especially during development of game programming to challenge novel brain functions, to permanently keep efficacy data monitored during participant virtual reality/augmented reality experience 120 through the use of one or more biometric devices 145 for later analysis. A workout data store 130 may also be used to store and provide workout-specific data for later analysis as it is collected during use. When efficacy is shown though test monitoring, 2D rendered puzzles or games may also be used by some embodiments in this setting. BFTT data store 115 data store may also permanently store certain return data from participant devices on an ongoing basis to monitor game appeal, usage and task improvement over time. Games challenging specific brain functions of interest to the customer either personally or as part of a physician directed regimen can be downloaded either wirelessly or using applicable wired standards by participant local virtual reality/augmented reality controllers 125 such as but not limited to a virtual reality/augmented reality viewer enclosed smartphone 125a or other computer device capable of presenting virtual reality/augmented reality content, examples of which are described below. These alternative consoles may also have an amount of session storage to allow for local graphing and other analytical review of both just completed sessions, analysis of individual previous sessions or comparative analysis of one or more parameters from a desired number of previous sessions on the part of the user or an administering professional. Such a system may make use of one or more of a plurality of wireless controllers, (for example, using Wi-Fi, BLUETOOTH™, or ANT™ protocols), some of which may be hand held and operated 125b, 125c, these handheld controllers possibly having different capabilities such as but not limited to top facing buttons 125b, 125c, side facing buttons 125b, accelerometers, and haptic feedback generation, among other capabilities known to those skilled in the art as needed to play the targeted task games. Other controllers may be activated by all or portions of a participant's foot 125d, 125e, possibly with further input mediated by toe activated buttons 125e, while still others may have one or more of several other modes such as monitoring balance or use of intentional uneven foot pressure as might occur while using a skate park or traversing portions of a snowboarding course 125f. The invention may be configured interact with any other controller types known to those skilled in the art as needed.
While different embodiments may use different types of aerobic exercise equipment such as but not limited to elliptical 140, exercise bike (not shown), VR-specific, enhanced treadmill (see
Different studies of the effects of aerobic exercise on neurogenesis as it relates to specific deficiencies such as depression, dementia, and autism spectrum disorders as well as enhancement of abilities such as learning and executive function, among other desirable outcomes known to those skilled in the art, specify a range of activity level such as light aerobic activity, medium aerobic activity, and intense aerobic activity, as ideal for the desired neurogenic functional effect. Taken together, the plurality of studies may present evidence that different levels of aerobic intensity may be ideal for specific aerobic exercise mediated functional outcomes. The system may thus make use of a heart-rate and respiration sensor band 145a to regulate a participant' s exercise intensity level to be within the range specified for the desired neurogenically mediated functional outcome. Alternatively, fitness trackers (for example including, but not limited to, FITBIT™, MICROSOFT BAND™, or APPLE WATCH™ devices) may be paired via a wireless personal-area-network protocol such as BLUETOOTH™ or ANT™, to provide a user's biometric or health information. Feedback may also be provided at times by other physiological monitoring devices, one such being measurement of brain activity as may be gathered using a EEK monitoring headset 145b during the aerobic exercise-task performance session to confirm that the correct patterns of activity occur for the desired outcome. This type of monitoring may be especially important during programming of the game-like vehicles in which tasks to stimulate specific brain activities are embedded. Other physiological feedback not listed, for example a participant's blood pressure, glucose level or samples for determination of blood levels of certain hormones, but known to those skilled in the art may be gathered as appropriate to the circumstance.
