Patent classifications
A63F13/285
SYSTEM AND METHOD FOR TARGETED NEUROLOGICAL THERAPY USING BRAINWAVE ENTRAINMENT WITH PASSIVE TREATMENT
A system and method for targeted neurological treatment using brainwave entrainment therapy with passive treatment that allows for targeted treatment of particular areas of the brain, particular neurological functions, particular neurological states, and combinations of areas, functions, and states. The system and method receive gait parameters for an individual and compare those against a database of historical gait data to determine if an onset neurodegenerative condition is present, and applies a brainwave entrainment therapy responsive to the determination of the condition. The system and method receive a neurological assessment identifying areas of the brain or neurological functions to be treated, select one or more treatment modalities and frequencies, select a treatment regimen, and apply brainwave entrainment using a treatment regimen while the subject engages in dual-task activities selected to stimulate the areas of the brain, neurological functions, or neurological states to be treated, enhanced, or altered.
CLOUD-BASED GAMING PLATFORM WITH HEALTH-RELATED DATA COLLECTION
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.
MULTI-MODALITY THERAPEUTIC STIMULATION USING VIRTUAL OBJECTS AND GAMIFICATION
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.
MULTI-MODALITY THERAPEUTIC STIMULATION USING VIRTUAL OBJECTS AND GAMIFICATION
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.
Customizable rumble effect in gaming accessory
A device for online gaming includes an actuation component and a controller communicatively coupled to a computer system. The controller is configured to perform operations including detecting an actuation of the actuation component, wherein the actuation component is associated with performing of an action in a video game executed by the computer system. Responsive to detecting the actuation, an instruction is provided to the computer system to perform the action, wherein, based on a current value of a timer, the computer system restricts the action from being performed. The timer, having been previously initiated based on a prior actuation of the actuation component, relates to a cooldown period during which the action cannot be repeated after the action is performed. Responsive to receiving a command from the computer system, a tactile effect is generated as an indication to a user that the action can be repeated.
Customizable rumble effect in gaming accessory
A device for online gaming includes an actuation component and a controller communicatively coupled to a computer system. The controller is configured to perform operations including detecting an actuation of the actuation component, wherein the actuation component is associated with performing of an action in a video game executed by the computer system. Responsive to detecting the actuation, an instruction is provided to the computer system to perform the action, wherein, based on a current value of a timer, the computer system restricts the action from being performed. The timer, having been previously initiated based on a prior actuation of the actuation component, relates to a cooldown period during which the action cannot be repeated after the action is performed. Responsive to receiving a command from the computer system, a tactile effect is generated as an indication to a user that the action can be repeated.
PHYSICS-BASED AUDIO AND HAPTIC SYNTHESIS
Disclosed herein are systems and methods for generating and presenting virtual audio for mixed reality systems. A method may include determining a collision between a first object and a second object, wherein the first object comprises a first virtual object. A memory storing one or more audio models can be accessed. It can be determined if the one or more audio models stored in the memory comprises an audio model corresponding to the first object. In accordance with a determination that the one or more audio models comprises an audio model corresponding to the first object, an audio signal can be synthesized, wherein the audio signal is based on the collision and the audio model corresponding to the first object, and the audio signal can be presented to a user via a speaker of a head-wearable device. In accordance with a determination that the one or more audio models does not comprise an audio model corresponding to the first object, an acoustic property of the first object can be determined, a custom audio model based on the acoustic property of the first object can be generated, an audio signal can be synthesized, wherein the audio signal is based on the collision and the custom audio model, and the audio signal can be presented, via a speaker of a head-wearable device, to a user.
PHYSICS-BASED AUDIO AND HAPTIC SYNTHESIS
Disclosed herein are systems and methods for generating and presenting virtual audio for mixed reality systems. A method may include determining a collision between a first object and a second object, wherein the first object comprises a first virtual object. A memory storing one or more audio models can be accessed. It can be determined if the one or more audio models stored in the memory comprises an audio model corresponding to the first object. In accordance with a determination that the one or more audio models comprises an audio model corresponding to the first object, an audio signal can be synthesized, wherein the audio signal is based on the collision and the audio model corresponding to the first object, and the audio signal can be presented to a user via a speaker of a head-wearable device. In accordance with a determination that the one or more audio models does not comprise an audio model corresponding to the first object, an acoustic property of the first object can be determined, a custom audio model based on the acoustic property of the first object can be generated, an audio signal can be synthesized, wherein the audio signal is based on the collision and the custom audio model, and the audio signal can be presented, via a speaker of a head-wearable device, to a user.
Information processing device and information processing method
An information processing device includes a control unit that generates, on the basis of control information relating to tactile stimulation to be perceived by a second user as configured by a first user and on the basis of characteristics of a tactile stimulation unit that outputs the tactile stimulation to the second user, a control signal which is inputted to the tactile stimulation unit and which serves to cause the second user to perceive the tactile stimulation indicated by the control information.
GAMING EXPERT CONNECTION FOR GAMING ASSISTANCE
An information handling system may receive a request from a user for expert assistance associated with a gaming application. The information handling system may determine a recommendation of one or more experts from a plurality of available experts based, at least in part, on the gaming application and one or more gaming characteristics of each of the plurality of available experts. The information handling system may initiate a gaming assistance session between the user and at least one of the determined experts.