VR Eye-Tracking Cognitive Assessment and Rehabilitation Training System
Product Solutions
VR Eye-Tracking Cognitive Assessment and Rehabilitation Training System
Virtual Brain – VR Eye-Tracking Cognitive Assessment and Rehabilitation Training System is a product developed using eye-tracking technology, artificial intelligence algorithms, and virtual reality (VR) technology, combining clinical cognitive assessment and intervention methods. It is designed for the rapid assessment and rehabilitation training of cognitive functions.
Virtual Brain can quickly assess the cognitive function of subjects, differentiate between normal, mild cognitive impairment, and dementia populations, and generate personalized rehabilitation training plans. It achieves dual cognitive and motor training tasks, provides real-time quantitative assessments of cognitive abilities, and enables comprehensive management of the entire assessment and training process.
Product Features
Hardware Equipment
VR Eye-Tracking Cognitive Assessment System
Based on the characteristics of cognitive disorders and utilizing VR technology, an immersive task testing environment is created for participants. Through eye-tracking technology, the system records and analyzes participants’ eye movement trajectories in real-time during task execution. It assesses cognitive abilities such as attention, abstraction, memory, calculation, execution, and recall. The system can accurately distinguish between normal, mild cognitive impairment (MCI), and dementia populations. Additionally, it predicts MOCA (Montreal Cognitive Assessment) scores and uses artificial intelligence (AI) to automatically match personalized cognitive rehabilitation training plans.
Speed
Quick 5-minute assessment to accurately differentiate between normal, mild cognitive impairment (MCI), and dementia populations, while predicting associated risks.
Accuracy
High correlation of up to 91% with the MOCA* scale.
Simplicity
The entire assessment requires no guidance or responses; participants only need to watch with their eyes.
Objectivity
The entire process tracks eye movement trajectories, with results displayed as eye movement trajectory maps.
Intelligent
AI generates a rehabilitation training plan with one click based on the results.
Portability
Packaged in a suitcase, easily adaptable to various usage scenarios.
VR-EMCA & Rehab System
VR-EMCA, an efficient and convenient Al assessment tool, utilizes eye-tracking technology and virtual reality to accurately evaluate cognitive functions and the risk of MCl progressing to dementia.
Assessment Module
Attention, Abstraction, Recall, Memory, Calculation, Execution
VR Cognitive-Motor Dual Rehabilitation Training System
The Chinese Guidelines for Cognitive Training (2022 Edition) highlight that new cognitive training methods, such as VR-based approaches, are highly effective for cognitive rehabilitation. VR technology provides patients with an immersive training environment that simulates real-world scenarios and tasks. This helps to enhance patient engagement and motivation, thereby improving training outcomes.
The system includes various cognitive rehabilitation training tasks, such as fossil hunting, boxing, catching fireflies, and supermarket shopping, targeting abilities like attention, abstraction, memory, calculation, execution, and recall.
Additionally, it offers multiple motor rehabilitation training tasks, such as dodgeball and table tennis, aimed at improving balance, motor control, coordination, and visuospatial awareness.
Personalized Custom
AI automatically matches rehabilitation training plans and provides personalized recommendations.
Intelligent Adjustment
AI adjusts training intensity and difficulty in real-time.
Data Analysis
AI analyzes vast amounts of training data to match the optimal rehabilitation strategy.
Function Quantification
Quantifying Cognitive and Motor Function with Visualized Training Data
Immersive Experience
VR Simulation of Realistic Environments with Richer and More Natural Interactions
Multiplayer Training
Enhancing Training Enjoyment and Increasing Economic Benefits
Electronic Scales
Virtual Brain has selected over 40 classic clinical assessment scales for electronic design and development. The full set of scales covers various types of assessments, including cognitive, language, mental health, motor skills, daily living, psychological health, and child development. It also features voice prompts, online charting, and other functions.
Cognitive Training Based on Tablets
Cognitive training based on tablets is one of the digital cognitive training options. Users can use tablets or desktop computers to train various cognitive abilities such as visuospatial skills, memory, executive function, and attention. The operation is convenient, space-unrestricted, and supports simultaneous use across multiple devices.
