The present disclosure relates generally to virtual reality (VR) systems and more particularly to providing virtual reality Cognitive Therapy (VRCT) or therapeutic activities or therapeutic exercises to engage a patient experiencing one or more cognitive-related mental or behavioral health disorders.
Virtual reality (VR) systems may be used in various medical and mental health-related applications including Cognitive Therapy. VR Cognitive Therapy as described in this disclosure is based on the way individuals perceive a situation that is more closely connected to their reactions than to the situation itself. In other words, the individuals' perceptions are often distorted and unhelpful in a particular situation, especially when they are distressed. The methods of VR Cognitive Therapy as described in this disclosure are used to assist people or patients to identify distressing thoughts and evaluate how realistic those thoughts are. The methods then assist the users or patients to change their distorted thinking. With a more realistic assessment of a particular situation, the users or patients can overcome their misperceptions and misplaced reactions, which can lead to improved thoughts and improved emotional states.
Various systems and methods disclosed herein are described in the context of a VR therapeutic system for helping patients, but the examples discussed are illustrative only and not exhaustive. A VR system as described in this disclosure may also be suitable for coaching, training, teaching, and other activities. Such systems and methods disclosed herein may apply to various and many VR applications. In some embodiments, a VRCT platform may comprise one or more VR applications. In some embodiments, a VRCT platform may comprise one or more automatic speech recognition system and natural language processing applications as well as biometric sensing, recording, and tracking systems for building biometric models for comparisons, diagnostics, recommendations for, e.g., treatment and/or intervention, etc.
In the context of the VRCT system, the word “patient” may generally be considered equivalent to a subject, user, participant, student, etc., and the term “therapist” may generally be considered equivalent to doctor, psychiatrist, psychologist, psychotherapist, physical therapist, clinician, coach, teacher, social worker, supervisor, or any non-participating operator of the system. A real-world therapist may configure the system and/or monitor via a clinician tablet, which may be considered equivalent to a personal computer, laptop, mobile device, gaming system, or display.
Some embodiments may use a “virtual therapist” and/or a “therapist avatar,” which may be used interchangeably herein. As part of a VRCT platform, a virtual therapist may comprise (and/or work in conjunction with) a virtual assistant and automatic speech recognition (ASR) service working in conjunction with a natural language processing (NLP). A therapist avatar may be considered an on-screen avatar of a virtual therapist. In some embodiments, other non-playable avatars may be controlled by a virtual therapist and/or a VRCT platform and feature a different appearance, voice, and/or other virtual characteristics.
Some embodiments may include a digital hardware and software medical device that uses VR for health care, focusing on mental, physical, and neurological rehabilitation, including various biometric sensors, such as sensors to measure and record heart rate, respiration, temperature, perspiration, voice/speech (e.g., tone, intensity, pitch, etc.), eye movements, facial movements, jaw movements, hand and feet movements, neural and brain activities, etc. For instance, voice biomarkers and analyzers may be used to assess and track emotional states and/or determine intensity values for emotions.
The VR device may be used in a clinical environment under the supervision of a medical professional trained in rehabilitation therapy. In some embodiments, the VR device may be configured for mental health, behavioral health, mindfulness, and/or wellness applications, including personal therapeutic use at home. In some embodiments, the VR device may be configured for remote sessions and remote monitoring. A therapist or supervisor, if needed, may monitor the experience in the same room or remotely. In some cases, a therapist may be physically remote or in the same room as the patient. Some embodiments may require someone, e.g., a nurse or family member, assisting the patient to place or mount the sensors and headset and/or observe for safety. Generally, the systems are portable and may be readily stored and carried. In some embodiments, a VR device may be used independently by a patient or user, e.g., without a therapist present virtually or physically. For instance, independent use may be required as “homework” between other guided therapy sessions.
Cognitive Therapy as described in this disclosure may be used to treat patients with a range of mental health disorders, most notably depression. Other indications include anxiety, substance abuse, insomnia, chronic pain, migraine, gastro-intestinal disorders, eating disorders, etc. The Cognitive Therapy model, as illustrated in
Mental health disorders can impede a person's quality of life. A change in thinking or a particular way of thinking is a key feature of depression, and these thoughts often reflect a change in the way a person with depression has come to think about themselves. For example, a devoted parent may believe they are doing a terrible job raising a child. A competent employee may view himself or herself as a failure. A person learning how to identify what he/she is thinking can be an important step in reducing depression. Cognitive Therapy may begin with teaching a person to notice when his/her mood has changed or intensified in a negative direction. One might also notice behaviors associated with negative thinking such as avoidance and/or engaging in unhelpful behaviors (e.g., sleeping too much or overeating). When either mood has changed in a negative direction or a person is engaging in an unhelpful or unhealthy behavior, Cognitive Therapy suggests asking the cardinal question of Cognitive Therapy: “What was just going through my mind?” This is an important approach to identify automatic, unhelpful thoughts. It assists and guides people to pay special attention to thoughts that can get in the way of or prevent them from taking the necessary steps to achieve what is most important to them. People with depression or other forms of mental health disorders tend to make consistent errors in their thinking. Identifying and labeling thinking errors is an important step in gaining perspective and applying Cognitive Therapy.
Mental illness can cause those affected to perceive a situation in a way that is disjointed from the facts or reality of the situation itself, resulting in thinking errors. Thinking errors are self-defeating or self-deprecating patterns of thinking that do not accurately correspond to reality or arriving at the root cause, and as such, can cause a patient to become lost in his or her negative attitude toward himself/herself. For example, a young adult with body dysmorphia and/or an eating disorder may see herself as being overweight and/or unattractive despite being healthy. As a result, she may begin to starve herself and/or overly exercise as a result of anorexia, or she may become bulimic and force herself to throw up what she eats. Mental health disorders can create negative thoughts and poor emotional states, and which can potentially result in negative physical repercussions.
Identifying and labeling these “thinking errors” can help someone gain perspective. For example, suppose being of service to one's family is a strong value of a patient. For example, a grandmother does what she can to help her grandchildren, but at times she is not available. She might have the (automatic) thought, “I'm a failure as a grandparent,” which is likely an incorrect assumption. There are many forms of such “thinking errors” for people experiencing mental health disorders. Some of the thinking errors may include:
In responding to automatic thoughts, most people with mental health disorder, such as depression, believe that the situations in their lives cause their sadness. While life includes many trying and difficult situations, feelings are derived from what we think about and how we interpret the situations that we face. It is not the situations in our lives that cause distress, but rather our interpretations of those situations. Part of the cognitive approach as enabled on a VR platform as described in this disclosure comprises of consideration of the situation, the emotions felt, and the thoughts associated with that situation. Most people are generally aware of how they generally feel in a situation, e.g., “feeling good” or “not feeling good.” Some people may be aware of, e.g., an emotional response and an associated emotional state. For example, suppose you texted a close friend several hours ago and they didn't text back. You might have the automatic thought, “They don't want to spend time with me anymore.” This thought would likely lead you to feel sad and dejected. Now, imagine you had the thought, “Something is wrong.” You might feel anxious. Once you understand what you are thinking, how you feel makes sense.
Expanding on this cognitive approach, as facilitated on a VR platform, the method involves Socratic Questioning. Asking the right questions may illuminate the reason or rationale for the automatic thoughts and associated feelings. Socratic Questioning includes:
These Socratic Questions will help to evaluate negative automatic thoughts in a more reasonable, balanced way and develop responses that are more helpful. By answering these Socratic Questions with more reasonable, balanced responses, one may find life can be experienced more realistically and beginning to feel better. Hence, the method of VR Cognitive Therapy as described in this disclosure comprises of the steps of “Catch it,” “Check it,” and “Change it,” as illustrated in
The “Catch It” step involves catching the automatic thoughts.
The “Check It” step involves checking the automatic thoughts for accuracy.
