WO2023171875A1 - Virtual reality system for preventing brain diseases and mental diseases on basis of complex sensors through communication-type rehabilitation and vocational program - Google Patents

Virtual reality system for preventing brain diseases and mental diseases on basis of complex sensors through communication-type rehabilitation and vocational program Download PDF

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WO2023171875A1
WO2023171875A1 PCT/KR2022/017247 KR2022017247W WO2023171875A1 WO 2023171875 A1 WO2023171875 A1 WO 2023171875A1 KR 2022017247 W KR2022017247 W KR 2022017247W WO 2023171875 A1 WO2023171875 A1 WO 2023171875A1
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user
virtual reality
content
score
activity
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PCT/KR2022/017247
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French (fr)
Korean (ko)
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조진수
김정윤
이다연
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가천대학교 산학협력단
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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/02Detecting, measuring or recording pulse, heart rate, blood pressure or blood flow; Combined pulse/heart-rate/blood pressure determination; Evaluating a cardiovascular condition not otherwise provided for, e.g. using combinations of techniques provided for in this group with electrocardiography or electroauscultation; Heart catheters for measuring blood pressure
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/103Detecting, measuring or recording devices for testing the shape, pattern, colour, size or movement of the body or parts thereof, for diagnostic purposes
    • A61B5/11Measuring movement of the entire body or parts thereof, e.g. head or hand tremor, mobility of a limb
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/389Electromyography [EMG]
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H20/00ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance

Definitions

  • the present invention relates to a complex sensor-based virtual reality system for preventing brain disease and mental illness through a communicative rehabilitation and vocational program. More specifically, it measures the brain wave, heart rate, and electromyogram data of a user performing virtual reality content in real time.
  • a complex sensor-based complex sensor-based program through a communicative rehabilitation and vocational program that allows users to indirectly experience the task of preparing snacks in virtual reality content and at the same time expects the effect of improving the user's physical and mental health as multiple users interact in the virtual reality space. This is about a virtual reality system for preventing brain disease and mental illness.
  • Virtual reality is a technology that creates interaction between users and a three-dimensional virtual space created by a computer system. Users can experience immersion through the five senses of the human body (sight, hearing, smell, taste, and touch) in this virtual space. It is a convergence technology that provides a sense of reality as if you were feeling and actually existing in that space. In modern times, there are many cases where you can experience virtual reality systems simply for the purpose of play and fun, such as in VR (Virtual Reality) cafes in the virtual reality market. For example, as outdoor activities are restricted due to the spread of the coronavirus, content that allows job experience activities at home or school using VR experience devices is being produced.
  • the virtual reality system does not simply provide a virtual reality experience for fun, but can provide content for the purpose of treating users with mental disabilities using virtual reality.
  • virtual reality technology is not limited by space and time with a simple device and allows users to experience virtual reality anytime, anywhere, so it is expected that users will be able to improve their motor skills and improve their lethargy by moving their bodies through it. You can.
  • virtual reality technology promotes active use of the brain and body by providing a variety of content that allows users to concentrate and perform activities, and measures biometric information such as brain waves and heart rate in real time when experiencing virtual reality content. You can analyze the user's concentration and physical condition. Therefore, there is a need for research aimed at improving the health of users by utilizing these virtual reality technologies to provide content that allows users to experience various experiences and at the same time induce mental and physical activities.
  • the present invention relates to a complex sensor-based virtual reality system for preventing brain disease and mental illness through a communicative rehabilitation and vocational program. More specifically, it measures the brain wave, heart rate, and electromyogram data of a user performing virtual reality content in real time.
  • a complex sensor-based complex sensor-based program through a communicative rehabilitation and vocational program that allows users to indirectly experience the task of preparing snacks in virtual reality content and at the same time expects the effect of improving the user's physical and mental health as multiple users interact in the virtual reality space.
  • the purpose is to provide a virtual reality system to prevent brain disease and mental illness.
  • a brain wave measurement module that is attached to the user's arm and measures the user's brain waves
  • a heart rate measurement module that is attached to the user's finger and measures the user's heart rate
  • an electromyogram measurement module that is attached to a part of the body including the user's arm and measures the user's electromyogram
  • a sensor unit including a module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients.
  • a VR system unit that executes virtual reality content that can analyze the user's concentration and activity status and derives an evaluation of the user's performance of the virtual reality content; And a HMD module that receives image and sound information of virtual reality content executed from the VR system unit and provides it to the user, wherein the VR system unit is a sensing unit that receives the brain wave, heart rate, and electromyography data from the sensor unit.
  • the brain wave, heart rate, and electromyography data of the user wearing the HMD module are applied in real time to run virtual reality content that can perform snack cooking tasks in the virtual reality content, and the concentration and concentration of the user performing the virtual reality content a content execution unit that determines the activity status; a score calculation unit that calculates a score based on the user's virtual reality content performance results received from the content execution unit and calculates the score by assigning weight to the user based on immersion in the virtual reality content and amount of activity; and a social server generator that generates a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
  • the social server generator calculates matching reference values for age, height, and weight received from each of a plurality of users, and creates a social server that multiple users can access based on the matching reference values. can be created.
  • the content execution unit provides the user with focused content that memorizes ingredient information, order information, and recipe information and determines the user's concentration state based on the user's brain wave data, A memorization step of calculating a concentration score based on the user's concentration state; Provides active content that allows the user to perform snack cooking tasks, determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data, and based on the user's activity state Cooking step to calculate activity score; and a stabilization step of providing relaxation content for the user to relax, determining the user's stable state based on the user's heart rate data, and providing a final score calculated based on the concentration score and the activity score; can be performed.
  • the memorization step receives user information from the user, starts measuring the user's brain wave data, and determines whether the user enters a concentration state based on the user's brain wave data, A game preparation stage that determines the difficulty level of intensive content; A centralized content providing step of displaying centralized content to a user who maintains a focused state for more than a preset time, wherein the centralized content provides a plurality of images to the user in a random position and order.
  • first focused content that displays and allows the user to memorize the order and location in which a plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; and third focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed.
  • the score calculation unit performs an intensive score calculation step of calculating an intensive score for each user based on the concentration state of the user performing the intensive content, and in the memorization step, the user's concentration score is calculated.
  • the standard for determining the user's concentration state based on brain wave data is to determine the user's concentration state when the type and frequency of the user's brain waves are measured for more than 3 seconds, which is a preset time of alpha waves with a frequency of 10 to 13 Hz, and When the user's brain wave type and frequency are measured as middle alpha waves with a frequency of 10 to 12 hz for more than 3 seconds, which is a preset time, the first concentration state is determined, and the user's brain wave type and frequency is a frequency of 12 to 13 hz. When an SMR wave with is measured for more than 3 seconds, which is a preset time, it can be determined to be in the second concentration state.
  • the concentration score includes: a comprehensive concentration score calculated based on the user's concentration maintenance time in the memorization step; and a second concentration score calculated based on the user's second concentration state maintenance time in the memorization step, and the method of calculating the concentration score is determined by adding the comprehensive concentration score and the second concentration score. However, it can be calculated by assigning a weight having a larger value than the comprehensive concentration score to the second concentration score.
  • the cooking step provides the user with ingredients and cooking tools used for snack cooking within virtual reality content for the user who has completed the memorization step, and provides the user with electromyography data of the user.
  • Cooking preparation step to start measuring;
  • an active content providing step of providing the user with active content that allows the user to perform meal preparation tasks, and determining the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. It can be included.
  • the score calculation unit performs an activity score calculation step of calculating an activity score for each user based on the activity state of the user performing the active content, and calculates the user's electromyography in the cooking step.
  • the standard for determining the user's activity state based on data is that, if the user's EMG data change amount is 20 to 450 hz, the user is determined to be in an active state, and if the user's EMG data change amount is 20 to 235 hz, the user is determined to be in an active state. If the amount of change in the user's EMG data is 236 to 450 Hz, it can be determined as a second activity state.
  • the activity score includes: a comprehensive activity score calculated based on a comprehensive performance result for the active content performed by the user in the cooking step; Content for preparing vegetables and meat used in cooking, comprising: a first activity score calculated based on the user's performance results for the first activity type content whose activity requirement exceeds the first activity requirement; Content for manufacturing tteokbokki using prepared ingredients, a second activity score calculated based on the user's performance results for the second activity type content whose activity requirement is less than the first activity requirement and more than the second activity requirement; and a third activity score calculated based on the user's performance results for third activity type content whose activity requirement is less than the second activity requirement as content for frying fries, and the method of calculating the activity score includes the above.
  • the stabilization step includes: a background movement step of moving the user who has completed the cooking step within the virtual reality content from the cooking room to a resting area; A relaxation content providing step of providing relaxation content that allows the user to relax, and determining that the user is in a stable state when the user's heart rate is 60 to 72; and a score providing step of adding up the concentration score and the activity score and calculating and providing a final score by reflecting the user's performance results of the virtual reality content.
  • a method of implementing a virtual reality system for preventing brain diseases and mental disorders based on a complex sensor through a communicative rehabilitation and vocational program includes the following: A sensor step including an EEG measurement step of measuring the user's EEG using an EEG measurement module, and an EMG measurement step of measuring the user's EMG using a heart rate measurement module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients.
  • a VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And a HMD step of receiving the image and sound information of the virtual reality content executed in the VR step and providing it to the user, wherein the VR step includes sensing information that receives the brain wave, heart rate, and electromyography data in the sensor step. collection stage; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed.
  • a content execution step that determines the status
  • a score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity
  • a social server creation step of creating a social server where a plurality of users performing the virtual reality content can access and interact with other users while collaborating on the virtual reality content. do.
  • a virtual reality system for preventing brain diseases and mental disorders based on a complex sensor through a communicative rehabilitation and vocational program performed on a computing device having one or more processors and one or more memories.
  • a computer-readable medium for implementing wherein the computer-readable medium stores instructions that cause a computing device to perform the following steps, wherein the following steps include measuring the user's brain waves by the brain wave measurement module.
  • a sensor step including an electroencephalography (EEG) measurement step and an electromyography measurement step of measuring the user's electromyogram using a heart rate measurement module;
  • EEG electroencephalography
  • the user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients.