According to another exemplary arrangement, a controller 530 may be configured for a particular gaming use, for example formed with an appropriate physical shape 531 and having control elements (buttons, switch, and other interactive hardware elements) arranged to best suit a simulation-type brain function targeted game. According to such a configuration, a control device 530 may have a digital or analog “joystick”-type control element 532 for use in controlling a player's character or vehicle in a 360-degree three-dimensional virtual environment, for example for use in third-person action or adventure-type games. A plurality of additional buttons 533a-n may be provided and arranged for easy one-handed use, such as to access a player's inventory, perform specific in-game actions (for example to jump, run, roll, or other movement controls), or to perform context-sensitive actions according to the nature of a particular game or application. For example, a simulator-oriented control device 530 may be paired with a controller device similar to 510 as a secondary controller, enabling a user to choose alternative answers to in-game queries or enter previously memorized codes or finger sequences and then use the second control device 530 to continue with other portions of the game. Controller 530 may also be equipped with a central pressure sensor in the handle 534 to allow certain users to perform brain function tasks involving grip it may be equipped with one or more accelerometers to measure orientation and controller movement for use in a plurality of game tasks including such game mediated tasks as tremor reduction or extinction for Parkinson's Disease patients, hand control re-establishment in stroke patients as well as other brain function tasks known to those skilled in the art.
According to a further exemplary arrangement, a control device may be configured for use specifically as a secondary controller, for example as a throttle controller 540 configured to be paired with a simulator controller 530 for use in a two-handed “hands on throttle and stick” (HOTAS) setup commonly used in flight-simulation games. According to such a configuration, a control device 540 may comprise a joystick or hat-switch control element 544 for navigation or for controlling a number of game or application functions with a user's thumb, generally positioned such that while holding control device 540 a user's thumb is naturally aligned with the control element 544 for ease of use. Control device 540 may further comprise an integrally-formed or removably affixed ergonomic portion 541, for example a removable or positionable rigid or soft panel, generally configured to conform to a user's hand or palm and align the user's hand for proper manipulation of various control elements. For example, in one exemplary arrangement, a control device 540 may be configured with a body 543 made of a rigid plastic material and having a removable plastic panel 541 shaped to fit a user's palm for a proper grip and alignment during use. Such a configuration may also be designed to accept a variety of alternate rigid panels 541, enabling a user to swap grip panels to configure the physical shape of control device 540 to most comfortably fit their particular anatomy (for example, such a configuration has been used in the firearms industry to enable users to configure the grip of a handgun for proper posture and aiming). Control device 540 may further comprise a plurality of additional control elements 542a-n such as buttons or switches, for example arranged such that when properly aligned (as by using an ergonomic grip panel, as described previously) a user's fingers may naturally be aligned in a position for ideal activation of control elements 542a-n. In this manner, it may be appreciated that a control device 510, 520, 530, 540 may be configured with ergonomic portions 541 in a variety of arrangements, and with various arrangements of control elements for optimal use when a user's hand is properly aligned and grasping control device 510, 520, 530, 540, such that any particular control device 510, 520, 530, 540 may be tailored to fit a wide range of users' anatomies for optimal use, as well as to promote ergonomic comfort and physical health. For example, by encouraging users to find an optimum ergonomic fit, the risk of repetitive-stress injuries and other health concerns may be reduced.
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For example, a user 714 on a treadmill 700 may be playing a virtual reality skiing game which incorporated brain function targeted tasks wherein they are given audio and video output via a headset 410 to immerse them in a virtual ski resort. While user 714 is skiing, they may be able to use manual controls 511, 514 for such operations as selecting from an on-screen icons or symbols, or typing finger pattern combinations or symbols integral to the brain function targeted task being performed. When they begin skiing within the game, user 714 may be instructed in proper posture or body movements such as shifting stance or picking up one foot or the other to improve balance during the ski experience, and may then use their body to control various aspects of their virtual skiing, such as leaning to the side 730 to alter their course and avoid trees or other skiers, or jumping 720 to clear rocks or gaps. Movement of their head may be detected by a headset 410 and used to control their view independently of their body as it is tracked by tethers 716a-n, allowing user 714 to look around freely without interfering with their other controls. In this manner, the user's entire body may serve as an input control device for the game, allowing and encouraging them to use natural body movements to control their gameplay in an immersive manner while still retaining the option to use more familiar manual control means as needed.