The “Change It” step involves changing the automatic thought into a more accurate thought.
While Cognitive Therapy can be effective, it requires a lot of mental work with patients. It is an intellectual exercise that can be challenging for some people with limited education or ability for insights. People with depression or other mental health problems or challenges may have limited mental capacity or bandwidth and energy to effectively use Cognitive Therapy due to their condition. Identifying automatic thoughts can be challenging for anyone. Examining the thoughts and evidence behind them can be tedious, straining, and stressful.
Chart 650 of
Another key downside of traditional Cognitive Therapy is the fact that, as depicted in box 670 of
As one can appreciate, Cognitive Therapy can be a challenging and laborious process. This disclosure describes the opportunity to use VR to remove some of the engagement barriers in Cognitive Therapy exercises which can lead to better adherence to treatment and improved health outcomes. Not only might VR therapy help compensate for an insufficient number of trained professionals, but customizable virtual avatars may also help fill the gaps of underrepresented groups and minorities in a therapy-related profession(s). Moreover, virtual avatars can shoulder the burdens of structure by requesting information and prompting patients to listen and consider. Receiving input from a patient via the virtual platform can help minimize a patient's thought and effort required by, e.g., filling out a worksheet or notebook. What may have seemed like significant mental and emotional work for a worksheet alone may feel like a fun VR activity with a familiar therapist in an engaging virtual world. User interface options may help exercises such as identifying initial thoughts and/or differentiating emotions felt. A customizable friend avatar can encourage conversation and inspire compassion.
Traditional Cognitive Therapy has initial drop-out at sixteen percent or higher even before the treatment is started. Even after getting beyond the initial drop-out of patients, studies have shown that for those who have started the traditional Cognitive Therapy, another twenty-six percent (almost a third of those tried the treatment) of the patients drop out shortly thereafter. That is almost fifty percent of patients dropping out at the start of therapeutic treatment.
As disclosed herein, a VR Cognitive Therapy platform can help reduce patient feelings about therapy being tedious, boring, overwhelming, and/or complicated. No longer “alone,” in some embodiments, a VR Cognitive Therapy platform can present a virtual therapist avatar that may guide a patient through one or more VRCT activities such as “Catch It,” Check It,” and/or “Change It” exercises. VR activities offer an appealing world that keeps a patient's focus and promotes progress. A VR Cognitive Therapy platform can help improve engagement, boost retention, reduce drop-out, and promote therapy continuity. In some embodiments, a VR Cognitive Therapy platform can engage a patient in Cognitive Therapy while measuring and monitoring biophysical traits that may indicate progress in the short-term or long-term. Customizable avatars for users, virtual therapists, and virtual friends offer an engaging way to make patients feel more comfortable. When a patient's emotional state is not optimal, therapeutic help may only be as far away as putting on an HMD and beginning a VRCT session.
The Cognitive Therapy session starts with the “Catch It” exercise in which a detailed example is illustrated in
Concurrently, as the user or patient starts or enters in the VR environment, biometric sensors start to measure and record biometric data of the patient for building biometric models for comparisons, diagnostics, and recommendations. For example, the initial biometric data may be used to build a baseline biometric model for comparison to data collected throughout the Cognitive Therapy session and especially for comparison at the end of the session. In addition, the collected data may be analyzed for various diagnoses as well as for recommendations for future activities, exercises, treatments, etc. In some cases, a patient may not be fully aware of how they are feeling. In some cases, a patient may perceive that they are not feeling good but may have difficulty identifying, e.g., more specifically how they feel until some biometric data, such as blood pressure or heart rate, is shown to them.
In some embodiments, biometric data may be used to correlate with the state of emotional wellness of the patient at the start of the Cognitive Therapy session, throughout the exercises, and at the end of the session. For example, a therapist and/or patient may be able to help differentiate emotional feelings or emotional states on a spectrum such as, e.g., feelings of depression, anxieties, frustrations, anger, rage, etc. In some embodiments, with a helpful Cognitive Therapy session, a chart like
Continuing with the “Catch It” exercises, to facilitate engagement and to simulate greeting gestures, the patient is instructed by the VR Cognitive Therapy program to raise their hands in front of the VR head mounted display (HMD) and move them. In response, the patient can see the therapist avatar mirroring the movement, as depicted in
For instance, in
Back to process 800 of
To continue with Cognitive Therapy according to this disclosure,
In Step 902, as illustrated in this example, the VR therapist provides two columns underneath the thought in the ledger, e.g., (1) evidence for the thoughts in a first column and (2) evidence against the thoughts in a second column. Some parts of these steps may be depicted as portions of
In Step 907, in one embodiment, the virtual friend appears in the virtual room and sits next to the VR therapist and is facing patient across the table. The therapist avatar may ask the patient to use their gaze to turn their attention to the virtual friend. In Step 908, the VR therapist then invites the virtual friend to speak out loud about the same situation, but now the virtual friend uses a first-person script based on what patient shared earlier. In Step 909, the VR therapist prompts the patient to respond, saying, “How are you feeling?” and virtual friend shares the same emotion related by the patient earlier. The virtual friend's facial expression and voice may change to reflect an emotion. Some parts of these steps may be depicted as portions of
To complete the Cognitive Therapy according to this disclosure,
At Step 1004, the ledger displays the initial emotion, e.g., appearing on a new ledger page. The therapist asks the patient to voice out loud an intensity rating for emotion, e.g., on a scale of 1 to 10. Some parts of these steps may be depicted as portions of
Scenario 1100 may be displayed to a patient view via the head-mounted display, e.g., “Patient View.” In some embodiments, a head-mounted display (HMD) may generate a Patient View as a stereoscopic 3D image representing a first-person view of the virtual interface with which the patient may interact. An HMD may transmit Patient View, or a non-stereoscopic version, as “Spectator View” to, e.g., a clinician tablet for display.
Prior to entering a VR environment, a patient may choose characteristics of their avatar such as height, weight, skin color, gender, clothing, etc. In some embodiments, a patient may also choose characteristics for a therapist avatar such as height, weight, skin color, gender, hairstyle, clothing style, etc. Avatar customization may be important, in some embodiments, e.g., in order to help make the patient more comfortable with talking and more susceptible to correcting assumptions and/or “thinking errors.” Avatar customization may be a straightforward user interface or series of menus. In some embodiments, a patient profile may be recorded and the avatar customization(s) associated with the patient and/or device may only need to be entered once. The avatar customizations may be stored in a patient or therapist profile, e.g., in local memory and/or at in a cloud server. Once physical and/or visual parameters for one or more avatars are input, or accessed from saved preferences, avatars may be rendered based on the parameters using VR application based on, e.g., software-development environment.
