US2023218856A1PendingUtilityA1

Brainwave entrainment using virtual objects and gamification

Assignee: BLUE GOJI LLCPriority: Jan 12, 2022Filed: Dec 4, 2022Published: Jul 13, 2023
Est. expiryJan 12, 2042(~15.5 yrs left)· nominal 20-yr term from priority
Inventors:Coleman Fung
G16H 20/30A61M 21/02G16H 40/63G16H 50/20G06F 3/011G06F 3/013G06F 1/1605G06F 1/1626G06F 1/1686G06F 1/1688A61M 2021/005A61M 2021/0027A61M 2021/0022A61M 2205/507A61M 2230/10A61M 2230/06A61M 2021/0044A61M 2021/0072A61M 2230/50A61M 2230/63A61M 2205/332A61M 2230/62A61M 2205/3306A61M 2210/0612A61M 2205/3584A61M 2205/3592A61M 2205/3561A61M 2205/3553A61B 5/0205A61B 5/02438A61B 5/375A61B 5/745A61B 5/4836A61B 5/6803A61B 5/11A61B 5/7405A61B 5/7455A63F 13/245A63F 13/212A63F 13/816A63F 13/213G06F 3/015A61B 5/369A61M 2021/0005A63F 13/214A63F 13/285A63F 13/40A63F 13/65A63F 13/80A63B 22/0292A61B 5/024A63B 22/0046A63B 22/0285A63B 22/06A63B 23/04A63B 24/0003A63F 2300/8082G06F 1/163G06F 3/016G06T 19/006H04W 84/18A63F 13/32G16H 15/00
82
PatentIndex Score
0
Cited by
0
References
0
Claims

Abstract

A system and method for brainwave entrainment using virtual objects and gamification, in which brainwave entrainment is applied using some combination of gaming elements, brainwave 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 brainwave entrainment using some combination of the display, the light-producing device, the audio-producing device, and the haptic feedback device.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A system for brainwave entrainment using virtual objects, comprising:
 a computing device comprising a memory and a processor;   a display;   a therapy manager comprising a first plurality of programming instructions stored in the memory and operating on the processor, wherein the first plurality of programming instructions, when operating on the processor, causes the computing device to:
 receive a therapy regimen; 
 select a plurality of stimuli based on the therapy regimen; 
 receive data from a software application, the data comprising a location of a virtual object displayed on the display; and 
 based on the therapy regimen selected, instruct the software application to change a visual state of the virtual object on the display based on at least one of the selected plurality of stimuli. 
   
     
     
         2 . The system of  claim 1 , wherein the software application comprises a second plurality of programming instructions stored in the memory and operating on the processor, wherein the second plurality of programming instructions, when operating on the processor, causes the computing device to:
 operate a game on the computing device, the game comprising the virtual object displayed on the display;   receive the instruction to change the visual state of the virtual object; and   change the visual state of the virtual object on the display based on at least one of the selected plurality of stimuli.   
     
     
         3 . The system of  claim 1 , wherein the therapy manager is further configured to change at least one of the selected plurality of stimuli based on feedback. 
     
     
         4 . The system of  claim 3 , further comprising a biometric sensor configured to measure biometric data from the user, and wherein the feedback comprises the biometric data. 
     
     
         5 . The system of  claim 4 , wherein the feedback comprises a determination of a user’s attention level based on the biometric data. 
     
     
         6 . The system of  claim 5 , wherein the stimulus is selected and applied based on historical biometric data. 
     
     
         7 . The system of  claim 6 , wherein the received feedback is monitored for changes in the user’s attention level. 
     
     
         8 . The system of  claim 7 , wherein upon detecting a change in the user’s attention level from the monitored feedback, the historical data is updated to indicate the correlation between the applied stimulus and the detected change. 
     
     
         9 . The system of  claim 1 , further comprising an external transducer selected from the list of an audio speaker, an audio headphone, a haptic headband, and a vibrating game controller, wherein at least one of the selected plurality of stimuli is an operating frequency for the external transducer. 
     
     
         10 . A method for brainwave entrainment using virtual objects, comprising the steps of: 
 receiving, at a therapy manager, a therapy regimen;   selecting a plurality of stimuli based on the therapy regimen;   receiving data from a software application, the data comprising a location of a virtual object displayed on the display; and   based on the therapy regimen selected, instructing the software application to change a visual state of the virtual object on the display based on at least one of the selected plurality of stimuli.   
     
     
         11 . The method of  claim 10 , further comprising the steps of:
 operating a game on the computing device, the game comprising the virtual object displayed on the display;   receive the instruction to change the visual state of the virtual object; and   change the visual state of the virtual object on the display based on at least one of the selected plurality of stimuli.   
     
     
         12 . The method of  claim 10 , wherein the therapy manager is further configured to change at least one of the selected plurality of stimuli based on feedback. 
     
     
         13 . The method of  claim 12 , further comprising the step of measuring, using a biometric sensor, biometric data from the user, wherein the feedback comprises the biometric data. 
     
     
         14 . The method of  claim 13 , wherein the feedback comprises a determination of a user’s attention level based on the biometric data. 
     
     
         15 . The method of  claim 14 , wherein the stimulus is selected and applied based on historical biometric data. 
     
     
         16 . The method of  claim 15 , wherein the received feedback is monitored for changes in the user’s attention level. 
     
     
         17 . The method of  claim 16 , wherein upon detecting a change in the user’s attention level from the monitored feedback, the historical data is updated to indicate the correlation between the applied stimulus and the detected change. 
     
     
         18 . The method of  claim 17 , further comprising the step of selecting an external transducer from the list of an audio speaker, an audio headphone, a haptic headband, and a vibrating game controller, wherein at least one of the selected plurality of stimuli is an operating frequency for the external transducer.

Join the waitlist — get patent alerts

Track US2023218856A1 — get alerts on status changes and closely related new filings.

We store only your email — no account needed. See our privacy policy.