760 is a top-down view of a variable-resistance exercise treadmill machine 700 with wireless communication for smart device control and virtual reality applications, according to a preferred embodiment of the invention. According to the embodiment, treadmill 700 may comprise a stable base 710 to provide a platform for a user to safely stand or move about upon. Treadmill 700 may further comprise left 718a and right 718b hand rails for a user to brace against or grip during use, to provide a stable support for safety as well as a mounting point for external devices such as a plurality of tethers, as described above 716a-n. A plurality of steps 732a-n may be used to provide a user with a safe and easy means to approach or dismount treadmill 700, as well as a nonmoving “staging area” where a user may stand while they configure operation or wait for treadmill 700 to start operation. Unlike traditional treadmill machines common in the art, exercise machine 700 may be made with greater width to accommodate a wider range of free movement of a user's entire body (whereas traditional treadmills are designed to best accommodate only a jogging or running posture, with minimal lateral motion), and a plurality of separate moving surfaces 711a-b may be utilized to provide multiple separate surfaces that may move and be controlled independently of one another during use. For example, a user may move each of their legs independently without resistance applied, with separate moving surfaces 711a-b moving freely underfoot as a user applies pressure during their movement. This may provide the illusion of movement to a user while in reality they remain stationary with respect to their surroundings. Another use may be multiple separate moving surfaces 711a-b, with separate speeds of movement or degrees of resistance, so that as a user moves about during use they may experience physical feedback in the form of changing speed or resistance, indicating where they are standing or in what direction they are moving (for example, to orient a user wearing a virtual reality headset, as described above. Moving surfaces 711a-b may be formed with a texture 731 to increase traction, which may improve user safety and stability during use as well as improve the operation of moving surfaces 711a-b for use in multidirectional movement (as the user's foot is less likely to slide across a surface rather than taking purchase and applying directional pressure to produce movement). Use of multiple, multidirectional moving surfaces 711a-b may also be used in various therapeutic or rehabilitation roles, for example to aid a user in developing balance or range of motion. For example, a user who is recovering from an injury or surgery (such as a joint repair or replacement surgery) may require regular physical therapy during recovery. Use of multidirectional moving surfaces 711a-b along with appropriate guidance from a rehabilitation specialist or physical therapist (or optionally a virtual, remote coach using a software application or a specially designed game that targets specific physical weaknesses and reports progress) may make regular therapy more convenient and accessible to the user, rather than requiring in-home care or regular visits to a clinic. For example, by enabling a therapist or coach to manually vary the movement and resistance of the moving surfaces 711a-b, they can examine a user's ability to overcome resistance to different movements such as at odd angles or across varying range of motion, to examine the user's physical health or ability. By further varying the resistance it becomes possible to assist the user with rehabilitation by providing targeted resistance training to specific movements, positions, or muscle groups to assist in recovery and development of the user's abilities.
While
Treadmill 700 may be designed without a control interface commonly utilized by exercise machines in the art, instead being configured with any of a variety of wireless network interfaces such as Wi-Fi or BLUETOOTH™ for connection to a user's smart device, such as a smartphone or tablet computer. When connected, a user may use a software application on their device to configure or direct the operation of exercise machine 700, for example by manually configuring a variety of operation settings such as speed or resistance, or by interacting with a software application that automatically directs the operation of exercise machine 700 without exposing the particular details of operation to a user. Additionally, communication may be bi-directional, with a smart device directing the operation of exercise machine 700 and with exercise machine 700 providing input to a smart device based at least in part on a user's activity or interaction. For example, a user may interact with a game on their smart device, which directs the operation of exercise machine 700 during play as a form of interaction with, and feedback to, the user. For example, in a racing game, exercise machine 700 may alter the resistance of moving surfaces 711a-b as a user's speed changes within the game. In another example, a user may be moving about on moving surfaces 711a-b while playing a simulation or roleplaying game, and their movement may be provided to the connected smart device for use in controlling an in-game character's movement. Another example may be two-way interactive media control, wherein a user may select media such as music for listening on their smart device, and then while using exercise machine 700 their level of exertion (for example, the speed at which they run or jog) may be used to provide input to their smart device for controlling the playback of media. For example, if the user slows down music may be played slowly, distorting the audio unless the user increases their pace. In this manner, exercise machine 700 may be used interchangeably as a control and feedback device or both simultaneously, providing an immersive environment for a wide variety of software applications such as virtual reality, video games, fitness and health applications, or interactive media consumption.