In scenario 1100, a patient avatar may enter a virtual room or setting such as a virtual therapy room. Once the patient avatar is in the virtual room, the patient may acclimate herself to the virtual world. For instance, a patient may view the hands of their avatar in front of their face or resting on their lap. To facilitate comfortability in the virtual environment, a patient may be asked to raise their hands in front of headset and move them. Some embodiments may use electromagnetic trackers, e.g., as depicted in
In scenario 1100, virtual therapist 1110 may initiate a discussion about a patient's current thoughts, feelings, emotions, and one or more recent situations via audio and/or visual cues. In some embodiments, non-playable characters depicted in the virtual world, such as virtual therapist 1110, may speak or provide thoughts via one or more audio and visual interactions. For instance, virtual therapist 1110 may provide animated speech and audio prompts, questions, comments, requests, responses, summarizations, suggestions, etc. In some embodiments, the VRCT platform may provide subtitles and/or captions. In scenario 1100, and other scenarios throughout this disclosure, speech balloons such as prompt 1120 and/or response 1124 may depict the substance of provided audio. Audio provided by the VRCT platform may comprise instruction and/or conversation with virtual characters, e.g., via text-to-speech services. An HMD may provide audio via a sound card, e.g., sound card 946 of
In scenario 1100, or just prior to, a virtual therapist avatar 1110 may enter the virtual room and take a seat across from the patient avatar. As depicted in scenario 1100, there may be a desk or table between the avatars of the therapist and the patient, along with other virtual objects that may be considered as potentially making a patient feel more relaxed or comfortable. In some embodiments, therapist avatar 1110 may be designed to make eye contact and/or mimic poses of one or more patient body parts (with some randomness and/or delay), e.g., to seem more likeable and approachable. In scenario 1100, the patient may be invited to use her gaze to start engaging with the therapist avatar. In some embodiments, gaze may be approximated by determining head position via sensors on the HMD (see
In scenario 1100, or just prior to, a virtual therapist avatar 1110 welcomes the patient and proposes to start a Cognitive Therapy session related to a situation that is triggering negative emotions. For instance, virtual therapist avatar 1110 may offer prompt 1120, saying, “Please tell me about the recent situation that was triggering negative emotions . . . ” Some embodiments may use, e.g., conversational text generation. For instance, the text that the therapist avatar will speak in/around scenario 1100 could be scripted. In some embodiments, appropriate text for the situation can be generated using a neural network, such as OpenAI®'s GPT-3. Speech synthesis and text-to-speech services may be used to take textual data and convert it to synthesized spoken audio. In some embodiments, therapist avatar 1110 may be animated to visually appear to speak the words, e.g., of prompt 1120. In some embodiments, speech animation and/or avatar lip sync may be configured using several commercially available systems, including Speech Graphics and JALI Research. Some embodiments may provide text transcripts of dialogue from a virtual therapist.
In scenario 1100, after therapist avatar 1110 invites the patient to describe a situation, a patient may respond. In some embodiments, the VRCT platform will receive voice input 1122, e.g., using a microphone in connection with the HMD (e.g., via sound card or USB interface). For instance, patient voice input may be captured as an audio signal using the microphone built into the HMD. In some embodiments, ASR and NLP may be used in receiving the voice input. Some embodiments may use a third-party speech-to-text service where, e.g., an audio signal is converted into text using speech recognition tools in the cloud. For example, Amazon® and Microsoft® each have speech-to-text transcription cloud services.
In scenario 1100, therapist avatar 1110 provides response 1124 to, e.g., reflect what was captured and comprehended from voice input 1122. In some embodiments, a response such as response 1124 may request confirmation. Response 1124, for instance, says, “So, what I'm hearing is that yesterday you got your Biology test back and the grade was not good even though you studied for it . . . . Is that correct?” At this point in scenario 1100, the patient can either confirm or reject the response. In some embodiments, the patient may provide confirmation via voice, gaze, and/or other input. In some embodiments, the patient may provide additional voice input, like voice input 1122, to restate information about the described situation.
In some embodiments, reflecting the captured situation information of the patient, text may be processed using a neural-network-based auto-summarization (e.g., an “auto-summarizer”). For example, OpenAI®'s GPT-3 supports auto-summarization where, e.g., a desired length of the summary may be input as a parameter and a summary generated. If the patient accepts the summary, the interaction continues. In some embodiments, if the patient rejects the summary and specifies a clarification, a new summary may be generated. In some implementations, if no further clarification is provided by the patient, the virtual therapist (or the VRCT platform) may generate a new summary of the original situation with a different length (e.g., 25-33% longer or shorter).
In some embodiments, the patient may elaborate about the situation, e.g., using a voice input, and an auto-summarizer may be applied solely to the elaboration. In some embodiments, the auto-summarizer may be applied to the original explanation combined with any elaboration or supplements provided.
In some embodiments, upon confirmation of a correct capture and comprehension by the virtual therapist and/or VRCT platform, scenario 1100 may progress to a next scenario, such as scenario 1200 as depicted in
During the mindfulness inquiries portion of the “Catch It” exercises, depicted as scenario 1200 of
In some embodiments, a prompt from the virtual therapist may be triggered by the detection of a strong emotion from physiological sensors (e.g., during a “Catch It” exercise). For instance, if a heart rate monitor measures heart rate above a threshold (e.g., 150 beats per minute), bubbles similar to, e.g., anger, stress, anxiety, etc. may be brought to the forefront or top or made to be larger than other surrounding bubbles. In some embodiments, ordering and placing of the emotion bubbles may be based on the likelihood of detected emotions by physiological measures.
In some embodiments, further therapist dialogue (or moving to the next step) may be triggered by a timeout. For instance, after a 40-second countdown and/or 10-15 seconds of inactivity, the virtual therapist may ask the patient to confirm the emotions and/or ask if the patient is ready to move on.
In some embodiments, the virtual therapist may ask the patient to speak the intensity level of their emotion, e.g., on a scale of 1 to 10. For instance, a virtual therapist may say, “On a scale of 1 to 10, what is the intensity level you feel for the selected emotion?” A rating meter may allow a gaze-based input using icons and/or colors/shades to reflect the available values on a scale. In some embodiments, an intensity value may be input by voice or other input. In some embodiments, the color intensity of each emotion bubble reflects the emotion intensity level, e.g., bright red for intense anger (angry bubble 1244). In some cases, bubble size may reflect intensity. In some embodiments, a default selection of intensity level may be set according to a predicted intensity based on physiological signals. For example, if a connected heart rate monitor measures a high heart rate, (e.g., over 1200 beats per minute), a predicted intensity at the top of the scale may be used for the patient. In some embodiments, an intensity level may be recorded for each selected emotion, e.g., sad 1226, anxious 1258, and angry 1244.
In some embodiments, the bubbles of lake 1214 may be removed to make way for a new icon or shape, e.g., clouds, to rise as thoughts are spoken by the patient. For instance, therapist avatar 1210 may invite the patient to allow her mind to wander into thoughts related to the situation and speak them as they arise, saying in a prompt, e.g., “Let your mind wander into thoughts related to the situation and speak them as they come to mind . . . the thoughts you speak will arise from the lake.” In some embodiments, spoken thoughts may appear on virtual cloud icons. In some embodiments, a speech-to-text service may be used again to convert spoken audio input to text. Some embodiments may use natural language processing, e.g., machine learning. For instance, some thoughts for such a situation may be “I should have studied better,” “I'll never get a good job,” “Biology is my worst subject,” “It was an important test,” “I should just quit school,” and “I am a bad student.” In some embodiments, the virtual therapist may help weed out thoughts that are not workable, e.g., thoughts that are an expression about emotions. For example, a patient may say, “Being sad is awful” or “I hate school.” Some embodiments may use keywords to filter out emotional phrases. Some embodiments may use NLP to identify and filter such statements. In some embodiments, the virtual therapist may ask the patient to select a most troublesome thought. For instance, a prompt may request the patient select a thought that is the most troublesome or concerning with her gaze. In some embodiments, once selected, only that thought remains in a cloud and the rest disappear.
In some embodiments, after the mindfulness exercise(s) at the lake, the virtual therapist may politely invite the patient to come back to the virtual therapy room before the setting is changed.
Once the patient and virtual therapist 1110 are back in the virtual therapy room, as depicted in scenario 1300 of
In scenario 1300, two columns appear underneath the selected thought (e.g., “I'll never get a good job”): evidence supporting the thought 1330 and evidence against the thought 1332, e.g., as part of ledger 1322. With prompt 1320, the virtual therapist invites the patient to start listing out loud evidence for the thought one piece of evidence at a time. Then the virtual therapist invites the patient to start listing out loud evidence against the thought one piece of evidence at a time. Ledger 1322 is filled with patient statements with evidence supporting 1330 and evidence against 1332, e.g., as captured by audio and converted to text (e.g., ASR/NLP).
