ENHANCED REALITY REHABILITATION SYSTEM AND METHOD OF USING THE SAME
20200357299 ยท 2020-11-12
Inventors
Cpc classification
G16H20/30
PHYSICS
A63F13/212
HUMAN NECESSITIES
A61B5/165
HUMAN NECESSITIES
G06F3/011
PHYSICS
G16H50/20
PHYSICS
A61B5/7264
HUMAN NECESSITIES
A63F13/80
HUMAN NECESSITIES
A63F2300/1012
HUMAN NECESSITIES
G16H10/60
PHYSICS
A61B5/11
HUMAN NECESSITIES
G16H50/30
PHYSICS
A61B5/4833
HUMAN NECESSITIES
A61B5/4836
HUMAN NECESSITIES
International classification
G09B19/00
PHYSICS
A61B5/00
HUMAN NECESSITIES
A61B5/11
HUMAN NECESSITIES
A61B5/16
HUMAN NECESSITIES
A63F13/212
HUMAN NECESSITIES
A63F13/80
HUMAN NECESSITIES
G16H20/30
PHYSICS
Abstract
A network-based rehabilitation system for treating ailments of a user utilizing an enhanced reality environment is provided. The system has an enhanced reality device wearable by the user, the device being in communication with a network and configured to enable a user to interact with the enhanced reality environment to execute a rehabilitation routine; at least one sensor configured to capture biometrics of the user, a condition of the user, or both, wherein the at least one sensor is in communication with the enhanced reality device and the network; a progress analysis module configured to analyze a rehabilitation routine performance of the user, and a routine modification module configured to adjust the rehabilitation routine based on the performance of the user, wherein the routine modification module executes a machine learning algorithm and recommends a routine adjustment based on the machine.
Claims
1. A network-based rehabilitation system for treating ailments of a user utilizing an enhanced reality environment, the system comprising: an enhanced reality device wearable by the user, the device being in communication with a network and is configured to enable a user to interact with the enhanced reality environment to execute a rehabilitation routine for treating a diagnosed condition; at least one sensor to capture biometrics of the user, a condition of the user, or both, wherein the biometrics of the user comprise anxiety, stress related responses, or both, in response to rehabilitation routine, wherein the at least one sensor is in communication with the enhanced reality device and the network; a progress analysis module to analyze a rehabilitation routine performance of the user, wherein the routine performances of the user comprises the anxiety, stress related responses, or both, and a routine modification module to automatically adjust the rehabilitation routine based on the performance of the user, wherein the routine modification module executes an algorithm and recommends a routine adjustment based on the algorithm to balance user rehabilitation gains related to anxiety, stress related responses, or both.
2. The system of claim 1, further comprising an education module to teach a user a cognitive behavioral and mindfulness-based approach to managing the diagnosed condition, wherein the education module is ran at various times before, during, or after game play sessions, wherein the diagnosed condition is chronic pain.
3. The system of claim 1, wherein the at least one sensor comprises: at least a physical movement sensor configured to capture quantitative movement data; at least a cognitive sensor configured to capture brain activity data; at least a physiological data sensor to capture stress response; and the combined data is received by the routine modification module; wherein the routine modification module measures the user's stress response, the brain activity, the movement data, or any combination thereof, in response to rehabilitation routine; and wherein the
4. The system of claim 1, wherein the routines are gamified routines and together with the sensors and routine modification module, are configured to engage, motivate, and guide the user through physical, emotional and cognitive rehabilitation to retrain of the brain's neural circuits which serves to attenuate the pain and improve functional movements.
5. The system of claim 1 further comprising a virtual reality server in communication with the virtual reality device, at least one sensor, a communication interface via the network, wherein the server comprises: a virtual reality module configured to build the virtual reality environment respective of the input to execute the gamified rehabilitation program; a prescription input module configured to receive an input, wherein the input comprises the gamified rehabilitation program.
6. The system of claim 5, wherein the prescription input module comprises a plurality of routines, and is configured to receive inputs from an acting physician, a healthcare provider, the routine modification module, or any combination thereof, to thereby upload the preloaded routine, and is further configured to rank the routines based on what the routine modification module output for the best chance of success at rehabilitation.
7. The system of claim 1, further comprising: a database comprising user data and group data; and a machine learning module that utilizes the user data and group data to suggest a routine for a user; wherein the stored user data is for multiple routines for a single user, and the machine learning module optimizes a future routine.
8. The system of claim 1, wherein the server further comprises a group routine module to enable at least two users to interact with the virtual reality environment to execute the gamified rehabilitation program.