770 is a side view of a variable-resistance exercise machine with wireless communication for smart device control and virtual reality applications, according to a preferred embodiment of the invention. According to the embodiment, an exercise machine 700 may have a stable base 710 to provide a platform for a user to safely stand or move about upon. Additional safety may be provided through the use of a plurality of integrally-formed or detachable side rails 718a, 718b, 736, for example having safety rails on the left and right sides (with respect to a user's point of view) of exercise machine 700 to provide a stable surface for a user to grasp as needed. Additionally, side rails 718a-b may comprise a plurality of open regions 735a-n formed to provide additional locations for a user to grasp or for the attachment of additional equipment such as a user's smart device (not shown) through the use of a mountable or clamping case or mount. Formed or removable supports 717a-n may be used for additional grip or mounting locations, for example to affix a plurality of tethers (not shown) for use in interaction with software applications while a user is using exercise machine 700.
Exercise machine 700 may further comprise a rigid handlebar 737 affixed or integrally-formed on one end of exercise machine 700, for a user to hold onto while facing forward during use. Handlebar 737 may further comprise a stand or mount 738 for a user's smart device such as (for example) a smartphone or tablet computer, so they may safely support and stow the device during use while keeping it readily accessible for interaction (for example, to configure or interact with a software application they are using, or to select different applications, or to control media playback during use, or other various uses). Handlebar 737 may be used to provide a stable handle for a user to hold onto during use for safety or stability, as well as providing a rigid point for the user to “push off” during use as needed, for example to begin using a moving treadmill surface 711a-b. During use, a user may also face away from handlebar 737, using exercise machine 700 in the reverse without their view or range of motion being obscured or obstructed by handlebar 737 (for example, for use with a virtual reality game that requires a wide degree of movement from the user's hands for interaction).
As illustrated, the base 710 of exercise machine may be formed with a mild, symmetrical curvature, to better approximate the natural range of movement of a user's body during use. Common exercise machines such as treadmills generally employ a flat surface, which can be uncomfortably during prolonged or vigorous use, and may cause complications with multi-directional movement or interaction while a user's view is obscured, as with a headset 410. By incorporating a gradual curvature, a user's movements may feel more natural and require less reorientation or accommodation to become fluid and proficient, and stress to the body may be reduced. A plurality of pressure sensors 739a-n may also be incorporated into the exercise machine's base 710 just below the treads 711a-b to allow monitoring of foot pick up at appropriate times during traditional rehabilitative sessions or sessions augmented by brain function targeted game play. This may be of particular importance to those suffering from neurodegenerative diseases such as Parkinson's disease where a shuffling gait often develops and even without the effects of performing brain function targeted tasks designed to ameliorate or reverse motor decline, careful attention to actions such as gait during walking has been found to prolong symptom onset, or certain stroke victims where attention to motor skills can significantly improve their recovery during the rehabilitation window. Such pressure sensors 739a-n also allow quantifiable measure or progress during particular physical action plans such as aerobic exercise combined with the performance of tasks targeted to specific brain functions.