  • a VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And a HMD step of receiving the image and sound information of the virtual reality content executed in the VR step and providing it to the user, wherein the VR step includes sensing information that receives the brain wave, heart rate, and electromyography data in the sensor step. collection stage; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed.
  • a content execution step that determines the status
  • a score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity
  • a social server creation step of creating a social server where a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
  • the present invention by providing users with virtual reality content that allows them to experience the task of cooking snacks, it improves physical and mental health by increasing the concentration of virtual reality system users and inducing physical activity while cooking snacks at the same time. It can have the effect of indirectly experiencing work.
  • a user can improve his or her physical and mental health by accessing the same social server as other users of similar age, height, and weight, and cooperating with virtual reality content.
  • content according to the user's current state is set and provided based on the user's biometric information such as brain waves, heart rate, and electromyogram, thereby achieving the effect of inducing the user's concentration and stability.
  • a user can gain experience in the field of snack cooking by repeatedly experiencing the entire cooking process of the snack cooking task selected by the user.
  • the user's state is determined through biometric information such as brain waves, heart rate, and electromyogram of the virtual reality system user, and the difficulty of the content is adjusted by providing appropriate feedback to the current user state, thereby customizing the user. It can be effective in providing virtual reality content.
  • the user can improve concentration and improve brain health through memorization of order information and recipe information, and specifically measure the user's brain wave data to prevent diseases including dementia, stroke, and seizures. It can have a preventive effect.
  • the user can move and improve physical health through physical movements for preparing and cooking food ingredients, and specifically measure the user's electromyography data to prevent arterial disease, low/high blood pressure, and myocardial disease. It can be effective in preventing diseases including infarction, pericarditis, and arrhythmia.
  • tension and fatigue can be alleviated by taking a break after performing meal preparation tasks, and specifically by measuring the user's heart rate data, myasthenia gravis, progressive muscular dystrophy, polymyositis, and myasthenia gravis. It can be effective in preventing nerve/muscle diseases including atrophic axial sclerosis.
  • user-specific evaluation information and biometric information derived during performance in virtual reality content can be transmitted to an external expert and used as the user's medical treatment, treatment, and counseling data.
  • Figure 1 schematically shows a user in the experience space of a virtual reality system according to an embodiment of the present invention and modules constituting a sensor unit worn on the user's body.
  • Figure 2 schematically shows the internal configuration of a virtual reality system according to an embodiment of the present invention.
  • FIG. 3 schematically shows the internal configuration of the VR system unit according to an embodiment of the present invention.
  • FIG. 4 schematically shows the steps performed by the content execution unit according to an embodiment of the present invention.
  • Figure 5 schematically shows a screen on which third centralized content is displayed on the HMD module in the centralized content provision step according to an embodiment of the present invention.
  • Figure 6 schematically shows a screen displayed on the HMD module in the stabilization phase according to an embodiment of the present invention.
  • Figure 7 schematically shows the operation of the score calculation unit according to an embodiment of the present invention.
  • Figure 8 shows a process in which a plurality of users access and perform virtual reality content by a social server generator according to an embodiment of the present invention.
  • Figure 9 schematically shows the internal configuration of a computing device according to an embodiment of the present invention.
  • first, second, etc. may be used to describe various components, but the components are not limited by the terms. The above terms are used only for the purpose of distinguishing one component from another.
  • a first component may be named a second component, and similarly, the second component may also be named a first component without departing from the scope of the present invention.
  • the term and/or includes any of a plurality of related stated items or a combination of a plurality of related stated items.
  • Figure 1 schematically shows a user in the experience space of a virtual reality system according to an embodiment of the present invention and modules constituting a sensor unit worn on the user's body.
  • the virtual reality system of the present invention includes a sensor unit 1000, a controller 1400, a VR system unit 3000, and an HMD module 2000, and the user can experience the overall meal preparation process provided through the virtual reality system.
  • You can experience virtual reality content.
  • the effect of improving concentration and memory can be obtained through experience in virtual space, and users can obtain exercise effects through physical activities involved in the process of preparing and cooking food while experiencing virtual reality content.
  • users can perform virtual reality content on the same social server as other users with similar physical conditions such as age, height, and weight.
  • a user who experiences virtual reality through a virtual reality system can attach the brain wave measurement module 1100, heart rate measurement module 1200, and electromyography measurement module 1300 to his or her body, and the operation
  • a controller 1400 including a sensor module 1410 you can make inputs (e.g., buttons, hand tracking) as needed when experiencing virtual reality content, and a motion sensor module included in the controller 1400 ( 1410), the user's movement can be measured.
  • the user's input and actions received through the controller 1400 are transmitted to the VR system unit 3000 and reflected in the virtual reality content.
  • the user can recognize the movement of the HMD module 2000 and the controller 1400 according to the user's movements in the space where the base station that sets the area of the virtual reality experience space is installed.
  • the virtual reality content of the present invention provided in the environment as shown in Figure 1 is suitable for users with mental disorders such as post-traumatic stress disorder (PTSD), panic disorder, mild cognitive impairment, and attention deficit hyperactivity disorder (ADHD).
  • PTSD post-traumatic stress disorder
  • panic disorder panic disorder
  • mild cognitive impairment cognitive impairment
  • ADHD attention deficit hyperactivity disorder
  • the user's concentration is encouraged and concentration improved through the mental activities involved in the process of memorizing ingredients, order information, and recipes, and the physical activities involved in the preparation and cooking process of ingredients. You can achieve an improvement effect and have the effect of relieving the feeling of helplessness.
  • Mental disorders in the present invention are not limited to the types of mental disorders described above such as post-traumatic stress disorder (PTSD), and range from mild mental disorders to severe mental disorders in the virtual space provided through the virtual reality system of the present invention. It can include all types of mental disorders that can benefit from treatment through experience.
  • PTSD post-traumatic stress disorder
  • Figure 2 schematically shows the internal configuration of a virtual reality system according to an embodiment of the present invention.
  • FIG. 2 it is a complex sensor-based manipulation and immersive virtual reality system through a communicative rehabilitation and vocational program.
  • the virtual reality system is attached to the user's head and measures the user's brain waves.
  • a sensor unit including an brain wave measurement module, a heart rate measurement module attached to the user's finger to measure the user's heart rate, and an electromyography measurement module attached to a part of the body including the user's arm to measure the user's electromyogram;
  • the user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients.
  • a VR system unit that executes virtual reality content that can analyze the user's concentration and activity status and derives an evaluation of the user's performance of the virtual reality content; and an HMD module that receives image and sound information of virtual reality content executed from the VR system unit and provides it to the user.
  • the VR system unit 3000 may be included in the HMD module 2000. Additionally, in another embodiment of the present invention, the controller 1400 including the motion sensor module 1410 may be included in the sensor unit 1000.
  • the brain wave measurement module 1100 senses and measures brain waves including delta waves, theta waves, alpha waves, beta waves, and gamma waves.
  • the brain wave measurement module 1100 is preferably located on the user's forehead, and the brain wave data is transmitted in an open sound control format without going through a specific storage medium, and is transmitted to the computer through wireless communication, including Bluetooth communication, with other devices. It can be sent to .
  • Brain waves in different frequency bands have different characteristics, and based on this, the user's mental activity state can be determined. In a mentally unstable state, the user's mental activity state can be determined based on beta or alpha waves, and in a stable state, the user's mental activity state can be determined based on alpha or theta waves.
  • the alpha wave includes SMR waves, middle alpha, and slow alpha
  • the alpha wave can be an indicator for determining the user's concentration. If the user's brain waves are SMR waves, the user may be in a slightly concentrated state, and if the user's brain waves are middle alpha waves, the user may be in a stable and concentrated state. Additionally, if the user's brain waves are slow alpha, the user may be in a meditative state. Since brain waves in different frequency bands have different characteristics, the user's mental activity state can be determined based on this.
  • the heart rate measurement module 1200 is attached to the user's finger and can measure the user's heart rate.
  • Information related to heart rate including one or more of heart rate, pulse waveform, heart beats per minute, presence or absence of heartbeat sounds, heart rate and heart rate interval display, and blood flow index, may be displayed on the heart rate measurement module 1200.
  • the electromyogram measurement module 1300 can be mounted on the arm or elbow of the user's dominant hand to measure the user's electromyogram. Information that can determine the user's muscle movement, including one or more of muscle contraction, frequency, and activity, may be displayed on the electromyography measurement module 1300.
  • the virtual reality system includes a controller 1400 for manipulating virtual reality content.
  • the user can use VR content by holding and moving the controller 1400 in both hands, inputting operations and controls in the virtual reality content.
  • the controller 1400 includes a motion sensor module 1410 capable of detecting movement, thereby detecting the movement of the user's hand, and includes input tools such as buttons, dials, and touch sensors that the user can operate. Allows various inputs.
  • the VR system unit 3000 can execute virtual reality content that allows the user to experience overall snack cooking based on biometric information such as brain waves, heart rate, and electromyogram input from the sensor unit 1000, and performs virtual reality content. The results can be evaluated.
  • the HMD module 2000 is worn on the user's head and provides image and sound information of virtual reality content to the user and allows the user to experience virtual reality.
  • the user wears the HMD module (2000) by wearing glasses to experience virtual reality that can perform snack cooking tasks, and receives image and sound information of virtual reality content through the HMD module (2000).
  • FIG. 3 schematically shows the internal configuration of the VR system unit according to an embodiment of the present invention.
  • the VR system unit includes a sensing information collection unit that receives the brain wave, heart rate, and electromyography data from the sensor unit;
  • the brain wave, heart rate, and electromyography data of the user wearing the HMD module are applied in real time to run virtual reality content that can perform snack cooking tasks in the virtual reality content, and the concentration and concentration of the user performing the virtual reality content a content execution unit that determines the activity status; and a score calculation unit that calculates a score based on the user's virtual reality content performance results received from the content execution unit and calculates the score by assigning weight to the user based on immersion in the virtual reality content and amount of activity.
  • a social server generator that generates a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content; And it may include a DB capable of storing information necessary for the above configuration.
