Virtual Immersive Sensorimotor Training System for Improving Functional Performance

Information

  • Patent Application
  • 20230293048
  • Publication Number
    20230293048
  • Date Filed
    April 28, 2023
    a year ago
  • Date Published
    September 21, 2023
    a year ago
Abstract
Computer systems and methods of using computer systems to provide a virtual immersive environment for training sensorimotor control of a user and for improving functional performance of a user; the systems and methods being used to treat neurological impairment associated with a concussion or other injury, neurological impairment associated with aging, for training to improve functional performance above baseline, or for increasing sensorimotor control to prevent injury.
Description
Claims
  • 1. A method for improving a selected functional performance of a user in the real world through sensorimotor training provided in a virtual immersive environment, the method comprising: (a) measuring the selected functional performance of the user and recording a baseline functional performance metric of the user;(b) providing a computer system configured to display the virtual immersive environment to the user, the computer system including a head-mounted display device for immersing the user in the virtual immersive environment,one or more position/motion sensors for recording movement data of the user within the virtual immersive environment,one or more processors, andone or more hardware storage devices;displaying a virtual immersive environment to the user by way of the head-mounted display;(c) placing the head-mounted display device over the user’s head so that the display is visible to the user;(d) providing instructions directing the user to physically execute two or more sensorimotor activities within the virtual immersive environment selected to improve the selected functional performance of the user, wherein the two or more sensorimotor activities comprise two or more of smooth pursuit, saccade, near point convergence, peripheral vision acuity, eyes-then-head, gaze stability, cervical proprioception and kinesthetic awareness, or cervical neuromotor control, at least one of the sensorimotor activities comprising the user tracking an object that moves within the virtual immersive environment in an unpredictable movement pattern and remains visible while moving in the unpredictable movement pattern; and(e) recording movement data of the user during execution of the two or more sensorimotor activities including measuring at least one of eye position or movement of one or both eyes in response to sensory stimuli;(f) based on the recorded movement data, determining a baseline sensorimotor activity metric of the user indicating the user’s baseline proficiency in executing the two or more sensorimotor activities;(g) providing additional instructions directing the user to repeat execution of the two or more sensorimotor activities within the virtual immersive environment, and recording further movement data of the user during the repeated execution of the two or more sensorimotor activities;(h) based on the recorded further movement data, determining a trained sensorimotor activity metric of the user indicating the user’s proficiency in executing the two or more sensorimotor activities following repeated execution of the two or more sensorimotor activities;(i) comparing the trained sensorimotor activity metric to the baseline sensorimotor activity metric; and(j) repeating steps (d) and (e) to provide until an increase in proficiency in performing the two or more sensorimotor activities within the virtual immersive environment is determined;(k) upon determining an increase in proficiency in performing the two or more sensorimotor activities within the virtual immersive environment, measuring the selected functional performance of the user again, in the real world, and recording a trained functional performance metric of the user,(l) wherein the method improves the selected functional performance of the user in the real world as a result of increased proficiency by the user in performing the two or more sensorimotor activities within the virtual immersive environment,(m) wherein the improved functional performance of the user in the real world includes improved proficiency by the user in at least one activity that is outside of the virtual immersive environment, and(n) wherein the improved functional performance of the user in the real world is different than the increased proficiency by the user in performing the two or more sensorimotor activities within the virtual immersive environment.
  • 2. The method of claim 1, wherein the instructions, the additional instructions, or both are provided to the user as audio or visual instructions.
  • 3. The method of claim 1, wherein the step of recording movement data, the step of recording the further movement data, or both comprise monitoring two or more of head movement data, hand movement data, or eye movement data.
  • 4. The method of claim 1, wherein the virtual immersive environment covers substantially all of the user’s visual field.
  • 5. The method of claim 1, wherein the one or more position/motion sensors comprise a hand tracking sensor for tracking position and movement of the user’s hand within the virtual immersive environment relative to other objects displayed within the virtual immersive environment.
  • 6. The method of claim 1, wherein the one or more position/motion sensors comprise an accelerometer head sensor, a gyroscope head sensor, an eye tracking device, a magnetometer, or combination thereof.
  • 7. The method of claim 1, wherein the method improves functional performance of the user outside of the virtual environment by improving one or more of a multi-joint or whole-body motor response, cervical neuromotor control, balance, coordination, or agility.
  • 8. The method of claim 7, wherein functional performance is measured by evaluating one or more of: engagement of multiple senses; cognitive processes; or complex motor responses of the user.
  • 9. The method of claim 1, wherein the additional instructions directing the user to repeat execution of the one or more sensorimotor activities within the virtual immersive environment progress in difficulty over time through adjustment of one or more difficulty parameters within the virtual immersive environment.
  • 10. The method of claim 9, wherein the progress in difficulty through adjustment of one or more difficulty parameters within the virtual immersive environment includes a modification of target motion that increase in the required level of head movement.
  • 11. The method of claim 9, wherein the one or more sensorimotor activities within the virtual immersive environment progress in difficulty over time by adjustment to target object speed, target object size, target object number, target object path, level of environmental distractions, or combination thereof.
  • 12. The method of claim 1, wherein the additional instructions directing the user to repeat execution of the one or more sensorimotor activities direct the user to stand on an unstable surface, in a variable standing position, or both.
  • 13. The method of claim 1, wherein the user is neurologically impaired due to trauma, aging, or both.
