G06F3/015

CLOUD-BASED GAMING PLATFORM WITH HEALTH-RELATED DATA COLLECTION
20230223122 · 2023-07-13 ·

A system and method for a cloud-based gaming platform with integrated health-related data collection capabilities. In an embodiment, the system and method comprise a cloud-based gaming platform comprising a frontend accessible from various game clients which operates a gaming environment on one or more game servers, a backend that provides the game database and analytics used by the game servers to operate the gaming environment, and a HIPPA-compliant security gateway configured to route health-related data from gaming to a healthcare diagnostics and treatment module integrated into the platform. Exercising on an exercise machine compatible with the cloud-based gaming platform entertains the user while simultaneously capturing data about the user's physical and mental performance which can later be used to diagnose medical conditions and, depending on configuration, implement treatment regimens comprising exercise routines and mental simulation via tasks in the gaming environment.

Enhanced Emotive Engagement with Volumetric Content

A volumetric content enhancement system (“the system”) can annotate at least a portion of a plurality of voxels from a volumetric video with contextual data. The system can determine at least one actionable position within the volumetric video. The system can create an annotated volumetric video that includes the volumetric video, an annotation with the contextual data, and the at least one actionable position. The system can provide the annotated volumetric video to a volumetric content playback system. The system can obtain viewer feedback associated with the viewer and can determine an emotional state of the viewer based, at least in part, upon the viewer feedback. The system can receive viewer position information that identifies a specific actionable position of the viewer. The system can generate manipulation instructions to instruct the volumetric content playback system to manipulate the annotated volumetric content to achieve a desired emotional state of the viewer.

MULTI-MODALITY THERAPEUTIC STIMULATION USING VIRTUAL OBJECTS AND GAMIFICATION
20230218857 · 2023-07-13 ·

A system and method for therapeutic stimulation using virtual objects and gamification, in which multi-modality stimulus is applied using some combination of virtual elements, attention is enhanced by virtue of the user's active participation, and long-term use is encouraged by virtue of the entertaining nature of the gamification. Depending on configuration, the system and method may comprise a display comprising virtual objects, a light-producing device (other than the display), an audio-producing device such as speakers or headphones, a haptic feedback device such as a vibratory motor, a means for monitoring the user's attention, and a software application which applies therapeutic stimulation using some combination of the display, the light-producing device, the audio-producing device, and the haptic feedback device.

Machine-learning based gesture recognition using multiple sensors

A device implementing a system for machine-learning based gesture recognition includes at least one processor configured to, receive, from a first sensor of the device, first sensor output of a first type, and receive, from a second sensor of the device, second sensor output of a second type that differs from the first type. The at least one processor is further configured to provide the first sensor output and the second sensor output as inputs to a machine learning model, the machine learning model having been trained to output a predicted gesture based on sensor output of the first type and sensor output of the second type. The at least one processor is further configured to determine the predicted gesture based on an output from the machine learning model, and to perform, in response to determining the predicted gesture, a predetermined action on the device.

Switch leakage compensation for global illumination

A method of leakage-compensated global illumination comprises obtaining position data for at least one of a head or an eye of a user of a display system by an application processor, rendering image data for an image frame by the application processor based on the position data, modifying the image data to compensate for leakage associated with a global illumination by a display of the display system, and sending the image data to a display driver circuit of the display system for displaying the image frame on the display through the global illumination.

WEARABLE ELECTRONIC DEVICE

A consumer product that is a portable and, in some cases, a wearable electronic device. The wearable electronic device may have functionalities including: keeping time; monitoring a user's physiological signals and providing health-related information based on those signals; communicating with other electronic devices or services; visually depicting data on a display; gather data form one or more sensors that may be used to initiate, control, or modify operations of the device; determine a location of a touch on a surface of the device and/or an amount of force exerted on the device, and use either or both as input.

Wearable Electronic Haptic Feedback System for VR and Gaming Systems
20230214022 · 2023-07-06 ·

A wearable electronic Human Machine Interface (HHMI) receives electrical activity from muscles and nerves of a user. An electrical signal is determined having characteristics based on the received electrical activity. The electrical signal is generated and applied to an object to cause an action dependent on the received electrical activity. The object can be a biological component of the user, such as a muscle, another user, or a remotely located machine such as a drone. Exemplary uses include mitigating tremor, accelerated learning, cognitive therapy, remote robotic, drone and probe control and sensing, virtual and augmented reality, stroke, brain and spinal cord rehabilitation, gaming, education, pain relief, entertainment, remote surgery, remote participation in and/or observation of an event such as a sporting event, biofeedback and remotality. Remotality is the perception of a reality occurring remote from the user. The reality may be remote in time, location and/or physical form. The reality may be consistent with the natural world, comprised of an alternative, fictional world or a mixture of natural and fictional constituents.

INTERFACE MATERIAL FOR VIRTUAL REALITY INTERACTION AND PREPARATION METHOD THEREFOR
20230211019 · 2023-07-06 ·

The present disclosure relates to an interface material for virtual reality interaction and a preparation method therefor. The interface material is composed of an ionic conductive self-adhesive hydrogel and an organic solvent. The preparation method includes: (1) preparing a prepolymer solution; (2) preparing a bioelectrical sensing pregel by ultraviolet (UV) curing; and (3) preparing an interface material for virtual reality interaction by solvent extraction. The preparation method of the present disclosure is simple and cost-effective, and can be used for large-scale production. The obtained gel interface material has excellent properties such as high stability, high sensitivity, non-invasiveness, and reusability, can be used for detection of bioelectrical signals such as electromyography (EMG) signals and electroencephalography (EEG) signals, and has important application value in the field of virtual reality interaction.

DETERMINING MENTAL STATES BASED ON BIOMETRIC DATA

Various embodiments of an apparatus, methods, systems and computer program products described herein are directed to an Analytics Engine that receives one more signal files that include neural signal data of a user based on voltages detected by one or more electrodes on a set of headphones worn by a user. The Analytics Engine preprocesses the data, extracts features from the received data, and feeds the extracted features into one or more machine learning models to generate determined output that corresponds to at least one of a current mental state of the user and a type of facial gesture performed by the user. The Analytics Engine sends the determined output to a computing device to perform an action based on the determined output.

Adaptive audio therapy system
11547321 · 2023-01-10 ·

An adaptive audio therapy system which detects and processes one or more individuals' conditions to provide adaptive, continuous audio therapy in real-time. The adaptive audio therapy system generally includes a detection device that is typically in physical contact with an individual, such as a pacifier or steering wheel. The detection device may include sensors to detect various conditions of the individual, such as heart rate, respiration rate, temperature, and the like. A computing device receives and processes the various conditions detected by the sensors. Based on the detected conditions, the computing device provides audio therapy which is adaptive to the condition of the patient and which is continuously adapted in real-time.