US20250069725
2025-02-27
Physics
G16H20/70
The patent application discusses a system and method for training, tagging, recommending, and generating digital content based on user biometric data. This system processes biometric responses to various forms of digital content, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), audio, and video content. The goal is to enhance metrics related to a user's physiological and psychological health, general fitness, and wellness. The system is especially relevant for addressing conditions like anxiety, depression, stress, PTSD, phobias, and pain.
Modern society faces significant stress-related challenges that impact productivity and health. Traditional pharmaceutical solutions often come with side effects and addiction risks. Digital content offers a promising alternative by mimicking the effects of medications without these drawbacks. However, current content creators lack insight into the physiological impact of their work due to limited objective data collection during content consumption. This gap underscores the need for innovative approaches to treating psychological conditions through digital media.
The system utilizes biometric trackers to collect user data before and during exposure to digital content. This data helps establish a baseline for evaluating user responses. A trained model processes this information alongside content features to generate an impact score. This score reflects the content's influence on the user's biometrics and is displayed to the user. The system can adapt or generate new content aimed at improving health-related metrics based on these insights.
The system includes a biometric tracker with sensors, a device for presenting digital content, and a controller with processing capabilities. The controller analyzes initial biometric data to set a baseline and evaluates subsequent data collected during content exposure. By using an iteratively trained model, it determines the digital content's impact score. This setup supports various applications, including therapeutic interventions for psychological conditions through tailored digital experiences.
This technology can be applied in diverse contexts such as wellness programs, meditation practices, and therapeutic treatments for mental health conditions. It offers personalized digital experiences designed to shift specific biometrics towards healthier states. The system accommodates VR, AR, MR environments and can be used with or without additional equipment like VR goggles. It aims to reduce acute anxiety symptoms and promote relaxation through immersive digital interactions.