As a user moves, their body naturally shifts position and orientation. These shifts may be detected and measured via tethers 810a-n, for example by detecting patterns of tension or strain on tethers 810a-n to indicate body orientation, or by measuring small changes in strain on tethers 810a-n to determine more precise movements such as body posture while a user is speaking, or specific characteristics of a user's stride or gait. Additionally, through varying the quantity and arrangement of tethers 810a-n, more precise or specialized forms of movement may be detected and measured (such as, for example, using a specific arrangement of multiple tethers connected to a particular area of a user's body to detect extremely small movements for medical diagnosis or fitness coaching). This data may be used as interaction with software applications, such as for virtual reality applications as input for a user to control a character in a brain function targeted game. In such an arrangement, when a user moves, this movement may be translated to an in-game character or avatar to convey a more natural sense of interaction and presence. For example, in a multiplayer roleplaying game, this may be used to facilitate nonverbal communication and recognition between players, as their distinct mannerisms and gestures may be conveyed in the game through detection of natural torso position and movement. In fitness or health applications, this data may be used to track and monitor a user's posture or ergonomic qualities, or to assist in coaching them for specific fitness activities such as holding a pose for yoga, stretching, or proper running form during use with a treadmill. In medical applications, this data may be used to assist in diagnosing injuries or deficiencies that may require attention, such as by detecting anomalies in movement or physiological adaptations to an unrecognized injury (such as when a user subconsciously shifts their weight off an injured foot or knee, without consciously realizing an issue is present).
Through various arrangements of tethers 810a-n and tether sensors (as described above, referring to
It should be appreciated that while reference is made to virtual reality applications, a wide variety of use cases may be possible according to the embodiment. For example, torso tracking may be used for fitness and health applications, to monitor a user's posture or gait while walking, without the use of additional virtual reality equipment or software. Configuration of secure limits to the range of motion of the tethers 810a-n may provide added stability and safety to those with balance or some lower extremity control deficiencies, especially if more substantial restraints are used than the waist band, allowing them to participate in certain brain function targeted task programs designed to improve those or perhaps unrelated deficiencies.
Examples of some of the animals used in a plurality of the game instances, as the animal make-up and terrain, possibly containing obstacles to hang glider flight that must be dealt with, of each game may differ to assist in retaining higher interest and attention levels on the part of the user are: Rhinoceros 1106, elephant 1107, ostrich 1108, gazelle 1110 and zebra 1109. Rendition of all constituent parts of the game may be realistic for each of those parts, the icon-like representation here is for illustration purposes only.
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People with autism spectrum disorder (ASD) suffer from many debilitating mental challenges which, among other symptoms, presents as significant to severe social interaction deficiencies which impact their ability to interact with other people during years at school and retain employment later in life. A highly significant portion of the social issues arise from the apparent inability of people throughout the autism spectrum to recognize other people's emotions or intentions from facial queues and other non-verbal indicators that are naturally recognized by the normal population. Physiologically, the structures of the brain believed responsible include the amygdala and more recently, it has been proposed that visible reduction in the size of the amygdala, which acts as a conduit into the other portions of the brain cited as deficiencies in autism, may be the controlling moderator in autism severity and symptoms. The amygdala has long been shown to directly benefit from the neurogenesis effect of aerobic exercise and it therefore stands to reason that people with ASD may benefit from targeted brain function enhancement coupled with aerobic exercise. One embodiment of a puzzle game where a group of players must collaborate and peddle together to solve the game puzzle, they will need help from certain game characters, and will be rewarded or challenged by their different facial emotions or expressions. ASD encompasses a wide spectrum of abilities in this area, so the starting point of the treatment may also vary greatly, from starting out with extremely simplified facial representations depicting only the important facial features in emotion prediction which, from study of the general population, have been found to be the eye region including the lids and eyebrows and the mouth region as shown in 1220, 1223 and the slightly more complex image depicted in 1222 (glasses). The player may be tasked with finding faces of subjects who are “sad,” which the face in 1223 is a simple example and then presented with a plurality of images on the race track some of which express simple or possible variations on sadness in facial expressions. Under the normal play of the game, correct choices may cause the car to speed up relative to opponents. Under the conditions of ASD other rewards, such as promised time to discuss the ASD individual's area of hyperfocus, may need to be offered to maintain focus and interest. The game could possibly be modified to make use of the individual's area of hyperfocus to significantly enhance mental commitment. For example, if the player's area of hyperfocus is horror movies and props, the game could instead be a tour of an endless grave yard or the like. As the player becomes more advanced in facial recognition, the goal may be to present her with photorealistic facial examples, represented simplistically by 1221 and also present variants in facial features for emotions to present the most realistic environment. Many irrelevant images 1224 may be intermixed with faces. The use of audible instructions may also be desirable in certain cases.
