Patent classifications
G06F3/015
Hands-free vehicle sensing and applications as well as supervised driving system using brainwave activity
A device that uses brainwave activity to allow a user to perform hands-free tasks is disclosed. For example, the device can include a transparent display, an electroencephalogram (EEG) sensor, and a processing circuitry coupled to the transparent display and the EEG sensor. The EEG sensor can be configured to sense an EEG signal corresponding to brain activity associated with a user of the device. The processing circuitry can be configured to display a visual stimulus on the transparent display and generate a control signal associated with a task of the user based on the EEG signal. Therefore, the user can use his brainwave activity to perform hands-free tasks.
CAMERA CONTROL USING SYSTEM SENSOR DATA
A method for using cameras in an augmented reality headset is provided. The method includes receiving a signal from a sensor mounted on a headset worn by a user, the signal being indicative of a user intention for capturing an image. The method also includes identifying the user intention for capturing the image, based on a model to classify the signal from the sensor according to the user intention, selecting a first image capturing device in the headset based on a specification of the first image capturing device and the user intention for capturing the image, and capturing the image with the first image capturing device. An augmented reality headset, a memory storing instructions, and a processor to execute the instructions to cause the augmented reality headset as above are also provided.
Systems and methods for simulating a sensation of expending effort in a virtual environment
The disclosed method may include detecting motion of a user, estimating, for the detected motion of the user, effort expended by the user in performing the motion, determining, based on the detected motion and the estimation of expended effort, a haptic profile for conveying to the user a physical sensation of expending the effort, and simulating a sensation of expending the effort by executing the haptic profile in at least one haptic device that is worn by the user. Various other methods, systems, and/or computer-readable media are also disclosed.
Meta verse multimedia system based on brainwaves
A metaverse multimedia system based on user brainwaves causes that emotional messages, voice messages and color messages could be captured from the brainwaves of the users. The emotional messages are integrated to the role of the user in the metaverse space. Hence, the role in the metaverse can respond the emotions of the user, while the voice messages and color messages are integrated into the sceneries in the metaverse, which is selected by the user. As a result, the metaverse space completely presents user's states of mind which are captured from the brainwaves of the users. Furthermore the whole sceneries and presentations of the roles in the metaverse space are adjustable with the changes of the users. It can also express user's personalities. Interaction modes between the users and visitors entering into the metaverse space of the user could be analyzed based on the method disclosed in the present invention.
MOOD ORIENTED WORKSPACE
A system detects a user's mood and in response establishes computer settings including computer game settings, recommends social network interactions, advises other users, alters task scheduling, and in general enhances collective group mood, collective productivity, social interaction, and engagement.
VIRTUAL REALITY ACTIVITIES FOR VARIOUS IMPAIRMENTS
Systems and methods are provided for identifying a therapeutic VR activity or exercise for a subject/patient based on the subject's impairments, dynamically adjusting a VR activity for a patient, and identifying potential impairments based on a patient's performance in a VR activity. Patients may each have various physical, neurological, cognitive, and/or sensory impairments to be treated. Not all therapeutic activities may be appropriate for some patients and their impairments. A VR therapeutic activity platform may increase patient engagement and challenge patients at more appropriate times by better matching activities corresponding to a patient's impairments and dynamically adjusting each VR activity based on performance to offer a challenging and rewarding therapeutic experience.
Floating biopotential samplings
The disclosed biopotential measurement device may include a front end comprising a biopotential measurement sensor and a back end comprising a processor programmed to process biopotential signals detected by the biopotential measurement sensor. The biopotential measurement device may also include an isolation circuit that, during at least a sampling phase of the biopotential measurement sensor, electrically isolates the front end from the back end. Various other methods, systems, and computer-readable media are also disclosed.
SENSOR-BASED MACHINE LEARNING IN A HEALTH PREDICTION ENVIRONMENT
A machine learning prediction system can analyze a dataset of users with self-reported symptoms and associated data from a wearable device to impact measure the impact of an acute health condition (such as the flu) at the population level. The machine learning prediction system can train a machine learning model to recognize individual acute health condition patterns based on differences in user activity with respect to the characteristics of determined baseline periods. For example, per-individual normalized change with respect to baseline aggregated at the population level can be used to determine individual acute health condition patterns and predict the onset of certain acute health conditions using a trained machine learning model. In response to predictions, the machine learning prediction system can take interventions to manage the impact of a predicted acute health condition on an individual.
Face mask for accurate location of sensors relative to a users face, a communication enabling face mask and a communication system including the face mask
Face mask communication system 100 includes face mask 10 worn by user 14 and signal receiving hand glove 16 worn by user 18. Glove 16 includes data receiver 66 for data communication with mask 10 and includes multiple vibrotactile devices for generating haptic signals. Mask 10 includes an elastic element of flexible material, and a plurality of EMG sensors 12 fixed to the element, for sensing electrical activity of face regions of the user's 14 face. Mask 10 includes a processor 60; decoding algorithm 110 and transmitter 62 for, respectively, processing signals from the sensors 12; generating command instructions based on the signals; and wirelessly transmitting the signals to receiver 66 of glove 16. Mask 10 includes thread elements connected to the elastic element of mask 10 enabling tensioning of the element to provide for fitment of mask 10 to users of different sizes, for optimal location sensors 12.
Methods and Systems for Displaying Eye Images to Subjects and for Interacting with Virtual Objects
A processing subsystem generates perceived images from information bearing nerve impulses that are transmitted from a subject's eye(s) to a visual processing region of the subject's brain along one or more nerves in response to the subject viewing a real-world scene. The processing subsystem generates display images based on the perceived images, and controls a display device to display the display images to the subject. In certain embodiments, the processing subsystem generates the display images by manipulating or modifying the perceived images to include virtual images, and provides a type of virtual pointing on the display images that is used to invoke one or more actions.