In some embodiments, evidence supporting 1330 and evidence against 1332 may be filled separately, one at a time, e.g., with evidence supporting 1330 and evidence against 1332 second. In some embodiments, evidence supporting 1330 first and evidence against 1332 may be filled at the same time with the patient identifying each statement as evidence supporting or evidence against. For example, such identification may be made with speech, or, in some cases, the VRCT platform may use eye tracking or gaze tracking to specify the focus of the input to either column. When capturing evidence for and against is complete, the VRCT platform may proceed from scenario 1300 to scenario 1400 of
As part of the “Check It” exercise, scenario 1400 of
Further in scenario 1400, e.g., when the patient turns her gaze to the virtual friend, virtual friend 1412 relays information, in statement 1462, about a situation that is very similar to the situation provided by the patient. For instance, virtual friend 1412 may speak out loud to the patient about the same situation shared by the patient earlier, but now from the perspective of the virtual friend going through the experience. Statement 1462 of scenario 1400 comprises: “Recently I got a test back and got a bad grade on the test,” while situation 1323 from ledger 1322 in
In some embodiments, a virtual friend may be using a synthetized voice. For instance, a virtual friend may be using a first-person script based on what patient shared earlier about the situation using NLP and text-to-speech services. Some embodiments may use, e.g., voice cloning and/or voice conversion to allow a virtual avatar to speak with the voice of a patient's real friend with services such as Descript's Overdub and Respeecher. To script the virtual friend's speech, the VRCT platform may use speech synthesis directly with a model of a selected real-world friend's voice to create spoken audio, e.g., for scenario 1400. In some embodiments, the VRCT platform may generate speech in any voice and then use voice conversion to modify the speech to the selected voice of the virtual friend.
At prompt 1464 of scenario 1400, the virtual therapist encourages the patient to respond to statement 1462 from virtual friend 1412 with a question, e.g., “Now, please ask Janet about how she is feeling regarding her situation.” The VRCT platform receives patient-provided audio input 1466: “How are you feeling, Janet?” In response, virtual friend 1412 may share the same emotion and/or thoughts provided by the patient earlier. For instance, in response 1468, virtual friend 1412 states: “Well, I'm scared that I won't get a good job,” which is similar to thoughts 1326 stored in ledger 1322.
In some embodiments, the virtual friend's facial expression and voice may change to reflect the emotion, e.g., using emotion matching. In some embodiments, avatar facial expression rendering may use, e.g., Facial Action Coding System (FACS)-based avatar rigs to characterize facial behaviors based on facial musculature. Many avatar-generating systems now support FACS-based rigs, so that the avatar may be easily morphed using FACS controls. Certain facial expressions may be commonly associated with specific emotions, and may be characterized as a collection of facial action units.
When an avatar is rigged using FACS controls, the specific action units are exposed as parameterized controls that may be manipulated directly. The VRCT platform may control the intensity of such variables as, e.g., “Cheek Raiser” and “Lip Corner Puller” directly to animate emotions. Some embodiments may use emotion-based avatar rigs.
As part of the “Check It” exercises, in scenario 1500, depicted in
In scenario 1500, the virtual therapist, in prompt 1576, asks the patient: “Please offer some thoughts to Janet about her situation and her feelings.” New thoughts may be spoken in a second-person perspective and captured on the ledger next to (or on top of) the list of evidence against such thoughts. For instance, in response to virtual friend 1592, a patient might say: “Janet, you're smart, you do well in other classes,” “You are usually very good in Science class,” “You did well on a couple sections of the test,” It was a really hard test and no one did well on it,” and “One test won't ruin your entire future” based on evidence against 1432 saying, e.g., “I do well in other classes,” “I usually do well in Science class,” “I did pretty well on the multiple-choice section,” “No one in the class got an ‘A,’” and “It's just one test.” Capture of these statements may be performed with ASR/NLP. In some embodiments, the patient may be prompted to read the evidence against 1432 and speak in second-person statements to virtual friend 1412. In some embodiments, the patient may be provided one or more examples of responses to virtual friend 1592 as based on evidence against 1432 and encouraged to read and speak in second-person statements to virtual friend 1412. Such examples may be provided by using a grammar shift, e.g., from first-person statements to second-person statements, using NLP. Each statement of responses to virtual friend 1592 may be captured and separated based on pauses and or further NLP. The patient may affirm she is finished, or there may be a timeout after, e.g., 45 seconds.
In some embodiments, the virtual friend may express gratitude for the friendly and/or empathetic responses to virtual friend 1592 by saying a statement 1594 and/or changing facial expressions to reflect emotional relief. In some embodiments, virtual friend 1412's expression may be reflected non-verbally using a FACS-based avatar rig and/or verbally using emotional speech synthesis and speech-based avatar expression rendering, as described above.
In scenario 1600, as depicted in
The situation of situation ledger 1612 may be retrieved from the earlier conversation (situation 1323 of ledger 1322) and displayed for the patient to read. Then virtual therapist 1110 may ask virtual friend 1412 to respond to the patient, e.g., in a compassionate way, using the same second-person script used during the patient's prior interaction with their virtual friend, responses to virtual friend 1592. Virtual friend 1412's compassionate response 1614 may include, e.g., “You're smart, you do well in other classes,” “You are usually very good in Science class,” “You did well on a couple sections of the test,” It was a really difficult test and no one did well on it,” and “Remember, one test won't ruin your entire future” Again, some embodiments, may use text-to-speech, NLP, and/or ASR services to generate response 1614.
After response 1614, advancing to scenario 1700 depicted in
In scenario 1700, after receiving new intensity scores 1766, the VRCT platform compares the initial intensity scores 1764 with new intensity scores 1766. Generally, the new intensity scores 1766 should be lower. In the event that new intensity scores 1666 are not lower than initial intensity scores 1764, the news may be shared and the encouragement and congratulations may be offered. For instance, response 1760 states, “You said your new intensity score for ANGER is 5. This is great news! Earlier, before talking with Janet, your intensity score was 10!”
In some embodiments, in the event that new intensity scores 1766 are not lower than initial intensity scores 1764, virtual therapist 1110 extends appreciation for the patient's effort, and may provide tips for working with, e.g., thought errors and specific thoughts. In some embodiments, the process may start over. In some embodiments, the process may rewind to a prior stage, e.g., the lake. In some embodiments, some meditation and/or other mindfulness exercises may be provided.
In some embodiments, patient-reported emotions and/or values may not be the only input. Biometric data, such as data measured by biometric sensors like the devices depicted in
In some embodiments, biometric data may be used to supplement and/or adjust patient-reported data. For instance, in some embodiments, biometric values may be used in conjunction with patient input about emotional state and/or intensity values. In some embodiments, biometric data may be used to supplement and/or compare to patient survey data. For instance, a patient may take a survey, such as the PHQ-9 (Patient Health Questionnaire-9), a multipurpose instrument for screening, diagnosing, monitoring, and measuring the severity of depression and biometric data may be normalized and compared to responses and/or scores. In some embodiments, neural networks may be trained based on survey data and biometric data and used to determine if new biometric data may indicate a patient might relapse, staying steady, or improving. In some cases, surveys such as the PHQ-9 may validate whether a patient's emotional state is improving, e.g., as indicated by biometrics and other feedback.
Generally, a VRCT engine may receive and record a biometric value at the beginning of a therapy session, at the end of therapy session, and/or during each of a plurality of exercises, e.g., the “Catch It,” “Check It,” and “Change It” exercises.
Process 1800 begins at step 1802 in
At step 1804, the VRCT engine receives and records the patient's first biometric measurements. For instance, in the example data of chart 1820, heart rate (beats per minute) is the selected biometric data and initial reading 1804 is captured at about 160 beats per minute (bpm).