9. The system of claim 1, wherein the prescription input module receives the input from at least one of healthcare provider or user.
10. The system of claim 1, wherein the routine modification module is enables at least one of the healthcare providers or the patient to adjust the gamified rehabilitation program based on the performance.
11. The network-based rehabilitation system of claim 1, wherein the routine modification module automatically adjusts the gamified rehabilitation program based on the performance.
12. The system of claim 1, wherein the virtual reality device comprises one or more VR controller or headphones, a VR headset coupled with microphone, one or more physiology or motion sensors are coupled to the patient and one or more motion analysis cameras coupled to the VR device.
13. The network-based rehabilitation system of claim 1, further comprises one or more database to store a publicly available patient data, a received group data and a single user data.
14. A network-based rehabilitation method for treating ailments of a user utilizing an enhanced reality environment, the method comprising the steps of: receiving, at a virtual reality server via a prescription input module, an input, wherein the input comprises a rehabilitation routine; outputting, at the virtual reality server, the virtual reality environment respective of the input to execute the gamified rehabilitation routine for treating a diagnosed condition; analyzing, at the virtual reality server via a progress analysis module, a rehabilitation routine performance of the user using captured biometrics of the user, a condition of the user, or both, wherein the biometrics of the user comprise anxiety, stress related responses, or both, in response to rehabilitation routine; and automatically adjusting, at the virtual reality server via a routine modification module, the rehabilitation program based on the performance of the user, using the anxiety, stress related responses, or both of the user, wherein the routine modification module executes an algorithm and recommends a routine adjustment based on the response to balance user rehabilitation gains related to anxiety, stress related responses, or both.
15. The method of claim 14, further comprising educating the user about cognitive behavioral and mindfulness based approach to managing the diagnosed condition via an education module is configured to run at various times before, during, or after game play sessions, wherein the diagnosed condition is chronic pain.
16. The method of claim 14, wherein the routines are gamified routines and together with a plurality of sensors and routine modification module, are configured to engage, motivate, and guide the user through physical, emotional and cognitive rehabilitation to retrain user's neural circuits which serves to attenuate the pain and improve functional movements.
17. The method of claim 14, wherein the user is at least one of a patient or healthcare provider.
18. The method of claim 14, wherein the virtual reality device comprises one or more VR controllers, a VR headset coupled with a microphone or headphones, one or more physiology or motion sensors are coupled to the patient and one or more motion analysis cameras coupled to the VR device.
19. The method of claim 14, further comprising a step of: receiving, at the virtual reality server via the prescription input module, the input from at least one of the healthcare provider or patients; executing a machine learning module that utilizes the user data and group data to suggest a routine for a user; wherein the stored user data is for multiple routines for a single user, and the machine learning module optimizes a future routine.
20. The network-based rehabilitation method of claim 14, further comprising a step of: enabling, at the virtual reality server via the routine modification module, at least one of the healthcare provider or patients to adjust the gamified rehabilitation program based the user's stress response, the brain activity, the movement data, or any combination ther
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0050] The present invention is best understood by reference to the detailed figures and description set forth herein.
[0051] Embodiments of the invention are discussed below with reference to the Figures. However, those skilled in the art will readily appreciate that the detailed description given herein with respect to these figures is for explanatory purposes as the invention extends beyond these limited embodiments. For example, it should be appreciated that those skilled in the art will, in light of the teachings of the present invention, recognize a multiplicity of alternate and suitable approaches, depending upon the needs of the particular application, to implement the functionality of any given detail described herein, beyond the particular implementation choices in the following embodiments described are shown. That is, there are numerous modifications and variations of the invention that are too numerous to be listed but that all fit within the scope of the invention. Also, singular words should be read as plural and vice versa and masculine as feminine and vice versa, where appropriate, and alternative embodiments do not necessarily imply that the two are mutually exclusive.
[0052] It is to be further understood that the present invention is not limited to the particular methodology, compounds, materials, manufacturing techniques, uses, and applications, described herein, as these may vary. It is also to be understood that the terminology used herein is used for the purpose of describing particular embodiments only, and is not intended to limit the scope of the present invention. It must be noted that as used herein and in the appended claims, the singular forms a, an, and the include the plural reference unless the context clearly dictates otherwise. Thus, for example, a reference to an element is a reference to one or more elements and includes equivalents thereof known to those skilled in the art. Similarly, for another example, a reference to a step or a means is a reference to one or more steps or means and may include sub-steps and subservient means. All conjunctions used are to be understood in the most inclusive sense possible. Thus, the word or should be understood as having the definition of a logical or rather than that of a logical exclusive or unless the context clearly necessitates otherwise. Structures described herein are to be understood also to refer to functional equivalents of such structures. Language that may be construed to express approximation should be so understood unless the context clearly dictates otherwise.