Sailing
Footsteps in China
Flip Cards
Left Hand, Right Hand
Brain Health Management System
Medical staff can control VR devices via the backend, managing vast amounts of data including patient information, organizational data, device information, and rehabilitation training data in a one-stop system, maximizing work efficiency.
Product Qualifications
Academic Argument
Application Scenarios
Healthcare and Elderly Care
Nursing Homes, Care Facilities, Dementia Centers, Self-Paid Programs, Dementia Screening
Government
Disability Federation, Civil Affairs, Street Offices, Community Health Centers
Hospitals
Rehabilitation, Neurology, Psychiatry, Geriatrics, General Medicine, Physical Examination, Surgery, Anesthesiology, Oncology, Obstetrics and Gynecology, Inpatient Department, Research
B2B Commercial
Banks, Insurance, Physical Examination
Universities
Teaching, Research, Training
Contact Us
FAQ
Virtual reality is a technology used to synthetically reproduce real or imaginary environments. In this sense, the immersion enjoyed by the mental health user will lead them to expose themselves to stimuli in complete safety.
This type of exposure gave birth to the 4th wave of cognitive-behavioral therapies: therapies through exposure to virtual reality.
The first scientifically validated protocol dates from 1992. However, until the 2000s, virtual reality was relatively little known and used. Thanks to technological progress and the interest of researchers and clinicians, it is today in an increasing phase of democratization.
In order to use virtual reality, it is necessary to immerse yourself in a virtual environment. There are several ways to do this.
Indeed, the use of CAVE, a 3D system composed of several screen walls, was mainly used in the past.
The user finds himself totally immersed in the virtual world and his movements are detected in real time. This solution has the drawback of being very expensive and not very accessible.
Since around 2016, with the appearance of the Oculus Rift and the HTC Vive, virtual reality headsets, its use has become much more accessible. It allows you to immerse yourself in virtual reality thanks to a blackout screen on which virtual images are projected. The user's head movements are taken into account, allowing them to turn their head to look around them as in the real world.
Exposure is a behavioral method based on the principle of habituation. It is defined as the reduction of a reaction following repetition of the stimulus that arouses it.
Concretely, it involves confronting the subject according to strict rules with the stimuli triggering the dysfunctional response. This makes it possible to obtain extinction of the latter via the activation of habituation.
Several forms of exhibition exist, such as exhibition by imagination. That is to say, we invite the patient to imaginatively confront feared situations (being behind the wheel of a car on the highway, speaking in public during a meeting).
Then, in vivo exposure. We place the subject in a concrete exhibition situation.
For a patient afraid of dogs, the therapist will first confront him with a small dog placed behind a fence. Gradually, it will reduce the existing proximity between the patient and the dog.
Finally, the last form of existing exhibition is the virtual reality exhibition. Through a synthetic concretization of real environments, the patient will be able to expose himself to situations provoking the dysfunctional emotional response.
This last technique has the considerable advantage of combining the advantages of in vivo exposure while benefiting from unique qualities (accessibility of environments, security, controllability).
A virtual environment allows the user to be immersed in various situations of places or spaces. Depending on the functionalities, the user will be able to move and interact with avatars.
The therapist, for his part, has control over the exposure scenario. He can in fact modify certain elements of the environment, add or remove stimuli (visual, sound) or program interactions.
The primary objective is to reproduce environments that are difficult to access from the therapist's office. Thanks to this technology, new perspectives, then limited by the reality on the ground, are offered to caregivers and patients: relaxation environments or personifications of abstract substrates (hallucinations, complex anxieties, etc.).
Depending on the VR headsets, other devices may be required. Standalone headsets, like the Pico Neo 4, can be used as-is without needing to connect them to other devices.
For wired headsets such as the HP Reverb G2, it is necessary to connect the headset to a “gaming” type computer.
Depending on the therapeutic objectives, you can also equip yourself with additional modules such as a pedal board and a steering wheel in the case of treating amaxophobia (fear of driving).