At step 1806, the VRCT engine begins the first exercise(s) of VR Cognitive Therapy, e.g., the “Catch It” exercise(s). In some embodiments, process 800 of
At step 1808, the VRCT engine receives and records the patient's second biometric measurements. For instance, in the example data of chart 1820, second reading 1808 is captured at about 150 bpm as the biometric feedback during/after the “Catch It” exercise(s). In some embodiments, this data may be compared to a prior reading to determine whether each exercise is effective. This reading, e.g., second reading at step 1808, may be set as another point for comparison to determine whether a patient lowers such biometric feedback, indicating a less intense emotional response.
At step 1810, the VRCT engine begins the second exercise(s) of VR Cognitive Therapy, e.g., the “Check It” exercise(s). In some embodiments, process 900 of
At step 1812, the VRCT engine receives and records the patient's third biometric measurements. For instance, in the example data of chart 1820, third reading 1812 is captured at about 120 bpm as the biometric feedback during/after the “Check It” exercise(s).
At step 1814, the VRCT engine begins the third exercise(s) of VR Cognitive Therapy, e.g., the “Change It” exercise(s). In some embodiments, process 1000 of
At step 1816, the VRCT engine receives and records the patient's fourth biometric measurements. For example, in the sample data of chart 1820, fourth reading 1816 is captured at about 70 bpm as the biometric feedback during/after the “Change It” exercise(s).
At step 1818, the VRCT engine receives and records the patient's final biometric measurements. For instance, in the example data of chart 1820, fifth reading 1818 is captured at about 65 bpm as the biometric feedback after all the exercises. In some embodiments, comparison between patient-reported score 1822 and initial reading 1804, along with comparison of patient-reported score 1824 and readings 1816 or 1818, may indicate if the emotional state of the patient is better than at the start of the session and, e.g., that the session was helpful. In some embodiments, such data may be recorded in a database and tracked from session to session.
In some embodiments, data may be collected to train a neural network to, e.g., categorize emotional states and/or quantify intensity values based on biometric readings. For instance, a model may be trained by a single patient's data and/or a collection of patient data to recognize changes in emotional state. In some embodiments, a trained model may be able to track biometric feedback in a single session and/or over several sessions.
Biometrics may be used in conjunction with patient input for, e.g., intensity values of emotions and/or thoughts. In some embodiments, biometrics may be used to determine whether there is a discrepancy between patient-reported feedback and biometrically measured data about the patient, e.g., before, during, and/or after therapy. For example, a patient may report a high intensity value like 9 on a 0 to 10 scale for feeling an emotion, e.g., anxious, but a measure of heart rate, blood pressure, brain activity, and/or perspiration may not corroborate such a high intensity value. A process for determining a discrepancy in patient-reported data may include steps for receiving a patient's biometric measurements, receiving a patient's input, comparing the biometric measurements to the input and determining whether there are any discrepancies in the patient's input. For instance, a patient may not be completely honest in some input, or unaware of subjectivity in his or her input, and a discrepancy in biometric feedback may highlight such an issue.
Some embodiments may utilize a VRCT engine to perform one or more parts of process 1850, e.g., as part of a VR application, stored and executed by one or more of the processors and memory of a headset, server, tablet and/or other device.
At step 1852, a VRCT engine receives a patient's first biometric measurement(s). For instance,
At step 1854, the VRCT engine provides a VR activity and/or exercise to the patient. For instance, the VRCT engine may provide one or more exercises based on the “Catch It,” “Check It,” and/or “Change It” exercises described above and depicted in
In some embodiments, during an exercise, patient-reported input, such as an intensity value, may be received via audio input, sensor input, accelerometer, mouse, keyboard, touchscreen, etc. For instance, voice input may be received as speech to be converted to text via NLP. A patient may be prompted to say aloud, e.g., an emotion or an intensity score for an emotion. In some embodiments, head position input as a “gaze” may allow aiming and selecting of user interface elements such as buttons, words, numbers, icons, etc. In some embodiments, patient input may be an emotion such as emotions 1222-58 as depicted in scenario 1200 of
At step 1856, the VRCT engine receives the patient's second biometric measurement(s). Typically, the second biometric will measure the same physical attributes as the first biometric measurement. In some cases, the second biometric may measure a different but similar physical attribute as the first biometric measurement and will be, e.g., normalized for comparison. The biometric measurements may be stored as ledger data. For instance, a ledger may be a data structure where, e.g., patient input is logged. In scenario 1300 of
At step 1858, the VRCT engine compares the patient's second biometric measurement to the first biometric measurement to determine whether the patient's emotional state is improving during the provided therapeutic exercise. In some embodiments, a comparison may be between values of the same metric, e.g., (normalized) biometric reading like a blood pressure reading, perspiration measurement, EKG value, etc. For instance, if blood pressure has dropped during the time between the first biometric measurement and the second biometric measurement, it may be determined the patient's emotional state is improving. If brain activity (or facial muscle activity) has safely decreased during the time between the first biometric measurement and the second biometric measurement, it may be determined the emotional state of the patient is improved (e.g., he/she is calmer). In some embodiments, a therapist may be shown a chart, graph, or other pictorial display of such a comparison of biometrics, e.g., over time or over a number of activities.
In some embodiments, biometric measurements may be normalized for comparison. This may be helpful with, e.g., plotting patient-provided intensity values. For instance, a heart rate measurement may be normalized, based on appropriate high and low values for a patient based on age, height, weight, etc. As an example, heart rate values between 60 and 200 beats per minute for a 30-year-old male may be normalized and/or weighted to, e.g., a scale of 0 to 10. Volume or decibel level of voice input may be normalized and attributed to an intensity value of, e.g., 0 to 100. Eye motion or respiration measurements can be correlated to, e.g., a scale of 0 to 10. Measurements with advanced devices like EEG can be correlated to normalized scales, too. Measurements may be personalized and/or normalized over time. In some embodiments, measurements may be input into a trained model to determine whether such biometric data supports or refutes the patient's self-reported emotions and/or intensity levels.
At step 1860, the VRCT engine determines whether the patient's emotional state is improved based on the comparison of the second biometric measurement to the first biometric measurement. In some embodiments, a decrease of values during the time between the first biometric measurement to the second biometric measurement using one or more sensors, such as a temperature measurement, a facial tracker, and a camera and/or light sensor, may identify that a patient is likely less angry. For instance, a measured body temperature above 98.5 degrees (but below, e.g., 100 degrees) may indicate a high emotional intensity for a first biometric measurement but a second biometric measurement of 97.9 degrees may indicate a less high emotional intensity. In some embodiments, a perspiration sensor or an EEG reading may identify that a patient may gradually decline from, e.g., feeling anxious and/or overwhelmed to a lower level like, e.g., cautious and/or worried. Body sensors may collect movement data as first and second biometric values to determine, e.g., if a patient is shaking more or less. For example, a normalized perspiration measurement, e.g., a normalized value of 8.5 on a scale of 0 to 10, may indicate a patient is experiencing acute anxiety for a first biometric measurement, but a second biometric measurement of 4.5 (normalized) may indicate a less high emotional intensity. In some cases, a heart rate reading of above, e.g., 200 beats per minute, may indicate a high intensity of an emotion for a first biometric measurement, but a second biometric measurement of 120 beats per minute may indicate a less high emotional intensity, e.g., the patient feeling calmer. Some biometric feedback tools, like blood pressure monitors and pulse oximeters may also reveal underlying health triggers that could cause and/or complicate reported emotional behavior and intensities.
If, at step 1860, the VRCT engine determines the patient's biometric measurements indicate that the patient's emotional state is improved and/or less intense, then, at step 1868, the VRCT continues to provide the VR activity and/or exercise. For instance, if the exercise is successful in making the patient calmer, the exercises will continue. In some embodiments, a next and/or new exercise may be provided, e.g., upon completion of a task. For instance, after a “Check It” exercise is provided, “Change It” exercise may be provided.