  • the sensing information collection unit 3100 receives biological signals including the user's brain waves, heart rate, and electromyogram measured from the sensor unit 1000 of the virtual reality system.
  • the received user's biometric signals are transmitted to the content execution unit 3200 and used as basic information to provide feedback on the virtual reality content experienced by the user.
  • the content execution unit 3200 may set different work environment conditions for virtual reality content experienced by the user based on the user's biometric signals transmitted from the sensing information collection unit 3100.
  • the content execution unit 3200 determines the overall difficulty level of the intensive content and virtual reality content provided to the user based on the user's brain waves.
  • the content execution unit 3200 performs a memorization step (S100) of providing focused content to the user;
  • the above process sets work environment conditions based on the user's biological signals, so that the user is provided with content of a level of difficulty suitable for him/her, and can improve both mental and physical health by increasing concentration and being active to obtain a high score. there is.
  • the score calculation unit 3300 calculates a score based on the user's content immersion and content performance results while the virtual reality content is running or has ended.
  • the standard for calculating the score in the score calculation unit 3300 is determined by adding the concentration score according to the user's performance of the intensive content and the activity score according to the performance of the active content, and additionally, the user's virtual reality content The performance results can be further reflected and determined.
  • the social server creation unit 3400 creates a social server through which a plurality of users can communicate or interact, and the plurality of users can access the created social server and collaborate on virtual reality content with other users.
  • the virtual reality system receives physical information such as age, height, and weight for each of multiple users, and connects users with similar physical conditions to the same social server, allowing multiple users to interact and collaborate on virtual reality content. It can be done.
  • the DB 3500 of the VR system unit 3000 contains user information including user identification information, age, name, height, weight, etc. input from the user, and virtual reality content.
  • evaluation information including criteria for calculating scores, and biometric information including the user's brain waves, heart rate, and electromyogram measured by the sensor unit 1000 may be stored.
  • User information stored in the DB (3500) can be used to determine the difficulty level of the virtual reality content, and the user information, performance results in the virtual reality content, and biometric information are used for the purpose of treatment and counseling of users with mental disorders. It can be delivered to medical staff such as doctors or counselors and used as the user's medical treatment, treatment and counseling data.
  • the VR system unit 3000 shown in FIG. 3 may further include elements other than those shown, but for convenience, it provides virtual reality content that allows users to experience snack food cooking tasks according to embodiments of the present invention. Only components related to the real system are displayed.
  • FIG. 4 schematically shows the steps performed by the content execution unit according to an embodiment of the present invention.
  • the content execution unit provides the user with focused content that memorizes food ingredient information, order information, and recipe information, determines the user's concentration state based on the user's brain wave data, and focuses based on the user's concentration state.
  • Memorization step of calculating scores Provides active content that allows the user to perform snack cooking tasks, determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data, and based on the user's activity state Cooking step to calculate activity score; and a stabilization step of providing relaxation content for the user to relax, determining the user's stable state based on the user's heart rate data, and providing a final score calculated based on the concentration score and the activity score; can be performed.
  • the memorization step is a game that receives user information from the user, starts measuring the user's brain wave data, determines whether the user enters a concentration state based on the user's brain wave data, and determines the difficulty of the intensive content.
  • Preparation stage A centralized content providing step of displaying centralized content to a user who maintains a focused state for more than a preset time, wherein the centralized content provides a plurality of images to the user in a random position and order.
  • first focused content that displays and allows the user to memorize the order and location in which a plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; and third focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed.
  • the cooking step includes a cooking preparation step of providing ingredients and cooking tools used for snack cooking to the user who has completed the memorization step within virtual reality content and starting to measure the user's electromyography data; And an active content providing step of providing the user with active content that allows the user to perform meal preparation tasks, and determining the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. It can be included.
  • the active content may include a first active content of preparing vegetables and meat, a second active content of cooking tteokbokki using the prepared ingredients, and a third active content of frying fries.
  • the stabilization step includes a background movement step of moving the user who has completed the cooking step within the virtual reality content from the cooking room to a resting area; A relaxation content providing step of providing relaxation content that allows the user to relax, and determining that the user is in a stable state when the user's heart rate is 60 to 72; and a score providing step of adding up the concentration score and the activity score and calculating and providing a final score by reflecting the user's performance results of the virtual reality content.
  • the virtual reality system of the present invention provides focused content to the user in the memorization step (S100) and provides focused content based on the user's brain waves. Determine.
  • the memorization step (S100) is a step of receiving the user's information, preparing virtual reality content, and providing the user with content that needs to be memorized. It includes a game preparation step (S110) that determines whether to enter a concentrated state and the difficulty of the focused content, and a focused content provision step (S120) that provides focused content.
  • the virtual reality system may receive user information including user identification information, age, name, height, weight, etc. from the user in the game preparation step (S110), and the user information may determine the difficulty level of the virtual reality content. It can be a standard for determining user status and calculating scores. For example, low-difficulty virtual reality content can be provided to users over 60 years of age, and high-difficulty virtual reality content can be provided to users under 25 years of age.
  • the virtual reality system can determine whether the user has entered a concentration state based on the user's brain wave data and determine the difficulty of the virtual reality content based on the degree of immersion in the concentration state.
  • the type and frequency of the user's brain waves are measured as alpha waves with a frequency of 10 to 13 Hz for more than a preset time, the user is determined to be in a concentrated state and focused content can be provided.
  • the user's brain wave type and frequency are measured as middle alpha waves with a frequency of 10 to 12 Hz for more than a preset time
  • the user is determined to be in the first concentration state and intensive content with normal difficulty can be provided.
  • the user's brain wave type and frequency are measured as SMR waves with a frequency of 12 to 13 Hz for more than a preset time
  • it is determined to be in a second concentration state and intensive content that is more difficult than the intensive content is provided to the user. You can.
  • the virtual reality system of the present invention determines the difficulty of intensive content based on immersion as well as whether the user enters a state of concentration, thereby enabling highly concentrated users to record high scores.
  • the virtual reality system can provide the user with intensive content having the level of difficulty determined in the game preparation step (S110).
  • the intensive content provided to the user is content that involves memorizing ingredient information, order information, and recipe information, and the user memorizes the intensive content to provide an overview of the overall snack cooking work. You can understand the process.
  • the focused content includes: a first focused content that displays a plurality of texts in random positions and orders to the user, and in which the user memorizes the order and position in which the plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; It may be configured to include third-focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed. .
  • focused content is provided to the user when the user is in a concentrated state based on the user's brain wave data. Additionally, the higher the user's concentration, the more intensive content of higher difficulty the user can receive, and the user can record a higher score through intensive content of higher difficulty.
  • the virtual reality system determines that the user is in a state of low concentration when the user's brain wave data corresponds to gamma waves or beta waves with a frequency of 13 Hz or more, or delta waves or theta waves with a frequency of 8 Hz or less. In this case, the user may not be provided with focused content.
  • the user's brain wave data corresponds to alpha waves with a frequency of 8 to 13 Hz
  • the user can be determined to be in a focused state and focused content can be provided.
  • the user when the brain wave data corresponds to middle alpha waves with a frequency of 10 to 12 Hz, the user can be determined to be in the first concentration state and intensive content of medium difficulty can be provided, and the brain wave data is 12 to 12 Hz. If it corresponds to an SMR wave with a frequency of 13 Hz, the user can be determined to be in the second concentration state and intensive content of the highest difficulty level can be provided.
  • the user can obtain a comprehensive concentration score calculated based on the maintenance time of the concentration state and a second concentration score calculated based on the maintenance time of the second concentration state, which is more immersive than the concentration state. As mentioned above, it is desirable to assign a higher weight to the second intensive score than the comprehensive intensive score.
  • the virtual reality system of the present invention can determine the user's concentration state based on the type and frequency of the user's brain waves, and can induce the user to increase concentration on virtual reality content in order to record a high score.
  • users can develop concentration and improve cognitive ability and brain health through the process of memorizing and concentrating on ingredient information, order information, and recipe information.
  • the user's brainwave data measured in the memorization step may be displayed to the user or administrator.
  • the user's brain wave data collected through the brain wave measurement module 1100 may be converted into visual information and provided to the user or administrator.
  • the user provides information about the brain wave data as visual information, but displays only the area corresponding to the state of concentration, and applies a blur effect to the area corresponding to the state of low concentration or deletes the area.
  • the area corresponding to the concentration state is displayed, but the area corresponding to the second concentration state in which the user's concentration level is high can be displayed in different colors or highlighted to increase visibility.
  • the user or administrator can easily determine whether the user is in a state of concentration and the degree of immersion.
  • the user can check data according to the state of concentration by placing the pointer that moves by manipulating the controller 1400 on the state confirmation layer (not shown) implemented in virtual reality content.
  • the cooking step (S200) is a cooking preparation that provides ingredients and cooking tools used for snack cooking to the user who has completed the memorization step within the virtual reality content and starts measuring the user's electromyography data.
  • an active content provision step (S220) that provides the user with active content that allows the user to perform snack cooking tasks and determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. ); may include.
  • the user can prepare the ingredients and cooking tools necessary to perform the snack cooking task within the virtual reality content by manipulating the controller 1400.
  • the user can bring the food ingredients stored in the food storage box to the kitchen counter, and the user can record a high score by accurately bringing the type and amount of food ingredients and preparing them at the designated location.
  • the user can select and retrieve the type and amount of ingredients such as 150g of rice cake, 200g of red pepper paste, and 300g of fish cake among the ingredients stored in the food storage box, and information about the ingredients can be retrieved from the focused content provided in the memorization step (S100), more Specifically, it is desirable to include it in the second focused content.
  • the user can select and search for cooking utensils suitable for the dish to be cooked and bring them to the kitchen counter. Users can record high scores by bringing cooking utensils suitable for the dish they want to cook and preparing them in a designated location.
  • the user can bring cooking utensils such as knives, spatulas, and cutting boards among the cooking utensils prepared on the kitchen counter, and it is desirable that information about the corresponding cooking utensils be included in the focused content provided in the memorization step (S100).
  • the user can wash and prepare the ingredients corresponding to the dish to be cooked by manipulating the controller 1400. Users can record high scores by preparing prepared ingredients in an appropriate manner.