[0053] Unless defined otherwise, all technical and scientific terms used herein have the same meanings as commonly understood by one of ordinary skill in the art to which this invention belongs. Preferred methods, techniques, devices, and materials are described, although any methods, techniques, devices, or materials similar or equivalent to those described herein may be used in the practice or testing of the present invention. Structures described herein are to be also understood to refer to functional equivalents of such structures. The present invention will now be described in detail with reference to embodiments thereof as illustrated in the accompanying drawings.
[0054] As used herein, the term healthcare provider, medical professional or medical practitioner or any persons that is aiding the user in their health means, is shall mean any person having training in the particular field the system is being used. It may mean a physical therapist, medical doctor, pain management professional, and the like.
[0055] As used herein, pain or chronic pain may also refer to physical restoration. As an example, if a system or game is treating pain, it is concurrently restoring physical movement.
[0056] As used herein, the term prescription shall mean an instruction written by a medical practitioner that authorizes a user to be provided a treatment. For purposes of this system, all prescriptions shall be in a digital format that can be inputted to, and read by, electronic devices.
[0057] As used herein, the term user shall mean any individual who utilizes the system and methods described herein for rehabilitative routine purposes.
[0058] As used herein, the term VR shall mean virtual reality or augmented reality.
[0059] Referring now to
[0060] In this embodiment, the user 102 sees only the computer-displayed image of a virtual environment. In optional embodiments, however, a different environment may be usednamely, one that is not completely virtual such that the user 102 may see both the computer-displayed images as well as certain images from the real environment (e.g., augmented reality) in which user's experience digital play in a real-world environment. In optional embodiments, machines typically associated with the type used to perform rehabilitation (e.g., stationary bicycles, treadmills, rowing machines) may be incorporated such that the user 102 is able to see the user's arms and hands as well as portions of the physical machine, as well as the virtual environment. For example, an individual conducting rehab using a bicycle may see the physical bicycle they may be sitting on as well as their arms operating the bicycle, with a computer-displayed image such as a road that the user will ride the bicycle on.
[0061] Referring now to
[0062] Still referring to
[0063] Still with reference to
[0064] With reference still to
[0065] In this way, the processor 116 may be connected to other server arrays and cloud systems such that the system is connected to administration, billing or other systems, via a communication link network 124 of data processing devices such as a LAN, WAN, the Internet, or combinations thereof. In particular, the communication link may be to e-mail systems, fax, telephone, wireless communications systems such as pagers and cell phones, wireless PDA's and other communication systems. The communications systems may also be HIPPA compliant so that patients and medical professionals may communicate over the network (e.g., telehealth). As such, the communication link is capable to execute various communications protocols in order to establish and maintain HIPPA compliant communication with the processor 116.
[0066] Referring now to
[0067] Referring now to
[0068] Still referring to
[0069] Still referring to
[0070] The software components 306 comprise an operating system 318 on which various applications may execute as well as user performance database 326 that contains the data gathered regarding a user's performance of any virtual reality rehabilitation routines.
[0071] A prescription input module 320 allows for the entry of a medical practitioner's prescription data file. This may occur through the use of a remote GUI in the physicians' control via a wireless network connection. Once the prescription is input, the virtual reality module 322 will build the virtual environment and the applicable routine as prescribed by the medical practitioner. Further, the prescription input module may be configured to work with education module 330 to not only build a VR or AR environment (e.g., run game software) but also to build an educational and coaching construct to teach the patient about pathophysiology of chronic pain and to teach the methods of the cognitive behavioral and mindfulness approach to treating pain during the immersive VR or AR experience. Importantly, the system takes a multimodal approach to treating the cognitive-emotional state and physical state in parallel, rather than in series.
[0072] With reference still to
[0073] Referring now to
[0074] Referring now to
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[0076] In operation, the medical practitioner may log into a clinic portal 607 to integrate various processes in connection with patient, and conferencing capabilities by communicatively coupling point-of-care sites with and care-dispensing sites and to enable on-demand healthcare. The clinic portal 607 allows the medical practitioner or other authorized access a database of health-related information or central data repository and link all the relevant medical-related information for each patient 604. Medical-related or health-related information includes but is not limited to medical history, medical profile information, lifetime laboratory reports, demographic information, current and past prescribed medications, insurance coverage information, and family medical history. In one embodiment, the patient portal 610 enables the patient to review the updates made by the medical practitioner.