If, at step 1860, the VRCT engine determines the patient's biometric measurements do not indicate that the patient's emotional state is improved and/or less intense, then, at step 1862, the VRCT engine pauses the VR therapy activity and/or exercise. For instance, if the comparison reveals that the second biometric is greater than the first biometric measurement, then the exercise may be paused so the patient can relax or someone can intervene. For example, body sensors may receive input of a body part shaking at a higher rate in the second biometric measurement than the first biometric measurement, which may indicate more nervousness and/or anxiety. If a patient is feeling more of an emotion like anxiety or nervousness (with a relative biometric measurement value) then there might be a need to take a break from the VR activity, change the VR activity, and/or have some type of intervention. As another example, in some embodiments, a voice input loudness measurement may be relatively high (e.g., a 6 on a scale of 0 to 10) as a first biometric measurements but the patient may continue to get louder as a second biometric measurement, which may indicate she is feeling aggravated or provoked by the VRCT activity, environment, and/or character avatars. In some embodiments, a second biometric measurement determined to be less than the first biometric measurement during a comparison may indicate a growth in intensity of emotion. For instance, a measure of lower facial movement or eye movement may indicate an intense focus on an upsetting character or setting within the VR world.
At step 1864, the VRCT engine may alert the supervisor or therapist who is administering the VR therapy that, e.g., the VR therapy exercises/activities may not be helpful. For instance, a therapist device such as a phone, tablet, computer, server, or other network-connected device may be sent an alert and/or notification that the second biometric reading indicates, when compared to the first biometric measurement, that the patient's emotional state is not improving (and may be, in fact, becoming agitated or distressed by the VR exercises).
At step 1866, the VRCT engine may provide an alternative activity, e.g., to help calm or otherwise improve the emotional state for a patient who may have compared biometric data indicating agitation and/or irritation. For instance, in some embodiments, a calming activity such as providing a 3D 360-degree video of nature. In some embodiments, calming music may be played. In some embodiments, meditation exercises may be provided, e.g., activities to help with breathing, concentration, relaxation, or more. In some embodiments, puzzle-based or art-based activities may be provided. In some embodiments, therapy may continue but with a different line of prompts, questioning, exercises, avatars, setting, and/or activities. In some embodiments, the new exercises may be recommended by the VRCT engine. In some embodiments, the new exercises may be recommended by the therapist/supervisor.
In some embodiments, biometric data may be used to supplement and/or adjust patient-reported data. For instance, in some embodiments, biometric values may be used in conjunction with patient input about emotional state and/or intensity values. In some embodiments, biometric data may be used to supplement and/or compare to patient survey data. For instance, a patient may take a survey, such as the PHQ-9. In some cases, surveys such as the PHQ-9 may validate (or contradict) whether a patient's emotional state is improving, e.g., as indicated by biometrics and other feedback. In some embodiments, surveys may indicate whether a patient's input and/or survey responses may not be aligned.
In some embodiments, potential discrepancies in biometric data may be adjusted (or ignored) based on other factors such as the patient's conditions. For instance, motion sensors showing movement indicative of potential nervousness may be discounted if the patient has physical or mental issues causing tremors. Discrepancy data based on blood pressure spikes indicating high intensity emotion might be reduced if the patient is obese. Heart rate data may not be a discrepancy if the patient is an athlete or otherwise in very good shape. Discrepancy data based on sound levels may be weighted differently if the patient has hearing issues. Respiratory illness may affect measurements by a pulse oximeter or respiratory sensors, which could imply a false discrepancy. Someone experiencing eye issues may have decreased eye movement and, accordingly, have a muted eye-movement measurement that may not corroborate a self-reported feeling such as nervousness, anxiety, worry, etc. Someone with chronic depression may experience lower blood pressure measurements.
In some embodiments, the biometric feedback may corroborate self-reported emotions, feelings, and/or intensity values, and the ledger should not be changed. In some embodiments, a patient profile may store past values for self-reported emotions, feelings, intensity values, and other data as well as measurements by biometric sensors and devices. In some embodiments, an indication may be provided to a therapist, e.g., via therapist device, that the patient is accurate, truthful, unbiased, and/or in-tune with his or her emotions and/or intensity of those emotions. In some embodiments, a therapist (or a patient) may be able to view past data collected in order to compare data and examine trends. For instance, charts featuring self-reported data and biometric data may be able to display data that supports or refutes patient input over time. Therapists and doctors may analyze such data to identify if a patient may have a bias in responding in therapy. This data may also be used to train a model such as a neural network to determine whether biometric data supports or contradicts therapy responses, as well as identify potential bias in responses.
In some embodiments, if there is a discrepancy and there is no reason for complete reconciliation of the biometric data, the ledger data may be adjusted. For instance, if a (high) heart rate indicates a higher intensity value for, e.g., anger or anxiety, the ledger data may be adjusted. If a (low) perspiration measurement indicates a lower intensity value for, e.g., anger or anxiety, the ledger data may be adjusted accordingly, too. In some embodiments, self-reported data, e.g., for a health questionnaire, and/or ledger data may be adjusted without displaying the adjustment on the screen to avoid causing additional worry or confusion. For instance, someone self-reporting an intensity value of “8” for anger would probably not like to see an interface indicating that the VRCT engine decreased that intensity value to “6” based upon, e.g., a lower temperature, a lower heart rate, facial expressions, EKG, cameras, and/or other sensors. In some embodiments, the VRCT may provide the adjusted ledger data, e.g., to a therapist device. For example, it may be discouraging to show the patient that her self-reported score or emotion was adjusted. In some embodiments, the VRCT may provide to a therapist, e.g., via a therapist device, an indication that the patient-reported data was inaccurate. For instance, a patient may be exaggerating, underrepresenting, and/or lying about an intensity for an emotion, e.g., saying she feels an intensity level of “9” for anger, while her biometrics indicate a lesser intensity.
Clinician tablet 210 may be configured to use a touch screen, a power/lock button that turns the component on or off, and a charger/accessory port, e.g., USB-C. For instance, pressing the power button on clinician tablet 210 may power on the tablet or restart the tablet. Once clinician tablet 210 is powered on, a therapist or supervisor may access a user interface and be able to log in; add or select a patient; initialize and sync sensors; select, start, modify, or end a therapy session; view data; and/or log out.
Headset 201 may comprise a power button that turns the component on or off, as well as a charger/accessory port, e.g., USB-C. Headset 201 may also provide visual feedback of virtual reality applications in concert with the clinician tablet and the small and large sensors.
Charging headset 201 may be performed by plugging a headset power cord into the storage dock or an outlet. To turn on headset 201 or restart headset 201, the power button may be pressed. A power button may be on top of the headset. Some embodiments may include a headset controller used to access system settings. For instance, a headset controller may be used only in certain troubleshooting and administrative tasks and not necessarily during patient therapy. Buttons on the controller may be used to control power, connect to headset 201, access settings, or control volume.
The large sensor 202B (e.g., a wireless transmitter module) and small sensors 202 are equipped with mechanical and electrical components that measure position and orientation in physical space and then translate that information to construct a virtual environment. Sensors 202 are turned off and charged when placed in the charging station. Sensors 202 turn on and attempt to sync when removed from the charging station. The sensor charger may act as a dock to store and charge the sensors. In some embodiments, sensors may be placed in sensor bands on a patient. In some embodiments, sensors may be miniaturized and may be placed, mounted, fastened, or pasted directly onto a user.