  • the user can prepare for cooking by cutting or chopping ingredients such as rice cakes, red pepper paste, and fish cakes into appropriate sizes, and information about the cooking process is preferably included in the focused content provided in the memorization step (S100).
  • the user who has completed the cooking preparation step (S210) can perform the meal preparation task by performing the active content provision step (S220). Specifically, in the active content provision step (S220), the user cooks the snack dish to be cooked, such as tteokbokki, fried food, and sundae, according to the operation of the controller 1400, and cooks it in a designated cooking order and cooking method to achieve a high score. can be recorded.
  • the active content provision step (S220) the user cooks the snack dish to be cooked, such as tteokbokki, fried food, and sundae, according to the operation of the controller 1400, and cooks it in a designated cooking order and cooking method to achieve a high score. can be recorded.
  • the user can change or cook cooking utensils and ingredients by manipulating the controller 1400, and the user's movement and electromyography signals generated by cooking the dish are transmitted to the motion sensor module 1410 and It is measured by the electromyography measurement module 1300 and can serve as a standard for determining the user's activity status. Specifically, the higher the frequency according to the EMG change measured by the EMG measurement module 1300, the faster the user's movement detected by the motion sensor module 1410, and the longer the duration of the movement, the higher the user can record a score. there is.
  • the user can be classified as inactive and the user in that state should not perform the cooking step (S200). It may be judged as not present and a score may not be given. Additionally, if electromyography data according to the user's movement has a frequency of 20 to 450 Hz, the user can be classified as active.
  • the user can be determined to be in a first activity state maintaining weak activity, and if the EMG data has a frequency of 235 to 450 hz, the user can be determined to be in a first activity state maintaining weak activity. It can be identified as a second activity state that maintains strong activity.
  • the virtual reality system of the present invention can induce users with high activity levels to record high scores by measuring the amount of activity along with whether the user enters an active state.
  • the activity score that the user can record in the cooking step (S200) can be determined based on the user's activity status, activity requirements for each step, and performance time of each step. Specifically, the higher the frequency according to the EMG change measured by the EMG measurement module 1300, the faster the user's movement detected by the motion sensor module 1410, and the longer the duration of the movement, the higher the user can record a score. there is.
  • the activity score that can be recorded by the user in the cooking step (S200) can be determined by adding up the comprehensive activity score, the first activity score, the second activity score, and the third activity score.
  • the comprehensive activity score is a basic score for the performance results recorded by the user during the overall performance of the cooking step (S200), and the first activity score is for the performance results of the user who performed the first activity type content with the highest activity requirement. It can be calculated by assigning a weight with the highest value to the score, and the second activity score is a score for the performance results of a user who performed the second activity type content with a medium activity requirement, and is assigned a weight with a median value.
  • the third activity score is a score for the performance results of a user performing third activity type content with low activity requirements and can be calculated by assigning a weight with a low value.
  • the criteria for determining the user's movement and scoring in the cooking step (S200) may include the speed and duration of the movement measured by the motion sensor module 1410 of the controller 1400. Specifically, a score may be given to a user who performs the actions required in the cooking step (S200) for a preset time and a preset number of times.
  • the first active content is content for preparing vegetables and meat used in cooking, and the user earns the first activity score by performing movements for 3 minutes and more than 30 times while performing the first active content. It can be recorded, and the second activity-type content is content that cooks tteokbokki using prepared ingredients, and the user calculates the second activity score by performing movements for 5 minutes and more than 50 times while performing the second activity-type content.
  • the third activity content is frying content, and the user can record the third activity score by making movements for 1 minute and 10 times or more while performing the third activity content.
  • the virtual reality system of the present invention can determine the activity state based on the user's electromyography data and the user's movements, and can encourage the user to actively participate in virtual reality content to record a high score. Users can improve their physical health by performing cooking tasks through physical activity and can feel emotional stability by gaining a sense of accomplishment in the process of completing a dish.
  • the user's EMG data measured in the cooking step (S200) and data measuring the user's movements may be displayed to the user or manager.
  • data collected through the electromyography measurement module 1300 and the motion sensor module 1410 can be converted into visual information and provided to the user or administrator.
  • the corresponding area when the user is active, the corresponding area can be displayed with a different color or highlighted to increase visibility, and when the user is inactive, a blur effect is applied to the corresponding area to increase visibility by the user or administrator. It is possible to easily determine whether a user has entered an active state. For example, the user can check data according to the activity status by placing a pointer that moves by manipulating the controller 1400 on a status confirmation layer (not shown) implemented in virtual reality content.
  • a plurality of users can access a social server and cooperate in performing virtual reality content.
  • the user may perform the focused content and active content provided in the memorization step (S100) and the cooking step (S200) together with other users.
  • active content may be composed of first active content, second active content, and third active content according to the order of meal preparation, and assign active content to individual multiple users.
  • Virtual reality content can be cooperatively performed by multiple users performing assigned content simultaneously. In the manner described above, in the present invention, a plurality of users can play virtual reality content together, thereby reducing the boredom caused by playing the content.
  • the stabilization step (S300) is a step of providing relaxation content to the user who has completed the cooking step (S200) and calculating and providing a score according to the results of performing the virtual reality content.
  • the background movement step (S310) moves the background of the virtual reality content of the user who has completed the cooking step (S200), and the user can relax in the kitchen with the background of the virtual reality content before receiving the relaxation content. It can be changed to an appropriate location.
  • the background information changed in the background movement step (S310) may include a beach, a forest, a home, etc., and the list is provided to the user in the game preparation step (S110) so that the user can select one or more backgrounds on which to relax. You can choose the information yourself.
  • the resting step (S320) is a step of providing relaxing content to the user who has completed the cooking step (S200).
  • the user is provided with relaxing content and relieves physical tension as the muscles relax during the resting process. You can do it, and you can achieve emotional stability.
  • the user is provided with a list of one or more furniture in which to rest, can rest in the selected furniture, and can determine the user's stable state based on the user's heart rate data measured by the heart rate measurement module 1200.
  • the list of furniture where the user can relax may include a bed, sofa, massage chair, ondol, sunbed, etc., and the user can select one piece of furniture from the list of furniture through the controller 1400.
  • the standard for determining the user's stable state in the resting step (S320) is determined based on the user's heart rate data measured by the heart rate measurement module 1200 and can be reflected in the user information received in the game preparation step (S110). .
  • the criteria for determining the user's stable state may reflect the user's age, exercise intensity, content performance time, etc. For example, in the case of a user between the ages of 26 and 35, if the heart rate is between 73 and 76, the user can be determined to be in a normal state, and if the heart rate is below 72, the user can be determined to be in a stable state.
  • the heart rate standard for determining a stable state may increase if the user is older, the intensity of exercise due to content performance is high, or the content performance time is long. This generally reflects the tendency for athletes with a high basal metabolic rate to have a low average heart rate, and for the elderly or people with little exercise experience to have a high average heart rate.
  • user information is taken into consideration. This is to perform a very accurate diagnosis.
  • the user's heart rate data measured in the resting phase may be displayed to the user or administrator.
  • heart rate data collected through the heart rate measurement module 1200 may be converted into visual information and provided to the user or administrator.
  • the corresponding area can be displayed in a different color or highlighted to increase visibility, and when the user is in an active state, a blur effect is applied to the corresponding area so that the user or administrator can It is possible to easily determine whether the user has entered a stable state.
  • the user can check data according to the stable state by placing a pointer that moves by manipulating the controller 1400 on a status confirmation layer (not shown) implemented in virtual reality content.
  • the score providing step (S330) provides the user with a score calculated according to the results of performing virtual reality content, and can be performed simultaneously with the rest step (S320). Specifically, the user can check the score obtained at each stage of virtual reality content, and the score can be determined based on the user's content performance results at each stage.
  • the score information can be converted into visual information and displayed to the user.
  • the area corresponding to the level in which the user recorded a low score can be displayed with different colors or by highlighting it to increase visibility.
  • the average scores of people of similar age or physical condition to the user are displayed together so that the user can clearly know the user's physical and mental condition.
  • the user can check the score according to the performance of the virtual reality content by placing the pointer moved by manipulating the controller 1400 on the score confirmation layer (not shown) implemented on the virtual reality content.
  • the virtual reality system of the present invention can determine the user's concentration and activity status based on the user's brain wave, heart rate, and electromyography data, and the user operates the controller 1400 to memorize order information, It is possible to prepare, cook, and rest food ingredients, and as a result, the user can focus and stabilize while performing virtual reality content, improving mental health and at the same time improving physical health through physical activity. can be demonstrated.
  • a plurality of images are displayed to the user in random positions and orders, and the user memorizes the order and position in which the plurality of images are displayed.
  • type content can be provided.
  • the virtual reality system can display multiple images such as lions, pencils, books, and tissues to the user in random positions and orders.
  • the plurality of images can be displayed to the user in a way that they are displayed for a certain period of time (for example, 5 seconds) and then disappear, and the user must memorize the plurality of images displayed in this way.
  • the content can be performed in such a way that if the user selects an image with the correct location and order, the image disappears, and if not, the color of the image changes.
  • the user can perform the first focused content by deleting all presented images.
  • the user can be immersed in the content in the process of performing the first intensive content, and the concentration score for the user can be calculated based on the user's brain wave data measured in the process.
  • the number of images provided in the first active content and the time for which the images are displayed may be determined based on the degree of immersion in the concentration state.
  • the difficulty of the first active content may vary depending on the number of images provided in the first active content and the time at which the images are displayed, and as described above, this is the user's level of difficulty measured in the game preparation stage (S110). It may be determined based on brain wave data.
  • the difficulty of the content can be adjusted by increasing the number of images provided and decreasing the time the images are displayed.
  • a plurality of ingredients used in snack cooking are presented to the user as images, and the user selects ingredients used in cooking from among the plurality of ingredients. type content can be provided.
  • the virtual reality system presents the ingredients used in the snack cooking task in front of the user as images, and the user selects the ingredients for the snack menu he or she wants to cook among the plurality of images of the presented ingredients. Concentrated content can be performed.