[0077] In this way, the network 606 is communication with client-side infrastructure 616 and server-side infrastructure 612 which enables physicians to engage in a dynamic (e.g., on-demand) communication and collaboration with remotely located patients. The components of each the server-side 612 and client side 616 may vary, but generally comprise the elements shown therein. The network 606 provides HIPPA compliant unified communications and video conferencing capabilities (e.g., patient computers, video conference monitors, a conference telephone, video cameras such as high-resolution cameras, administrative computer and monitor, a server, a printer, a server recorder/caching device, and a router) and also through the use of various GUIs send and receive various prescriptions to the patient 604. Further, the patient can communicate information back to the physician in a HIPPA compliant manner.
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[0080] In an embodiment, the user device 802 is at least one of a desktop, a laptop, a tablet, a mobile phone, and mobile and/or handheld electronic devices. In an embodiment, the user device 802 is in communication with the communication network 606 to access the VR server 604. In an embodiment, the communication network 606 could be Wi-Fi network, WiMax network, and wireless local area network. In one embodiment, the at least one VR database 602 may be accessible by the VR server 604. The VR database 602 may be integrated into the VR server 604 or separate from it. In some embodiments, the VR database 602 resides in a connected server or in a cloud computing service. Regardless of location, the database 602 comprises a memory to store and organize certain data for use by the VR server 604.
[0081] In one embodiment, the virtual reality device 116 comprises VR controllers 108 and 110, VR headset 122 coupled with a microphone, various physiology sensors 112 and 114 are coupled to the patient and the motion analysis cameras 104 and 106. In one embodiment, the VR device 116 further includes one or more sensor to track the movement of the user, which includes, but not limited to, degrees of motion, a velocity of movement, repetitions, and duration of the movement. In one embodiment, the physiology sensors 112 and 114 are configured to track data related to effort, stress response, and emotional response. More specifically, the physiologic sensors will include heart rate monitor, respiratory (breathing) rate monitor, EMG (muscle tension) sensors, EEG (brain activity) sensors, and galvanic skin (sweat) response monitors. Further, to sense motion, a sensor jacket may be worn by the user. The data from these physiologic sensors basically tells us how much effort someone is providing as well as whether or not they are under too much stress. If these parameters are elevated the system will decrease difficulty level automatically. Brain sensor may be further employed to measure response signaling, which assist in better understanding of those regions that are active during the session or routine. The movement and physiologic data are outputted in real time as well as report to the medical practitioner at the end of the session.
[0082] The world is a game environment 604 that enables the patient to perform rehabilitation routines. In one embodiment, the rehabilitation routine is a low back treatment routine. In another embodiment, the rehabilitation routine is configured to address one of a physical condition from a group including, but not limited to, knee pain, neck pain, stroke, cerebral palsy, spasticity, shoulder pain/stiffness, etc. In yet another embodiment, the rehabilitation routine includes, but not limited to, pain education, stress management, mood management (via relaxation, meditative therapies) and cognitive behavioral therapies. In yet another embodiment, the game environment utilizes a rehabilitative approach to address the physical approach. In one embodiment, the system (600, 700, and 800) is compatible with different hardware platforms.
[0083] In particular, as it relates to pain management and other pain and physical conditions such as knee pain, neck pain, stroke, cerebral palsy, spasticity, shoulder pain/stiffness, etc., each of the games that are played in the VR environment use a rehabilitative approach to treating these conditions but also incorporate other modules focused on stress, mood management (via relaxation, meditative therapies) and cognitive behavioral therapies. The brain sensors discussed in relation to
[0084] Referring to
[0085] In one embodiment, the user is at least one of the patient or the healthcare provider, according to system 600. In one embodiment, the at least two users are at least two patients, according to system 700. In one embodiment, the at least two users are the patient and the healthcare provider, according to system 800. In one embodiment, the prescription input module 320 is configured to receive the input from at least one of a healthcare provider or a patient. In one embodiment, the routine modification module 328 is configured to enable at least one of the healthcare provider or patient to adjust the gamified rehabilitation program based on the performance. In one embodiment, the routine modification module 328 is configured to automatically adjust the gamified rehabilitation program based on the performance.