As shown in illustrative
HMD 201 is a piece central to immersing a patient in a virtual world in terms of presentation and movement. A headset may allow, for instance, a wide field of view (e.g., 110°) and tracking along six degrees of freedom. HMD 201 may include cameras, accelerometers, gyroscopes, and proximity sensors. VR headsets typically include a processor, usually in the form of a system on a chip (SoC), and memory. In some embodiments, headsets may also use, for example, additional cameras as safety features to help users avoid real-world obstacles. HMD 201 may comprise more than one connectivity option in order to communicate with the therapist's tablet. For instance, an HMD 201 may use an SoC that features WiFi and Bluetooth connectivity, in addition to an available USB connection (e.g., USB Type-C). The USB-C connection may also be used to charge the built-in rechargeable battery for the headset.
A supervisor, such as a health care provider or therapist, may use a tablet, e.g., tablet 210 depicted in
In some embodiments, such as depicted in
A wireless transmitter module (WTM) 202B may be worn on a sensor band 205B that is laid over the patient's shoulders. WTM 202B sits between the patient's shoulder blades on their back. Wireless sensor modules 202 (e.g., sensors or WSMs) are worn just above each elbow, strapped to the back of each hand, and on a pelvis band that positions a sensor adjacent to the patient's sacrum on their back. In some embodiments, each WSM communicates its position and orientation in real-time with an HMD Accessory located on the HMD. Each sensor 202 may learn its relative position and orientation to the WTM, e.g., via calibration.
As depicted in
A VR environment rendering engine on HMD 201 (sometimes referred to herein as a “VR application”), such as the Unreal Engine™, uses the position and orientation data to create an avatar that mimics the patient's movement.
A patient or player may “become” their avatar when they log in to a virtual reality activity. When the player moves their body, they see their avatar move accordingly. Sensors in the headset may allow the patient to move the avatar's head, e.g., even before body sensors are placed on the patient. A system that achieves consistent high-quality tracking facilitates the patient's movements to be accurately mapped onto an avatar.
Sensors 202 may be placed on the body, e.g., of a patient by a therapist, in particular locations to sense and/or translate body movements. The system can use measurements of position and orientation of sensors placed in key places to determine movement of body parts in the real world and translate such movement to the virtual world. In some embodiments, a VR system may collect performance data for therapeutic analysis of a patient's movements and range of motion.
In some embodiments, systems and methods of the present disclosure may use electromagnetic tracking, optical tracking, infrared tracking, accelerometers, magnetometers, gyroscopes, myoelectric tracking, other tracking techniques, or a combination of one or more of such tracking methods. The tracking systems may be parts of a computing system as disclosed herein. The tracking tools may exist on one or more circuit boards within the VR system (see
The arrangement shown in
One or more system management controllers, such as system management controller 912 or system management controller 932, may provide data transmission management functions between the buses and the components they integrate. For instance, system management controller 912 provides data transmission management functions between bus 914 and sensors 992. System management controller 932 provides data transmission management functions between bus 934 and GPU 920. Such management controllers may facilitate the arrangements orchestration of these components that may each utilize separate instructions within defined time frames to execute applications. Network interface 980 may include an ethernet connection or a component that forms a wireless connection, e.g., 802.11b, g, a, or n connection (WiFi), to a local area network (LAN) 987, wide area network (WAN) 983, intranet 985, or internet 981. Network controller 982 provides data transmission management functions between bus 984 and network interface 980.
A device may receive content and data via input/output (hereinafter “I/O”) path. I/O path may provide content (e.g., content available over a local area network (LAN) or wide area network (WAN), and/or other content) and data to control circuitry 1204, which includes processing circuitry 1206 and storage 1208. Control circuitry may be used to send and receive commands, requests, and other suitable data using I/O path. I/O path may connect control circuitry (and processing circuitry) to one or more communications paths. I/O functions may be provided by one or more of these communications paths.
Control circuitry may be based on any suitable processing circuitry such as processing circuitry. As referred to herein, processing circuitry should be understood to mean circuitry based on one or more microprocessors, microcontrollers, digital signal processors, programmable logic devices, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), etc., and may include a multi-core processor (e.g., dual-core, quad-core, hexa-core, or any suitable number of cores). In some embodiments, processing circuitry may be distributed across multiple separate processors or processing units, for example, multiple of the same type of processing units (e.g., two Intel Core i7 processors) or multiple different processors (e.g., an Intel Core i5 processor and an Intel Core i7 processor). In some embodiments, control circuitry executes instructions for receiving streamed content and executing its display, such as executing application programs that provide interfaces for content providers to stream and display content on a display.
Control circuitry may thus include communications circuitry suitable for communicating with a content provider server or other networks or servers. Communications circuitry may include a cable modem, an integrated services digital network (ISDN) modem, a digital subscriber line (DSL) modem, a telephone modem, Ethernet card, or a wireless modem for communications with other equipment, or any other suitable communications circuitry. Such communications may involve the Internet or any other suitable communications networks or paths. In addition, communications circuitry may include circuitry that enables peer-to-peer communication of user equipment devices, or communication of user equipment devices in locations remote from each other.
Processor(s) 960 and GPU 920 may execute a number of instructions, such as machine-readable instructions. The instructions may include instructions for receiving, storing, processing, and transmitting tracking data from various sources, such as electromagnetic (EM) sensors 993, optical sensors 994, infrared (IR) sensors 997, inertial measurement units (IMUs) sensors 995, and/or myoelectric sensors 996. The tracking data may be communicated to processor(s) 960 by either a wired or wireless communication link, e.g., transmitter 990. Upon receiving tracking data, processor(s) 960 may execute an instruction to permanently or temporarily store the tracking data in memory 962 such as, e.g., random access memory (RAM), read only memory (ROM), cache, flash memory, hard disk, or other suitable storage component. Memory may be a separate component, such as memory 968, in communication with processor(s) 960 or may be integrated into processor(s) 960, such as memory 962, as depicted.
Memory may be an electronic storage device provided as storage that is part of control circuitry. As referred to herein, the phrase “electronic storage device” or “storage device” should be understood to mean any device for storing electronic data, computer software, or firmware, such as random-access memory, read-only memory, hard drives, optical drives, digital video disc (DVD) recorders, compact disc (CD) recorders, BLU-RAY disc (BD) recorders, BLU-RAY 3D disc recorders, digital video recorders (DVR, sometimes called a personal video recorder, or PVR), solid state devices, quantum storage devices, gaming consoles, gaming media, or any other suitable fixed or removable storage devices, and/or any combination of the same. Storage may be used to store various types of content described herein as well as media guidance data described above. Nonvolatile memory may also be used (e.g., to launch a boot-up routine and other instructions). Cloud-based storage may be used to supplement storage or instead of storage.
Storage may also store instructions or code for an operating system and any number of application programs to be executed by the operating system. In operation, processing circuitry retrieves and executes the instructions stored in storage, to run both the operating system and any application programs started by the user. The application programs can include one or more voice interface applications for implementing voice communication with a user, and/or content display applications which implement an interface allowing users to select and display content on display or another display.
Processor(s) 960 may also execute instructions for constructing an instance of virtual space. The instance may be hosted on an external server and may persist and undergo changes even when a participant is not logged in to said instance. In some embodiments, the instance may be participant-specific, and the data required to construct it may be stored locally. In such an embodiment, new instance data may be distributed as updates that users download from an external source into local memory. In some exemplary embodiments, the instance of virtual space may include a virtual volume of space, a virtual topography (e.g., ground, mountains, lakes), virtual objects, and virtual characters (e.g., non-player characters “NPCs”). The instance may be constructed and/or rendered in 2D or 3D. The rendering may offer the viewer a first-person or third-person perspective. A first-person perspective may include displaying the virtual world from the eyes of the avatar and allowing the patient to view body movements from the avatar's perspective. A third-person perspective may include displaying the virtual world from, for example, behind the avatar to allow someone to view body movements from a different perspective. The instance may include properties of physics, such as gravity, magnetism, mass, force, velocity, and acceleration, which cause the virtual objects in the virtual space to behave in a manner at least visually similar to the behaviors of real objects in real space.