  • the user prepares the content by selecting only the ingredients used in snack cooking, such as rice cake, red pepper paste, green onion, fish cake, and water, among a plurality of ingredients used in snack cooking. It can be done.
  • the user can immerse himself in the content during the process of performing the second intensive content, and the concentration score for the user can be calculated based on the user's brain wave data measured in the process. .
  • Figure 5 schematically shows a screen on which third centralized content is displayed on the HMD module in the centralized content provision step according to an embodiment of the present invention.
  • order information including the customer's order order and order details, recipe information for the dish corresponding to the order information, and information on the order in which work is performed are provided.
  • Third-party intensive content for memorization can be provided.
  • the user enters a memorization state when the pointer by the controller 1400 operated by the user is not located at the initial position of the virtual reality content or on the interface that displays order information.
  • the brain wave measurement module 1100 may start measuring the user's brain wave data.
  • the virtual reality system can provide third-focused content including order information to users who maintain a focused state longer than a preset level.
  • the initial position of the pointer of the virtual reality content may be the center of the virtual reality content, and the pointer may be manipulated by the controller 1400 operated by the user.
  • the user can receive third-focused content by maintaining concentration for more than a preset time and placing the pointer on the interface that displays the order information of the orderer. Additionally, if concentration cannot be maintained for more than a preset time in this step, the third focused content is not displayed to the user even if the user's pointer is located on the interface that displays the order information of the orderer.
  • the right side of Figure 5 is a screen that provides third-focused content to users who maintain concentration for more than a preset time. Specifically, by manipulating the controller 1400 to move the point, the user can select one person among a plurality of orderers and check the order information including the order information and recipe for that orderer.
  • users who maintain a long concentration state can record higher scores by being provided with third-focused content with high difficulty.
  • third focused content of high difficulty can be provided, and the brain wave measurement module ( 1100), when the user's brain waves are measured as middle alpha waves with a frequency of 10 to 12 Hz for more than 3 seconds, third intensive content of medium difficulty can be provided.
  • the user's brain waves measured by the brain wave measurement module 1100 do not remain focused for more than 3 seconds or have a frequency of more than 13 hz and less than 8 hz, the user is not provided with third-focused content. You can receive third-intensive content of the lowest or lowest level of difficulty.
  • the user who has performed the memorization step (S100) described above can continue to perform the cooking step (S200). Specifically, in the cooking step (S200), the user can perform the cooking step (S200) based on the focused content performed in the previous memorization step (S100) through the screen displayed through the HMD module (2000) worn by the user. there is.
  • the user can operate the controller 1400 to perform active content, and the user's movement and electromyography data can be measured by the motion sensor module 1410 and the electromyography measurement module 1300.
  • the user can perform cooking tasks on virtual reality content by sequentially performing the cooking preparation step (S210) and the active content provision step (S220) as described above.
  • the user can record a high score by selecting and cooking appropriate ingredients and cooking tools at each stage and completing the dish in the order order included in the order information.
  • a first activity score with a high weight can be recorded while performing a first activity type content with a high activity requirement
  • a first activity score with a medium weight value can be recorded while performing a second activity type content with a medium activity requirement.
  • 2 Activity scores can be recorded
  • a 3rd activity score with a low weight can be recorded while performing 3rd activity type content with low activity requirements.
  • a high score is given to a user when the user's movements of chopping meat and vegetables are repeated for 5 minutes or more than 50 times, and a low score is given to a user whose movements are less than the corresponding time and number of times.
  • the standard for the score can be determined based on the user information received in the game preparation step (S110).
  • a medium score can be given when the user's data measured by the electromyography measurement module 1300 and the motion sensor module 1410 has a frequency of 20 to 235 Hz and is repeated for more than 4 minutes, and the electromyography measurement The highest score can be assigned when the user's data measured by the module 1300 and the motion sensor module 1410 has a frequency of 235 to 450 Hz and is repeated for more than 5 minutes.
  • users can be encouraged to maintain an active state by performing more physical activities in order to record high scores on virtual reality content.
  • Figure 6 schematically shows a screen displayed on the HMD module in the stabilization phase according to an embodiment of the present invention.
  • Figure 6 is a screen shown through the HMD module 2000 worn by the user in the stabilization phase (S300).
  • the user who has completed the intensive content and active content can then perform the stabilization phase (S300) of resting. .
  • the user can operate the controller 1400 to select the background and furniture of the resting stage (S300), and the user's heart rate data can be measured by the heart rate measurement module 1200 during the resting process. Additionally, users can check the performance results and scores of performing virtual reality content while taking a break. Specifically, in the stabilization phase (S300), the user can take a break and end the virtual reality content by sequentially performing the background movement phase (S310), the rest phase (S320), and the score provision phase (S330) as described above.
  • the user can operate the controller 1400 to relax in the background and furniture selected according to the user's preference.
  • the background provided to the user may include a forest, a beach, a home, etc.
  • the list of furniture on which the user can relax may include a bed, sofa, massage chair, ondol, sunbed, etc.
  • the user can check the performance results and scores of performing virtual reality content.
  • users can check their physical and mental state by comparing their scores with users who have similar physical conditions, and can check the scores recorded at each stage and their concentration and activity status through visual information.
  • users can check the scores of users who performed content together on social servers.
  • the present invention applies all of the user's brain wave, heart rate, and electromyography data to create virtual reality content that allows users to experience snack cooking tasks, thereby achieving the effect of inducing the user's stability and concentration.
  • Figure 7 schematically shows the operation of the score calculation unit according to an embodiment of the present invention.
  • the score calculation unit 3300 calculates a score based on the user's virtual reality content performance results received from the content execution unit, and immerses the user in the virtual reality content.
  • a score can be calculated by assigning weight to the user based on degree and amount of activity.
  • the final score for the user is determined by adding up the concentration score and the activity score, but the final score can be calculated by further reflecting the content memorization state, cooking order, cooking state, and content performance time.
  • the concentration score is a score calculated based on the user's concentration state immersion, and includes a comprehensive concentration score calculated based on the concentration state maintenance time and a second concentration score calculated based on the second concentration state maintenance time. It can be determined by adding up. Specifically, by calculating the concentration score in proportion to the maintenance time of the concentration state, users can be encouraged to remain in the concentration state for a long time, and by assigning a high weight to the second concentration state with a high degree of immersion in the concentration state, the user can participate in the content. It can encourage you to become more immersed.
  • the activity score is a score calculated based on the user's activity status and activity amount.
  • a comprehensive activity score is calculated based on the comprehensive performance results for active content, and is calculated based on the user's performance results at stages with different activity requirements. It can be calculated by adding up the first activity score, second activity score, and third activity score.
  • the first activity score is a score calculated while performing the first activity type content with high activity requirements, and the user performs the required actions in the process of preparing vegetables and meat for a preset time and more than a preset number of times, thereby receiving a high value weight.
  • the first activity score having a By performing more than a preset number of times, a second activity score with a medium weight can be recorded, and the third activity score is a score calculated while performing third activity type content with low activity requirements, and the user A third activity score with a low weight can be recorded by performing the required action for a preset time and more than a preset number of times.
  • users can achieve a high concentration score by maintaining a state of concentration for a long time and immersing themselves deeply, and a high activity score by maintaining an active state for a long time and performing a lot of physical exercise.
  • the score calculation unit 3300 can calculate the final score by further reflecting the memorization state of the intensive content, the cooking order, the cooking state of the dish, and the cooking time limit.
  • the score for the performance of the virtual reality content is calculated, such as how immersed and active the user was in the content, memorization state, cooking order, cooking state, and whether the dish was completed within the time limit. More accurate evaluation and diagnosis can be performed.
  • the score calculation unit 3300 calculates a score based on biometric information such as the user's brain waves, heart rate, and electromyography data while executing virtual reality content, and reflects the user's content performance results. By calculating the final score, users can stabilize their mind and body, immerse themselves in content activities, and improve content participation in order to obtain a higher score.
  • Figure 8 shows a process in which a plurality of users access and perform virtual reality content by a social server generator according to an embodiment of the present invention.
  • the virtual reality system of the present invention is intended to improve physical and mental health and prevent various diseases such as dementia, stroke, and myocardial infarction by allowing users to perform virtual reality content in a virtual reality space.
  • various diseases such as dementia, stroke, and myocardial infarction
  • the user needs to perform virtual reality content repeatedly, but if the same content is performed repeatedly, there is a risk that the user will easily lose interest and become bored.
  • the present invention creates a social server that multiple users can access, connects multiple users to the social server, and allows users to cooperate with each other to perform virtual reality content. You can.
  • the social server generator 3400 can receive age, height, and weight from a plurality of individual users, and generate a matching reference value for each user.
  • the matching reference value generated for each user is identical by matching similar users. You can connect to social servers.
  • the difficulty of virtual reality content performed by a plurality of users in cooperation can be adjusted so that it is not biased toward a specific user.
  • the matching reference value for the user may be calculated by considering the user's disease information.
  • the present invention is intended to prevent various diseases such as dementia, stroke, and myocardial infarction, and the virtual reality system can receive medical history information about the user and calculate a matching standard value for it.
  • multiple users connected to a social server can interact with each other or jointly perform content. Specifically, when a specific user performs the first active content of preparing vegetables and meat, another user performs the second active content of cooking tteokbokki, so that a plurality of users can perform the given content individually. .
  • multiple users can communicate with other users and provide feedback to each other, thereby reducing boredom in the process of repeatedly performing content.
  • Figure 9 schematically shows the internal configuration of a computing device according to an embodiment of the present invention.
  • the method of implementing the virtual reality system according to the above embodiment can be implemented by the computing device 11000 shown in FIG. 9.
  • the VR system unit 3000 of FIG. 2 may include components of the computing device 11000 shown in FIG. 9.
  • the computing device 11000 includes at least one processor 11100, a memory 11200, a peripheral interface 11300, and an input/output subsystem ( It may include at least an I/O subsystem (11400), a power circuit (11500), and a communication circuit (11600).
  • the computing device 11000 includes the sensor unit 1000, the VR system unit 3000, and the HMD module 2000, or the sensor unit 1000 by the input/output subsystem 11400, It can be connected to the VR system unit 3000 and the HMD module 2000.