  • 14. A method for improving a selected functional performance of a user through sensorimotor training provided in a virtual immersive environment, the method comprising: (a) measuring the selected functional performance of the user and recording a baseline functional performance metric of the user, wherein the selected functional performance includes one or more of a multi joint or whole-body motor response, cervical neuromotor control, balance, coordination, or agility;(b) providing a computer system configured to display the virtual immersive environment to the user, the computer system including a head-mounted display device for immersing the user in the virtual immersive environment,one or more position/motion sensors for recording movement data of the user within the virtual immersive environment,one or more processors, andone or more hardware storage devices,(c) placing the head-mounted display device over the user’s head so that the display is visible to the user;(d) displaying a virtual immersive environment to the user by way of the head-mounted display, the virtual immersive environment comprising a first object configured to move within the virtual immersive environment based on head movement of the user, and comprising a second object that remains visible within the virtual immersive environment and has an unpredictable movement pattern within the virtual immersive environment;(e) providing instructions directing the user to physically execute two or more sensorimotor activities within the virtual immersive environment selected to improve the selected functional performance of the user, at least one of the sensorimotor activities comprising the user moving an object within the virtual immersive environment by way of head movement, and at least one of the sensorimotor activities comprising the user tracking an object that moves in an unpredictable movement pattern and remains visible while moving in the unpredictable movement pattern; and(f) recording movement data of the user during execution of the two or more sensorimotor activities;(g) based on the recorded movement data, determining a baseline sensorimotor activity metric of the user indicating the user’s baseline proficiency in executing the two or more sensorimotor activities;(h) providing additional instructions directing the user to repeat execution of the two or more sensorimotor activities within the virtual immersive environment, and recording further movement data of the user during the repeated execution of the two or more sensorimotor activities;(h) based on the recorded further movement data, determining a trained sensorimotor activity metric of the user indicating the user’s proficiency in executing the two or more sensorimotor activities following repeated execution of the two or more sensorimotor activities;(j) comparing the trained sensorimotor activity metric to the baseline sensorimotor activity metric; and(k) repeating steps (e) and (f) to improve proficiency in performing the functional performance of step (a);upon determining an increase in proficiency in performing the two or more sensorimotor activities within the virtual immersive environment, recording a trained functional performance metric of a user, wherein the method improves the selected functional performance of the user, including improving one or more of a multi joint or whole-body motor response, cervical neuromotor control, balance, coordination, or agility as a result of increasing in proficiency in performing the two or more sensorimotor activities within the virtual immersive environment.
  • 15. The method of claim 14, wherein the two or more sensorimotor activities comprise two or more of smooth pursuit, saccade, near point convergence, peripheral vision acuity, eyes-then-head, gaze stability, cervical proprioception and kinesthetic awareness, or cervical neuromotor control.
  • 16. A method for treating or preventing concussion injury by improving a selected functional performance of a user through sensorimotor training provided in a virtual immersive environment, the method comprising: measuring the selected functional performance of the user outside of the virtual immersive environment and recording a baseline functional performance metric of the user;providing a computer system configured to display the virtual immersive environment to the user, the computer system including a head-mounted display device for immersing the user in the virtual immersive environment,one or more position/motion sensors for recording movement data of the user within the virtual immersive environment,one or more processors, andone or more hardware storage devices;placing the head-mounted display device over the user’s head so that the display is visible to the userdisplaying a virtual immersive environment to the user by way of the head-mounted display, the virtual immersive environment including an object configured to move in any three-dimensional direction within the virtual immersive environment;providing instructions directing the user to execute two or more sensorimotor activities within the virtual immersive environment selected to improve the selected functional performance of the user outside of the virtual immersive environment, wherein the two or more sensorimotor activities comprise two or more of smooth pursuit, saccade, near point convergence, peripheral vision acuity, eyes-then-head, gaze stability, cervical proprioception and kinesthetic awareness, or cervical neuromotor control, at least one of the sensorimotor activities comprising the user tracking the object;recording movement data of the user during execution of the two or more sensorimotor activities;based on the recorded movement data, determining a baseline sensorimotor activity metric of the user indicating the user’s baseline proficiency in executing the two or more sensorimotor activities;providing additional instructions directing the user to repeat execution of the two or more sensorimotor activities within the virtual immersive environment, and recording further movement data of the user during the repeated execution of the two or more sensorimotor activities;based on the recorded further movement data, determining a trained sensorimotor activity metric of the user indicating the user’s proficiency in executing the two or more sensorimotor activities following repeated execution of the two or more sensorimotor activities;comparing the trained sensorimotor activity metric to the baseline sensorimotor activity metric; andupon determining an increase in proficiency in performing the two or more sensorimotor activities within the virtual immersive environment, recording a trained functional performance metric of a user outside the virtual immersive environment,wherein the method treats or prevents concussion injury by improving the selected functional performance of the user outside the virtual immersive environment as a result of increased proficiency by the user in performing the two or more sensorimotor activities within the virtual immersive environment, andwherein the functional performance improved by the method is different than the two or more sensorimotor activities performed within the virtual immersive environment.
  • 17. The method of claim 16, wherein the step of recording movement data, the step of recording the further movement data, or both comprise monitoring two or more of head movement data, hand movement data, or eye movement data.
  • 18. The method of claim 1, wherein the virtual immersive environment is three dimensional, and wherein the object is also configured to move toward and away from the user within the virtual immersive environment.
  • 19. The method of claim 1, wherein the virtual immersive environment is three dimensional, and wherein the smooth pursuit sensorimotor activity comprises the object moving in all directions and with varying speeds while the user is directed to follow the path of the object by tracing the path of the target.
  • 20. The method of claim 1, wherein the virtual immersive environment is three dimensional, and wherein the saccade sensorimotor activity comprises the object appearing within the virtual immersive environment while the user is directed to move their eyes toward the object, wherein upon selection of the object by the user, the object disappears and reappears in a different location within the virtual immersive environment.
Provisional Applications (1)
Number Date Country
62803050 Feb 2019 US
Continuations (1)
Number Date Country
Parent 16786983 Feb 2020 US
Child 18141324 US