Processor(s) 960 may execute a program (e.g., the Unreal Engine or VR applications discussed above) for analyzing and modeling tracking data. For instance, processor(s) 960 may execute a program that analyzes the tracking data it receives according to algorithms described above, along with other related pertinent mathematical formulas. Such a program may incorporate a graphics processing unit (GPU) 920 that is capable of translating tracking data into 3D models. GPU 920 may utilize shader engine 928, vertex animation 924, and linear blend skinning algorithms. In some instances, processor(s) 960 or a CPU may at least partially assist the GPU in making such calculations. This allows GPU 920 to dedicate more resources to the task of converting 3D scene data to the projected render buffer. GPU 920 may refine the 3D model by using one or more algorithms, such as an algorithm learned on biomechanical movements, a cascading algorithm that converges on a solution by parsing and incrementally considering several sources of tracking data, an inverse kinematics (IK) engine 930, a proportionality algorithm, and other algorithms related to data processing and animation techniques. After GPU 920 constructs a suitable 3D model, processor(s) 960 executes a program to transmit data for the 3D model to another component of the computing environment (or to a peripheral component in communication with the computing environment) that is capable of displaying the model, such as display 950.
In some embodiments, GPU 920 transfers the 3D model to a video encoder or a video codec 940 via a bus, which then transfers information representative of the 3D model to a suitable display 950. The 3D model may be representative of a virtual entity that can be displayed in an instance of virtual space, e.g., an avatar. The virtual entity is capable of interacting with the virtual topography, virtual objects, and virtual characters within virtual space. The virtual entity is controlled by a user's movements, as interpreted by sensors 992 communicating with the system. Display 950 may display a Patient View. The patient's real-world movements are reflected by the avatar in the virtual world. The virtual world may be viewed in the headset in 3D and monitored on the tablet in two dimensions. In some embodiments, the VR world is an activity that provides feedback and rewards based on the patient's ability to complete activities. Data from the in-world avatar is transmitted from the HMD to the tablet to the cloud, where it is stored for later analysis. An illustrative architectural diagram of such elements in accordance with some embodiments is depicted in
A VR system may also comprise display 970, which is connected to the computing environment via transmitter 972. Display 970 may be a component of a clinician tablet. For instance, a supervisor or operator, such as a therapist, may securely log in to a clinician tablet, coupled to the system, to observe and direct the patient to participate in various activities and adjust the parameters of the activities to best suit the patient's ability level. Display 970 may depict a view of the avatar and/or replicate the view of the HMD.
In some embodiments, HMD 201 may be the same as or similar to HMD 1010 in
The clinician operator device, clinician tablet 1020, runs a native application (e.g., Android application 1025) that allows an operator such as a therapist to control a patient's experience. Cloud server 1050 includes a combination of software that manages authentication, data storage and retrieval, and hosts the user interface, which runs on the tablet. This can be accessed by tablet 1020. Tablet 1020 has several modules.
As depicted in
The second part is an application, e.g., Android Application 1025, configured to allow an operator to control the software of HMD 1010. In some embodiments, the application may be a native application. A native application, in turn, may comprise two parts, e.g., (1) socket host 1026 configured to receive native socket communications from the HMD and translate that content into web sockets, e.g., web sockets 1027, that a web browser can easily interpret; and (2) a web browser 1028, which is what the operator sees on the tablet screen. The web browser may receive data from the HMD via the socket host 1026, which translates the HMD's native socket communication 1018 into web sockets 1027, and it may receive UI/UX information from a file server 1052 in cloud 1050. Tablet 1020 comprises web browser 1028, which may incorporate a real-time 3D engine, such as Babylon.js, using a JavaScript library for displaying 3D graphics in web browser 1028 via HTML5. For instance, a real-time 3D engine, such as Babylon.js, may render 3D graphics, e.g., in web browser 1028 on clinician tablet 1020, based on received skeletal data from an avatar solver in the Unreal Engine 1016 stored and executed on HMD 1010. In some embodiments, rather than Android Application 1026, there may be a web application or other software to communicate with file server 1052 in cloud 1050. In some instances, an application of Tablet 1020 may use, e.g., Web Real-Time Communication (WebRTC) to facilitate peer-to-peer communication without plugins, native apps, and/or web sockets.
The cloud software, e.g., cloud 1050, has several different, interconnected parts configured to communicate with the tablet software: authorization and API server 1062, GraphQL server 1064, and file server (static web host) 1052.
In some embodiments, authorization and API server 1062 may be used as a gatekeeper. For example, when an operator attempts to log in to the system, the tablet communicates with the authorization server. This server ensures that interactions (e.g., queries, updates, etc.) are authorized based on session variables such as operator's role, the health care organization, and the current patient. This server, or group of servers, communicates with several parts of the system: (a) a key value store 1054, which is a clustered session cache that stores and allows quick retrieval of session variables; (b) a GraphQL server 1064, as discussed below, which is used to access the back-end database in order to populate the key value store, and also for some calls to the application programming interface (API); (c) an identity server 1056 for handling the user login process; and (d) a secrets manager 1058 for injecting service passwords (relational database, identity database, identity server, key value store) into the environment in lieu of hard coding.
When the tablet requests data, it will communicate with the GraphQL server 1064, which will, in turn, communicate with several parts: (1) the authorization and API server 1062; (2) the secrets manager 1058, and (3) a relational database 1053 storing data for the system. Data stored by the relational database 1053 may include, for instance, profile data, session data, application data, activity performance data, and motion data.
In some embodiments, profile data may include information used to identify the patient, such as a name or an alias. Session data may comprise information about the patient's previous sessions, as well as, for example, a “free text” field into which the therapist can input unrestricted text, and a log 1055 of the patient's previous activity. Logs 1055 are typically used for session data and may include, for example, total activity time, e.g., how long the patient was actively engaged with individual activities; activity summary, e.g., a list of which activities the patient performed, and how long they engaged with each on; and settings and results for each activity. Activity performance data may incorporate information about the patient's progression through the activity content of the VR world. Motion data may include specific range-of-motion (ROM) data that may be saved about the patient's movement over the course of each activity and session, so that therapists can compare session data to previous sessions' data.
In some embodiments, file server 1052 may serve the tablet software's website as a static web host.
Cloud server 1050 may also include one or more systems for implementing processes of voice processing in accordance with some embodiments of the disclosure. For instance, such a system may perform voice identification/differentiation, determination of interrupting and supplemental comments, and processing of voice queries. A computing device 1100 may be in communication with an automated speech recognition (ASR) server 1057 through, for example, a communications network. ASR server 1057 may also be in electronic communication with natural language processing (NLP) server 1059 also through, for example, a communications network. ASR server 1057 and/or NLP server 1059 may be in communication with one or more computing devices running a user interface, such as a voice assistant, voice interface allowing for voice-based communication with a user, or an electronic content display system for a user. Examples of such computing devices are a smart home assistant similar to a Google Home® device or an Amazon® Alexa® or Echo® device, a smartphone or laptop computer with a voice interface application for receiving and broadcasting information in voice format, a set-top box or television running a media guide program or other content display program for a user, or a server executing a content display application for generating content for display to a user. ASR server 1057 may be any server running an ASR application. NLP server 1059 may be any server programmed to process one or more voice inputs in accordance with some embodiments of the disclosure, and to process voice queries with the ASR server 1057. In some embodiments, one or more of ASR server 1057 and NLP server 1059 may be components of cloud server 1050 depicted in
While the foregoing discussion describes exemplary embodiments of the present invention, one skilled in the art will recognize from such discussion, the accompanying drawings, and the claims, that various modifications can be made without departing from the spirit and scope of the invention. Therefore, the illustrations and examples herein should be construed in an illustrative, and not a restrictive sense. The scope and spirit of the invention should be measured solely by reference to the claims that follow.