  • the memory 11200 may include, for example, high-speed random access memory, magnetic disk, SRAM, DRAM, ROM, flash memory, or non-volatile memory. .
  • the memory 11200 may include software modules, instruction sets, or other various data necessary for the operation of the computing device 11000.
  • access to the memory 11200 from other components such as the processor 11100 or the peripheral device interface 11300 may be controlled by the processor 11100.
  • the peripheral interface 11300 may couple input and/or output peripherals of the computing device 11000 to the processor 11100 and the memory 11200.
  • the processor 11100 may execute a software module or set of instructions stored in the memory 11200 to perform various functions for the computing device 11000 and process data.
  • the input/output subsystem can couple various input/output peripherals to the peripheral interface 11300.
  • the input/output subsystem may include a controller for coupling peripheral devices such as a monitor, keyboard, mouse, printer, or, if necessary, a touch screen or sensor to the peripheral device interface 11300.
  • input/output peripherals may be coupled to the peripheral interface 11300 without going through the input/output subsystem.
  • Power circuit 11500 may supply power to all or some of the terminal's components.
  • power circuit 11500 may include a power management system, one or more power sources such as batteries or alternating current (AC), a charging system, a power failure detection circuit, a power converter or inverter, a power status indicator, or a power source. It may contain arbitrary other components for creation, management, and distribution.
  • the communication circuit 11600 may enable communication with another computing device using at least one external port.
  • the communication circuit 11600 may include an RF circuit to transmit and receive RF signals, also known as electromagnetic signals, to enable communication with other computing devices.
  • FIG. 9 is only an example of the computing device 11000, and the computing device 11000 omits some components shown in FIG. 9, further includes additional components not shown in FIG. 11, or 2 It may have a configuration or arrangement that combines more than one component.
  • a computing device for a communication terminal in a mobile environment may further include a touch screen or a sensor in addition to the components shown in FIG. 9, and the communication circuit 11600 may be equipped with various communication methods (WiFi, 3G, LTE). , Bluetooth, NFC, Zigbee, etc.) may also include a circuit for RF communication.
  • Components that can be included in the computing device 11000 may be implemented as hardware, software, or a combination of both hardware and software, including an integrated circuit specialized for one or more signal processing or applications.
  • Methods according to embodiments of the present invention may be implemented in the form of program instructions that can be executed through various computing devices and recorded on a computer-readable medium.
  • the program according to this embodiment may be composed of a PC-based program or a mobile terminal-specific application.
  • the application to which the present invention is applied can be installed on the computing device 11000 through a file provided by a file distribution system.
  • the file distribution system may include a file transmission unit (not shown) that transmits the file according to a request from the computing device 11000.
  • devices and components described in embodiments may include, for example, a processor, a controller, an arithmetic logic unit (ALU), a digital signal processor, a microcomputer, a field programmable gate array (FPGA), etc. , may be implemented using one or more general-purpose or special-purpose computers, such as a programmable logic unit (PLU), microprocessor, or any other device capable of executing and responding to instructions.
  • the processing device may execute an operating system (OS) and one or more software applications running on the operating system. Additionally, a processing device may access, store, manipulate, process, and generate data in response to the execution of software.
  • OS operating system
  • a processing device may access, store, manipulate, process, and generate data in response to the execution of software.
  • a single processing device may be described as being used; however, those skilled in the art will understand that a processing device includes multiple processing elements and/or multiple types of processing elements. It can be seen that it may include.
  • a processing device may include a plurality of processors or one processor and one controller. Additionally, other processing configurations, such as parallel processors, are possible.
  • Software may include a computer program, code, instructions, or a combination of one or more of these, which may configure a processing unit to operate as desired, or may be processed independently or collectively. You can command the device.
  • Software and/or data may be used by any type of machine, component, physical device, virtual equipment, computer storage medium or device to be interpreted by or to provide instructions or data to a processing device. , or may be permanently or temporarily embodied in a transmitted signal wave.
  • Software may be distributed over networked computing devices and stored or executed in a distributed manner.
  • Software and data may be stored on one or more computer-readable recording media.
  • the method according to the embodiment may be implemented in the form of program instructions that can be executed through various computer means and recorded on a computer-readable medium.
  • the computer-readable medium may include program instructions, data files, data structures, etc., singly or in combination.
  • Program instructions recorded on the medium may be specially designed and configured for the embodiment or may be known and available to those skilled in the art of computer software.
  • Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical media such as CD-ROMs and DVDs, and magnetic media such as floptical disks.
  • program instructions include machine language code, such as that produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter, etc.
  • the hardware devices described above may be configured to operate as one or more software modules to perform the operations of the embodiments, and vice versa.

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Abstract

The present invention relates to a virtual reality system for preventing brain diseases and mental diseases on the basis of complex sensors through a communicative rehabilitation and occupational program. More specifically, the present invention relates to a virtual reality system for preventing brain diseases and mental diseases on the basis of complex sensors through communication-type rehabilitation and occupational programs, wherein brain wave, heart rate, and electromyography data of a user can be measured in real time while the user is indirectly experiencing snack cooking tasks in virtual reality content and at the same time, multiple users interact in a virtual reality space, whereby the user can be expected to improve in physical and mental health.

Description

소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템Complex sensor-based brain disease and mental illness prevention virtual reality system through communicative rehabilitation and vocational programs
본 발명은 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템에 관한 것으로서, 더욱 상세하게는 가상현실 콘텐츠를 수행 중인 사용자의 뇌파, 심박 및 근전도 데이터를 실시간으로 측정하여 가상현실 콘텐츠 상에서 사용자가 분식 조리 업무를 간접 체험함과 동시에, 복수의 사용자가 가상현실 공간에서 상호작용하면서 사용자의 신체적 정신적 건강 증진 효과를 기대할 수 있는, 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템에 관한 것이다. The present invention relates to a complex sensor-based virtual reality system for preventing brain disease and mental illness through a communicative rehabilitation and vocational program. More specifically, it measures the brain wave, heart rate, and electromyogram data of a user performing virtual reality content in real time. A complex sensor-based complex sensor-based program through a communicative rehabilitation and vocational program that allows users to indirectly experience the task of preparing snacks in virtual reality content and at the same time expects the effect of improving the user's physical and mental health as multiple users interact in the virtual reality space. This is about a virtual reality system for preventing brain disease and mental illness.
가상현실(Virtual Reality)이란 컴퓨터 시스템에서 생성한 3차원 가상공간과 사용자 간의 상호 작용을 이루는 기술로서, 사용자는 이러한 가상공간에서 인체의 오감(시각, 청각, 후각, 미각, 촉각)을 통해 몰입감을 느끼고, 실제로 그 공간에 존재하는 것과 같은 현실감을 제공하는 융합기술이다. 현대에는 이러한 가상현실 시장의 VR(Virtual Reality)카페 등의 단순히 놀이와 재미의 목적으로 가상현실 시스템을 체험해 볼 수 있는 경우를 많이 볼 수 있다. 예를 들어, 코로나바이러스의 확산으로 인해 외부활동이 제한됨에 따라 VR 체험기기를 사용하여 가정 또는 학교에서 직업체험활동을 할 수 있는 콘텐츠가 제작되고 있다. 또한 최근에는, 언택트(Untact) 시대가 도래하면서 의료 관련 프로그램이나 비대면 심리상담 프로그램의 수요가 증가하고 있는 추세이고 경증의 우울감 해소를 위한 프로그램이 필요하게 되었다. 이와 같이 가상현실 시스템은 단순히 재미를 위한 가상현실 체험을 제공하는 것이 아닌, 가상현실을 이용하여 정신적 장애를 가진 사용자들의 치료를 목적으로 콘텐츠를 제공할 수 있다. Virtual reality is a technology that creates interaction between users and a three-dimensional virtual space created by a computer system. Users can experience immersion through the five senses of the human body (sight, hearing, smell, taste, and touch) in this virtual space. It is a convergence technology that provides a sense of reality as if you were feeling and actually existing in that space. In modern times, there are many cases where you can experience virtual reality systems simply for the purpose of play and fun, such as in VR (Virtual Reality) cafes in the virtual reality market. For example, as outdoor activities are restricted due to the spread of the coronavirus, content that allows job experience activities at home or school using VR experience devices is being produced. Additionally, recently, with the advent of the untact era, demand for medical-related programs or non-face-to-face psychological counseling programs has been increasing, and programs to relieve mild depression have become necessary. In this way, the virtual reality system does not simply provide a virtual reality experience for fun, but can provide content for the purpose of treating users with mental disabilities using virtual reality.
구체적으로 가상현실 기술은 간단한 장치만으로도 공간과 시간에 제약을 크게 받지 않고, 언제 어디서나 가상현실 체험이 가능하기 때문에 사용자가 이를 통해 몸을 움직임으로써, 운동기능을 향상시키고 무기력함을 개선할 효과를 기대할 수 있다.Specifically, virtual reality technology is not limited by space and time with a simple device and allows users to experience virtual reality anytime, anywhere, so it is expected that users will be able to improve their motor skills and improve their lethargy by moving their bodies through it. You can.
결과적으로 가상현실 기술은 사용자로 하여금 집중 및 활동을 수행할 수 있는 다양한 콘텐츠를 제공하여 뇌와 신체의 적극적 활용을 도모하고, 가상현실 콘텐츠를 체험하는 뇌파나 심박 등의 생체정보를 실시간으로 측정하여 사용자의 집중도 및 신체적 상태를 분석해 볼 수 있다. 따라서 이러한 가상현실 기술을 활용하여 사용자가 다양한 체험을 경험할 수 있는 콘텐츠를 제공함과 동시에 정신적 신체적 활동을 유도함으로써, 사용자의 건강을 증진시키기 위한 목적의 연구가 필요한 상황이다.As a result, virtual reality technology promotes active use of the brain and body by providing a variety of content that allows users to concentrate and perform activities, and measures biometric information such as brain waves and heart rate in real time when experiencing virtual reality content. You can analyze the user's concentration and physical condition. Therefore, there is a need for research aimed at improving the health of users by utilizing these virtual reality technologies to provide content that allows users to experience various experiences and at the same time induce mental and physical activities.