[0086] Referring to
[0087] With reference now to
[0088] In operation, to establish training data for the random forest, each routine may be given a score by the patient based on its pain reduction effect. The operator may then group certain kinds of routines based on certain scores, and other various metadata such as user age, gender, weight, and the like. Once the training data set 340 is established, it is stored within the training dataset 1102, and then processed using the decision tree generation module 1104 to determine a routine ranking depending upon the user input. The training data may come from many patients, and historical data may also be used. This is discussed in greater detail with relation to
[0089] In operation, once the routine modification module 328 analyzes the user together with the routine prioritization module will rank and present routines in order from likelihood of most impactful for the user to the least impactful for the user. It will further present a list so that the medical professional may choose between the top routines since the professional may have a deeper understanding of specifics involving the patient's symptoms.
[0090] Specifically, routine modification module 328 and tree generation module 1104 uses the RFA to build an ensemble (or forest) of decision trees that are used to prioritize the routines. The RFA is a non-parametric ensemble approach to machine learning that uses bagging to combine decisions of multiple classification (or decision) trees to classify data samples, in this case the routines for patients that will treat a specific ailment. More details about the RFA may be found in L. Breiman, Random Forests, Machine Learning 45 (1):5-32 (2001) and A. Liaw et al., Classification and Regression by Random Forest, R News, Vol. 2/3, p. 18 (2002), both of which are incorporated by reference. In the typical instance, the RFA either a will identify one or more datasets based on posted media and make a standard assumption on its reach based on certain data features or hey performance indicators (in this case provided by patients). The system data-mines such datasets, taking into consideration the specific patient attributes to extract a sufficient number of data within a specific category to train one or more deep learning algorithms.
[0091] The data mining needed to create a strong deep learning algorithm aims at surfacing and injecting vast amounts of data from patients automatically or semi-automatically, and therefore the decision tree generation module is configured to analyze large quantities of data to extract patterns such as groups of data records (cluster analysis), unusual data (anomaly detection), and dependencies (association rule mining, sequential pattern mining). This usually involves using database techniques such as spatial indices. These patterns can then be seen as a kind of summary of the input data, and may be used in further analysis or, for example, in machine learning and predictive analytics.
[0092] In this way routines can be ranked by scoring effectiveness based on ailment X, Y, or Z (n+1) ranging from 0.0 for little to no effectiveness to a maximum of 1.0 for maximum effectiveness, as one example.
[0093] In optional embodiments, deep learning recurrent neural networks may use hidden computational nodes and various gates and may be self-tuning or user-tuning, in some embodiments. After the process of tuning, the algorithm will be evaluated to assess the degree to which it accurately identifies the media test data it has never encountered with the vector space it has been trained to recognize. This, over time, improves accuracy and patient success.
[0094] Referring now to
[0095] Referring now to
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[0097] At step 1414, the rehabilitation program performance of the user is monitored and analyzed. Based on the analysis, the system checks if the patient performed the routine successfully, at step 1418. At step 1416, if the performance of the patient is not ideal, a treatment method is adjusted. At step 1420, if the routine is performed successfully, the user is queried for ending the treatment (at step 1420) or for continuation of treatment (at step 1424). At step 1422, at the end of treatment feedback is provided to the patient 1422. At step 1426, on continuation of treatment, the rehabilitation program performance of the user is monitored and analyzed. At step 1428, the system checks if the patient performed the routine successfully and queried for continuation of treatment (at step 1430). If the user shows poor performance, feedback is provided to the user and the physician is updated about the performance of the patient (at step 1436). At step 1434, on selection of continuation of treatment, the system modifies the gamified rehabilitation program to improve the performance of the user.
[0098] Specific configurations and arrangements of the invention, discussed above regarding the accompanying drawing, are for illustrative purposes only. Other configurations and arrangements that are within the purview of a skilled artisan can be made, used, or sold without departing from the spirit and scope of the invention. For example, a reference to an element is a reference to one or more elements and includes equivalents thereof known to those skilled in the art. All conjunctions used are to be understood in the most inclusive sense possible. Thus, the word or should be understood as having the definition of a logical or rather than that of a logical exclusive or unless the context clearly necessitates otherwise. Structures described herein are to be understood also to refer to functional equivalents of such structures.
[0099] While the present invention has been described in connection with what are presently considered to be the most practical and preferred embodiments, it is to be understood that the present invention is not limited to these herein disclosed embodiments. Rather, the present invention is intended to mobile phone the various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
[0100] Although specific features of various embodiments of the invention may be shown in some drawings and not in others, this is for convenience only. In accordance with the principles of the invention, the feature(s) of one drawing may be combined with any or all of the features in any of the other drawings. The words including, comprising, having, and with as used herein are to be interpreted broadly and comprehensively and are not limited to any physical interconnection. Moreover, any embodiments disclosed herein are not to be interpreted as the only possible embodiments. Rather, modifications and other embodiments are intended to be included within the scope of the appended claims.