Like facial recognition, people with ASD may have extreme difficulty determining intent of others during conversation and have significant difficulty attaching immediacy to instructions or showing judgement with questionable directives. Using audio clips of a wide variety of phrases and requests using a plurality of delivery intonations and then either “Yes” (“Good”) 1241 or “No” (“BAD”) 1242 indicators within the game, this are of underachievement may be addressed. For example, the player my first be presented with a request from a “friend” to do something the player knows is wrong with the speaker indicating that a friend would do such an act for his friends and then asked whether the act should be done or not or whether the speaker is a friend or not. The player may then indicate her answer by choosing “Yes” 1241 or “No” 1242. Again, irrelevant choices 1224 may be offered to indicate focus and game efficacy. The game would then be made up of a plurality of spoken passages having to do with time immediacy or meaning of the request when rephrased to exercise these needed skills.
Another example brain function exercising game may provide tasks to exercise executive thinking where one must decide whether a presented item would have a positive effect or negative effect on a stated goal. Given a stated goal of maintaining a car in top working order a game may present a plurality of images 1230, 1231, 1232, 1233, 1234, 1235, 1236 which may assist in the goal 1230, 1233, 1235, 1236, detract from the goal 1234 or have no relevance to the stated goal 1231. The items may have close relation to the theme of the game 1231 but no effect on the goal and images for items that are marginally positive or negative to the goal may be presented, in this case, such as but not limited to a car wash (not shown).
The examples above represent a very small sampling of the tasks and themes that may be presented by the brain function enhancement gaming engine 1200. For clarity, illustrations are also extremely simplistic compared to the capabilities of the engine to display photorealistic objects and scenery. The examples given in no way should be taken to limit the engine's ability to present widely varied images and information or to limit the areas of brain function exercise available through use of the engine, which is designed to provide tasks, both visual and auditory to exercise the function of any brain area identified as beneficial to subject ability and accessible to such targeted engagement known to those skilled in the art.
Generally, the techniques disclosed herein may be implemented on hardware or a combination of software and hardware. For example, they may be implemented in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, on an application-specific integrated circuit (ASIC), or on a network interface card.
Software/hardware hybrid implementations of at least some of the embodiments disclosed herein may be implemented on a programmable network-resident machine (which should be understood to include intermittently connected network-aware machines) selectively activated or reconfigured by a computer program stored in memory. Such network devices may have multiple network interfaces that may be configured or designed to utilize different types of network communication protocols. A general architecture for some of these machines may be described herein in order to illustrate one or more exemplary means by which a given unit of functionality may be implemented. According to specific embodiments, at least some of the features or functionalities of the various embodiments disclosed herein may be implemented on one or more general-purpose computers associated with one or more networks, such as for example an end-user computer system, a client computer, a network server or other server system, a mobile computing device (e.g., tablet computing device, mobile phone, smartphone, laptop, or other appropriate computing device), a consumer electronic device, a music player, or any other suitable electronic device, router, switch, or other suitable device, or any combination thereof. In at least some embodiments, at least some of the features or functionalities of the various embodiments disclosed herein may be implemented in one or more virtualized computing environments (e.g., network computing clouds, virtual machines hosted on one or more physical computing machines, or other appropriate virtual environments).
Exemplary virtual reality hardware or devices used in description above may include Sony's PLAYSTATION VR™ console equipped with a VR headset, an OCULUS RIFT™ VR headset, Microsoft's XBOX ONE™ VR console with VR headset, or a headset developed specifically for this purpose.