본 발명은 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템에 관한 것으로서, 더욱 상세하게는 가상현실 콘텐츠를 수행 중인 사용자의 뇌파, 심박 및 근전도 데이터를 실시간으로 측정하여 가상현실 콘텐츠 상에서 사용자가 분식 조리 업무를 간접 체험함과 동시에, 복수의 사용자가 가상현실 공간에서 상호작용하면서 사용자의 신체적 정신적 건강 증진 효과를 기대할 수 있는, 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템을 제공하는 것을 목적으로 한다. The present invention relates to a complex sensor-based virtual reality system for preventing brain disease and mental illness through a communicative rehabilitation and vocational program. More specifically, it measures the brain wave, heart rate, and electromyogram data of a user performing virtual reality content in real time. A complex sensor-based complex sensor-based program through a communicative rehabilitation and vocational program that allows users to indirectly experience the task of preparing snacks in virtual reality content and at the same time expects the effect of improving the user's physical and mental health as multiple users interact in the virtual reality space. The purpose is to provide a virtual reality system to prevent brain disease and mental illness.
상기와 같은 과제를 해결하기 위하여 본 발명의 일 실시예에서는, 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템으로서, 상기 가상현실 시스템은, 사용자`의 두부(頭部)에 부착되어 사용자의 뇌파를 측정하는 뇌파측정모듈, 사용자의 손가락에 부착되어 사용자의 심박을 측정하는 심박측정모듈 및 사용자의 팔을 포함하는 신체 일부에 부착되어 사용자의 근전도를 측정하는 근전도측정모듈을 포함하는 센서부; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR시스템부; 및 상기 VR시스템부로부터 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD모듈;을 포함하고, 상기 VR시스템부는, 상기 센서부로부터 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집부; 상기 HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행부; 상기 콘텐츠실행부로부터 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출부; 및 상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성부;를 포함할 수 있다.In order to solve the above problems, in one embodiment of the present invention, it is a complex sensor-based virtual reality system for preventing brain diseases and mental disorders through a communicative rehabilitation and vocational program. A brain wave measurement module that is attached to the user's arm and measures the user's brain waves, a heart rate measurement module that is attached to the user's finger and measures the user's heart rate, and an electromyogram measurement module that is attached to a part of the body including the user's arm and measures the user's electromyogram A sensor unit including a module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR system unit that executes virtual reality content that can analyze the user's concentration and activity status and derives an evaluation of the user's performance of the virtual reality content; And a HMD module that receives image and sound information of virtual reality content executed from the VR system unit and provides it to the user, wherein the VR system unit is a sensing unit that receives the brain wave, heart rate, and electromyography data from the sensor unit. Information Collection Department; The brain wave, heart rate, and electromyography data of the user wearing the HMD module are applied in real time to run virtual reality content that can perform snack cooking tasks in the virtual reality content, and the concentration and concentration of the user performing the virtual reality content a content execution unit that determines the activity status; a score calculation unit that calculates a score based on the user's virtual reality content performance results received from the content execution unit and calculates the score by assigning weight to the user based on immersion in the virtual reality content and amount of activity; and a social server generator that generates a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
본 발명의 일 실시예에서는, 상기 소셜서버생성부는, 복수의 사용자 각각으로부터 수신한 나이, 키, 및 몸무게에 대한 매칭기준값을 산출하고, 상기 매칭기준값에 기초하여 복수의 사용자가 접속할 수 있는 소셜서버를 생성할 수 있다.In one embodiment of the present invention, the social server generator calculates matching reference values for age, height, and weight received from each of a plurality of users, and creates a social server that multiple users can access based on the matching reference values. can be created.
본 발명의 일 실시예에서는, 상기 콘텐츠실행부는, 상기 사용자에게 식재료정보, 주문정보, 및 레시피정보를 암기하는 집중형콘텐츠를 제공하고 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태를 판별하고, 상기 사용자의 집중상태에 기초하여 집중스코어를 산출하는 암기단계; 상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하고, 상기 사용자의 활동상태에 기초하여 활동스코어를 산출하는 조리단계; 및 상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고 상기 사용자의 심박수 데이터에 기초하여 사용자의 안정상태를 판별하고, 상기 집중스코어 및 상기 활동스코어에 기초하여 산출한 최종스코어를 제공하는 안정단계;를 수행할 수 있다.In one embodiment of the present invention, the content execution unit provides the user with focused content that memorizes ingredient information, order information, and recipe information and determines the user's concentration state based on the user's brain wave data, A memorization step of calculating a concentration score based on the user's concentration state; Provides active content that allows the user to perform snack cooking tasks, determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data, and based on the user's activity state Cooking step to calculate activity score; and a stabilization step of providing relaxation content for the user to relax, determining the user's stable state based on the user's heart rate data, and providing a final score calculated based on the concentration score and the activity score; can be performed.
본 발명의 일 실시예에서는, 상기 암기단계는, 상기 사용자로부터 사용자정보를 입력받고 상기 사용자의 뇌파 데이터에 대한 측정을 시작하여 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태 돌입여부를 결정하고, 집중형콘텐츠의 난이도를 결정하는 게임준비단계; 상기 사용자가 기설정된 시간 이상 집중상태를 유지한 사용자에게 집중형콘텐츠를 디스플레이하는 집중형콘텐츠제공단계;를 포함하고, 상기 집중형콘텐츠는, 상기 사용자에게 위치와 순서를 무작위로 하여 복수의 이미지를 디스플레이하고, 상기 사용자가 복수의 이미지가 디스플레이된 순서 및 위치를 암기하는 제1집중형콘텐츠; 사용자에게 분식조리에 사용되는 복수의 식재료를 이미지로 제시하고, 상기 사용자가 복수의 식재료 중 조리에 사용되는 식재료를 선택하는 제2집중형콘텐츠; 및 손님의 주문순서 및 주문내역을 포함하는 주문정보, 상기 주문정보에 해당되는 요리의 레시피정보, 및 업무가 진행되는 순서에 대한 정보를 암기하는 제3집중형콘텐츠;를 포함할 수 있다.In one embodiment of the present invention, the memorization step receives user information from the user, starts measuring the user's brain wave data, and determines whether the user enters a concentration state based on the user's brain wave data, A game preparation stage that determines the difficulty level of intensive content; A centralized content providing step of displaying centralized content to a user who maintains a focused state for more than a preset time, wherein the centralized content provides a plurality of images to the user in a random position and order. first focused content that displays and allows the user to memorize the order and location in which a plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; and third focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed.
본 발명의 일 실시예에서는, 상기 스코어산출부는, 상기 집중형콘텐츠를 수행 중인 사용자의 집중상태에 기초하여 사용자별 집중스코어를 산출하는 집중스코어산출단계;를 수행하고, 상기 암기단계에서 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태를 판별하는 기준은, 상기 사용자의 뇌파 종류 및 주파수가 10 내지 13 hz의 주파수를 갖는 알파파로 기설정된 시간인 3초 이상 측정될 때 집중상태로 판별하고, 상기 사용자의 뇌파 종류 및 주파수가 10 내지 12 hz의 주파수를 갖는 미들 알파파로 기설정된 시간인 3초 이상 측정될 때 제1집중상태로 판별하고, 상기 사용자의 뇌파 종류 및 주파수가 12 내지 13 hz의 주파수를 갖는 SMR파로 기설정된 시간인 3초 이상 측정될 때 제2집중상태로 판별할 수 있다.In one embodiment of the present invention, the score calculation unit performs an intensive score calculation step of calculating an intensive score for each user based on the concentration state of the user performing the intensive content, and in the memorization step, the user's concentration score is calculated. The standard for determining the user's concentration state based on brain wave data is to determine the user's concentration state when the type and frequency of the user's brain waves are measured for more than 3 seconds, which is a preset time of alpha waves with a frequency of 10 to 13 Hz, and When the user's brain wave type and frequency are measured as middle alpha waves with a frequency of 10 to 12 hz for more than 3 seconds, which is a preset time, the first concentration state is determined, and the user's brain wave type and frequency is a frequency of 12 to 13 hz. When an SMR wave with is measured for more than 3 seconds, which is a preset time, it can be determined to be in the second concentration state.
본 발명의 일 실시예에서는, 상기 집중스코어는, 상기 암기단계에서 사용자의 집중상태 유지시간에 기초하여 산출하는 종합집중스코어; 및 상기 암기단계에서 사용자의 제2집중상태 유지시간에 기초하여 산출하는, 제2집중스코어를 포함하고, 상기 집중스코어를 산출하는 방식은, 상기 종합집중스코어 및 상기 제2집중스코어를 합산하여 결정하되, 상기 제2집중스코어에 상기 종합집중스코어보다 큰 값을 갖는 가중치를 부여하여 산출할 수 있다.In one embodiment of the present invention, the concentration score includes: a comprehensive concentration score calculated based on the user's concentration maintenance time in the memorization step; and a second concentration score calculated based on the user's second concentration state maintenance time in the memorization step, and the method of calculating the concentration score is determined by adding the comprehensive concentration score and the second concentration score. However, it can be calculated by assigning a weight having a larger value than the comprehensive concentration score to the second concentration score.
본 발명의 일 실시예에서는, 상기 조리단계는, 상기 암기단계를 완료한 사용자에 대하여 가상현실 콘텐츠 내에서 상기 사용자에게 분식조리업무에 사용되는 식재료 및 조리도구를 제공하고 상기 사용자의 근전도 데이터에 대한 측정을 시작하는 조리준비단계; 및 상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고, 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 활동형콘텐츠제공단계;를 포함할 수 있다.In one embodiment of the present invention, the cooking step provides the user with ingredients and cooking tools used for snack cooking within virtual reality content for the user who has completed the memorization step, and provides the user with electromyography data of the user. Cooking preparation step to start measuring; And an active content providing step of providing the user with active content that allows the user to perform meal preparation tasks, and determining the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. It can be included.