Referring now to
In one embodiment, computing device 10 includes one or more central processing units (CPU) 12, one or more interfaces 15, and one or more busses 14 (such as a peripheral component interconnect (PCI) bus). When acting under the control of appropriate software or firmware, CPU 12 may be responsible for implementing specific functions associated with the functions of a specifically configured computing device or machine. For example, in at least one embodiment, a computing device 10 may be configured or designed to function as a server system utilizing CPU 12, local memory 11 and/or remote memory 16, and interface(s) 15. In at least one embodiment, CPU 12 may be caused to perform one or more of the different types of functions and/or operations under the control of software modules or components, which for example, may include an operating system and any appropriate applications software, drivers, and the like.
CPU 12 may include one or more processors 13 such as, for example, a processor from one of the Intel, ARM, Qualcomm, and AMD families of microprocessors. In some embodiments, processors 13 may include specially designed hardware such as application-specific integrated circuits (ASICs), electrically erasable programmable read-only memories (EEPROMs), field-programmable gate arrays (FPGAs), and so forth, for controlling operations of computing device 10. In a specific embodiment, a local memory 11 (such as non-volatile random access memory (RAM) and/or read-only memory (ROM), including for example one or more levels of cached memory) may also form part of CPU 12. However, there are many different ways in which memory may be coupled to system 10. Memory 11 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, and the like. It should be further appreciated that CPU 12 may be one of a variety of system-on-a-chip (SOC) type hardware that may include additional hardware such as memory or graphics processing chips, such as a Qualcomm SNAPDRAGON™ or Samsung EXYNOS™ CPU as are becoming increasingly common in the art, such as for use in mobile devices or integrated devices.
As used herein, the term “processor” is not limited merely to those integrated circuits referred to in the art as a processor, a mobile processor, or a microprocessor, but broadly refers to a microcontroller, a microcomputer, a programmable logic controller, an application-specific integrated circuit, and any other programmable circuit.
In one embodiment, interfaces 15 are provided as network interface cards (NICs). Generally, NICs control the sending and receiving of data packets over a computer network; other types of interfaces 15 may for example support other peripherals used with computing device 10. Among the interfaces that may be provided are Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, graphics interfaces, and the like. In addition, various types of interfaces may be provided such as, for example, universal serial bus (USB), Serial, Ethernet, FIREWIRE™, THUNDERBOLT™, PCI, parallel, radio frequency (RF), BLUETOOTH™, near-field communications (e.g., using near-field magnetics), 802.11 (WiFi), frame relay, TCP/IP, ISDN, fast Ethernet interfaces, Gigabit Ethernet interfaces, Serial ATA (SATA) or external SATA (ESATA) interfaces, high-definition multimedia interface (HDMI), digital visual interface (DVI), analog or digital audio interfaces, asynchronous transfer mode (ATM) interfaces, high-speed serial interface (HSSI) interfaces, Point of Sale (POS) interfaces, fiber data distributed interfaces (FDDIs), and the like. Generally, such interfaces 15 may include physical ports appropriate for communication with appropriate media. In some cases, they may also include an independent processor (such as a dedicated audio or video processor, as is common in the art for high-fidelity A/V hardware interfaces) and, in some instances, volatile and/or non-volatile memory (e.g., RAM).
Although the system shown in
Regardless of network device configuration, the system of the present invention may employ one or more memories or memory modules (such as, for example, remote memory block 16 and local memory 11) configured to store data, program instructions for the general-purpose network operations, or other information relating to the functionality of the embodiments described herein (or any combinations of the above). Program instructions may control execution of or comprise an operating system and/or one or more applications, for example. Memory 16 or memories 11, 16 may also be configured to store data structures, configuration data, encryption data, historical system operations information, or any other specific or generic non-program information described herein.
Because such information and program instructions may be employed to implement one or more systems or methods described herein, at least some network device embodiments may include nontransitory machine-readable storage media, which, for example, may be configured or designed to store program instructions, state information, and the like for performing various operations described herein. Examples of such nontransitory machine-readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as optical disks, and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM), flash memory (as is common in mobile devices and integrated systems), solid state drives (SSD) and “hybrid SSD” storage drives that may combine physical components of solid state and hard disk drives in a single hardware device (as are becoming increasingly common in the art with regard to personal computers), memristor memory, random access memory (RAM), and the like. It should be appreciated that such storage means may be integral and non-removable (such as RAM hardware modules that may be soldered onto a motherboard or otherwise integrated into an electronic device), or they may be removable such as swappable flash memory modules (such as “thumb drives” or other removable media designed for rapidly exchanging physical storage devices), “hot-swappable” hard disk drives or solid state drives, removable optical storage discs, or other such removable media, and that such integral and removable storage media may be utilized interchangeably. Examples of program instructions include both object code, such as may be produced by a compiler, machine code, such as may be produced by an assembler or a linker, byte code, such as may be generated by for example a JAVA™ compiler and may be executed using a Java virtual machine or equivalent, or files containing higher level code that may be executed by the computer using an interpreter (for example, scripts written in Python, Perl, Ruby, Groovy, or any other scripting language).
In some embodiments, systems according to the present invention may be implemented on a standalone computing system. Referring now to
In some embodiments, systems of the present invention may be implemented on a distributed computing network, such as one having any number of clients and/or servers. Referring now to
In addition, in some embodiments, servers 32 may call external services 37 when needed to obtain additional information, or to refer to additional data concerning a particular call. Communications with external services 37 may take place, for example, via one or more networks 31. In various embodiments, external services 37 may comprise web-enabled services or functionality related to or installed on the hardware device itself. For example, in an embodiment where client applications 24 are implemented on a smartphone or other electronic device, client applications 24 may obtain information stored in a server system 32 in the cloud or on an external service 37 deployed on one or more of a particular enterprise's or user's premises.
In some embodiments of the invention, clients 33 or servers 32 (or both) may make use of one or more specialized services or appliances that may be deployed locally or remotely across one or more networks 31. For example, one or more databases 34 may be used or referred to by one or more embodiments of the invention. It should be understood by one having ordinary skill in the art that databases 34 may be arranged in a wide variety of architectures and using a wide variety of data access and manipulation means. For example, in various embodiments one or more databases 34 may comprise a relational database system using a structured query language (SQL), while others may comprise an alternative data storage technology such as those referred to in the art as “NoSQL” (for example, Hadoop Cassandra, Google BIGTABLE™, and so forth). In some embodiments, variant database architectures such as column-oriented databases, in-memory databases, clustered databases, distributed databases, or even flat file data repositories may be used according to the invention. It will be appreciated by one having ordinary skill in the art that any combination of known or future database technologies may be used as appropriate, unless a specific database technology or a specific arrangement of components is specified for a particular embodiment herein. Moreover, it should be appreciated that the term “database” as used herein may refer to a physical database machine, a cluster of machines acting as a single database system, or a logical database within an overall database management system. Unless a specific meaning is specified for a given use of the term “database”, it should be construed to mean any of these senses of the word, all of which are understood as a plain meaning of the term “database” by those having ordinary skill in the art.
Similarly, most embodiments of the invention may make use of one or more security systems 36 and configuration systems 35. Security and configuration management are common information technology (IT) and web functions, and some amount of each are generally associated with any IT or web systems. It should be understood by one having ordinary skill in the art that any configuration or security subsystems known in the art now or in the future may be used in conjunction with embodiments of the invention without limitation, unless a specific security 36 or configuration system 35 or approach is specifically required by the description of any specific embodiment.
In various embodiments, functionality for implementing systems or methods of the present invention may be distributed among any number of client and/or server components. For example, various software modules may be implemented for performing various functions in connection with the present invention, and such modules may be variously implemented to run on server and/or client components.
The skilled person will be aware of a range of possible modifications of the various embodiments described above. Accordingly, the present invention is defined by the claims and their equivalents.
This application claims priority to U.S. provisional patent application Ser. No. 62/433,197, titled “TARGETED NEUROGENESIS STIMULATED BY AEROBIC EXERCISE WITH BRAIN FUNCTION-SPECIFIC TASKS”, and filed on Dec. 12, 2016, the entire specification of which is incorporated herein by reference.
Number | Date | Country | |
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62433197 | Dec 2016 | US |