본 발명의 일 실시예에서는, 상기 스코어산출부는, 상기 활동형콘텐츠를 수행 중인 사용자의 활동상태에 기초하여 사용자별 활동스코어를 산출하는, 활동스코어산출단계;를 수행하고 상기 조리단계에서 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 기준은, 상기 사용자의 근전도 데이터 변화량이 20 내지 450 hz인 경우 활동상태로 판별하고, 상기 사용자의 근전도 데이터 변화량이 20 내지 235 hz인 경우 제1활동상태로 판별하고, 상기 사용자의 근전도 데이터 변화량이 236 내지 450 hz인 경우 제2활동상태로 판별할 수 있다.In one embodiment of the present invention, the score calculation unit performs an activity score calculation step of calculating an activity score for each user based on the activity state of the user performing the active content, and calculates the user's electromyography in the cooking step. The standard for determining the user's activity state based on data is that, if the user's EMG data change amount is 20 to 450 hz, the user is determined to be in an active state, and if the user's EMG data change amount is 20 to 235 hz, the user is determined to be in an active state. If the amount of change in the user's EMG data is 236 to 450 Hz, it can be determined as a second activity state.
본 발명의 일 실시예에서는, 상기 활동스코어는, 상기 사용자가 상기 조리단계에서 수행한 상기 활동형콘텐츠에 대한 종합수행결과에 기초하여 산출하는 종합활동스코어; 조리 사용에 사용되는 야채 및 고기를 손질하는 콘텐츠로서, 활동요구량이 제1활동요구량을 초과하는 제1활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제1활동스코어; 손질된 재료를 사용하여 떡볶이를 제조하는 콘텐츠로서, 활동요구량이 제1활동요구량 미만이고 제2활동요구량 이상인 제2활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제2활동스코어; 및 튀김을 튀기는 콘텐츠로서, 활동요구량이 제2활동요구량 미만인 제3활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제3활동스코어;를 포함하고, 상기 활동스코어를 산출하는 방식은, 상기 종합활동스코어, 제1활동스코어, 제2활동스코어 및 제3활동스코어를 합산하여 결정하되 제1활동스코어, 제2활동스코어 및 제3활동스코어를 산출한 콘텐츠에 대한 활동요구량 및 수행시간을 반영하여 각각 상이한 가중치를 부여하여 결정할 수 있다.In one embodiment of the present invention, the activity score includes: a comprehensive activity score calculated based on a comprehensive performance result for the active content performed by the user in the cooking step; Content for preparing vegetables and meat used in cooking, comprising: a first activity score calculated based on the user's performance results for the first activity type content whose activity requirement exceeds the first activity requirement; Content for manufacturing tteokbokki using prepared ingredients, a second activity score calculated based on the user's performance results for the second activity type content whose activity requirement is less than the first activity requirement and more than the second activity requirement; and a third activity score calculated based on the user's performance results for third activity type content whose activity requirement is less than the second activity requirement as content for frying fries, and the method of calculating the activity score includes the above. It is determined by adding up the comprehensive activity score, first activity score, second activity score, and third activity score, but reflects the activity demand and performance time for the content from which the first activity score, second activity score, and third activity score were calculated. Therefore, it can be decided by assigning different weights to each.
본 발명의 일 실시예에서는, 상기 안정단계는, 상기 가상현실 콘텐츠 내에서 상기 조리단계를 완료한 상기 사용자를 조리실에서 휴식공간으로 이동시키는 배경이동단계; 상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고, 상기 사용자의 심박수가 60 내지 72 인 경우, 사용자를 안정상태로 판별하는 휴식콘텐츠제공단계; 및 상기 집중스코어 및 상기 활동스코어를 합산하고, 상기 사용자의 가상현실 콘텐츠의 수행결과를 반영하여 최종스코어를 산출하여 제공하는, 스코어제공단계;를 포함할 수 있다.In one embodiment of the present invention, the stabilization step includes: a background movement step of moving the user who has completed the cooking step within the virtual reality content from the cooking room to a resting area; A relaxation content providing step of providing relaxation content that allows the user to relax, and determining that the user is in a stable state when the user's heart rate is 60 to 72; and a score providing step of adding up the concentration score and the activity score and calculating and providing a final score by reflecting the user's performance results of the virtual reality content.
상기와 같은 과제를 해결하기 위하여 본 발명의 일 실시예에서는, 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템의 구현방법으로서, 상기 가상현실 시스템의 구현방법은, 뇌파측정모듈에 의해 사용자의 뇌파를 측정하는 뇌파측정단계, 심박측정모듈에 의해 사용자의 근전도를 측정하는 근전도측정단계를 포함하는 센서단계; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR단계; 및 상기 VR단계에서 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD단계;를 포함하고, 상기 VR단계는, 상기 센서단계에서 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집단계; HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행단계; 상기 콘텐츠실행단계에서 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출단계; 및 상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성단계;를 포함하는, 가상현실 시스템의 구현방법을 제공한다.In order to solve the above problems, in one embodiment of the present invention, a method of implementing a virtual reality system for preventing brain diseases and mental disorders based on a complex sensor through a communicative rehabilitation and vocational program, the method of implementing the virtual reality system includes the following: A sensor step including an EEG measurement step of measuring the user's EEG using an EEG measurement module, and an EMG measurement step of measuring the user's EMG using a heart rate measurement module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And a HMD step of receiving the image and sound information of the virtual reality content executed in the VR step and providing it to the user, wherein the VR step includes sensing information that receives the brain wave, heart rate, and electromyography data in the sensor step. collection stage; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed. A content execution step that determines the status; A score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity; And a social server creation step of creating a social server where a plurality of users performing the virtual reality content can access and interact with other users while collaborating on the virtual reality content. do.
상기와 같은 과제를 해결하기 위하여 본 발명의 일 실시예에서는, 1 이상의 프로세서 및 1 이상의 메모리를 갖는 컴퓨팅장치에서 수행되는 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템 을 구현하기 위한 컴퓨팅-판독가능 매체로서, 상기 컴퓨팅-판독가능 매체는, 컴퓨팅 장치로 하여금 이하의 단계들을 수행하도록 하는 명령들을 저장하며, 상기 이하의 단계들은, 뇌파측정모듈에 의해 사용자의 뇌파를 측정하는 뇌파측정단계, 심박측정모듈에 의해 사용자의 근전도를 측정하는 근전도측정단계를 포함하는 센서단계; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR단계; 및 상기 VR단계에서 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD단계;를 포함하고, 상기 VR단계는, 상기 센서단계에서 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집단계; HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행단계; 상기 콘텐츠실행단계에서 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출단계; 및 상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성단계;를 포함하는, 컴퓨팅-판독가능 매체를 제공한다.In order to solve the above problems, in one embodiment of the present invention, a virtual reality system for preventing brain diseases and mental disorders based on a complex sensor through a communicative rehabilitation and vocational program performed on a computing device having one or more processors and one or more memories. A computer-readable medium for implementing, wherein the computer-readable medium stores instructions that cause a computing device to perform the following steps, wherein the following steps include measuring the user's brain waves by the brain wave measurement module. A sensor step including an electroencephalography (EEG) measurement step and an electromyography measurement step of measuring the user's electromyogram using a heart rate measurement module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And a HMD step of receiving the image and sound information of the virtual reality content executed in the VR step and providing it to the user, wherein the VR step includes sensing information that receives the brain wave, heart rate, and electromyography data in the sensor step. collection stage; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed. A content execution step that determines the status; A score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity; and a social server creation step of creating a social server where a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content. .
본 발명의 일 실시예에 따르면, 사용자에게 분식 조리 업무를 체험할 수 있는 가상현실 콘텐츠를 제공함으로써, 가상현실 시스템 사용자의 집중도의 증가 및 신체활동 유도를 통해 신체적 정신적 건강을 증진함과 동시에 분식 조리 업무를 간접적으로 경험할 수 있는 효과를 발휘할 수 있다.According to an embodiment of the present invention, by providing users with virtual reality content that allows them to experience the task of cooking snacks, it improves physical and mental health by increasing the concentration of virtual reality system users and inducing physical activity while cooking snacks at the same time. It can have the effect of indirectly experiencing work.
본 발명의 일 실시예에 따르면, 사용자는 자신과 나이, 키, 몸무게가 유사한 타 사용자와 동일한 소셜서버에 접속하여, 가상현실 콘텐츠를 협력 수행함으로써 사용자의 신체적 정신적 건강을 증진할 수 있다.According to one embodiment of the present invention, a user can improve his or her physical and mental health by accessing the same social server as other users of similar age, height, and weight, and cooperating with virtual reality content.
본 발명의 일 실시예에 따르면, 사용자의 뇌파, 심박 및 근전도와 같은 생체정보에 기초하여 현재 사용자 상태에 따른 콘텐츠를 설정하여 제공함으로써 사용자의 집중 및 안정을 유도할 수 있는 효과를 발휘할 수 있다.According to an embodiment of the present invention, content according to the user's current state is set and provided based on the user's biometric information such as brain waves, heart rate, and electromyogram, thereby achieving the effect of inducing the user's concentration and stability.
본 발명의 일 실시예에 따르면, 사용자는 본인이 선택한 분식 조리 업무의 조리과정 전반에 대한 업무를 반복 체험함으로써 분식 조리 분야에 대한 경험을 쌓을 수 있다. According to one embodiment of the present invention, a user can gain experience in the field of snack cooking by repeatedly experiencing the entire cooking process of the snack cooking task selected by the user.
본 발명의 일 실시예에 따르면, 가상현실 시스템 사용자의 뇌파, 심박 및 근전도와 같은 생체정보를 통해 사용자의 상태를 판단하고, 현재 사용자 상태에 적절한 피드백을 제공하여 콘텐츠의 난이도를 조절함으로써, 사용자 맞춤형의 가상현실 콘텐츠를 제공할 수 있는 효과를 발휘할 수 있다.According to one embodiment of the present invention, the user's state is determined through biometric information such as brain waves, heart rate, and electromyogram of the virtual reality system user, and the difficulty of the content is adjusted by providing appropriate feedback to the current user state, thereby customizing the user. It can be effective in providing virtual reality content.
본 발명의 일 실시예에 따르면, 사용자는 주문정보 및 레시피정보의 암기를 통해 집중력 향상 및 뇌 건강을 증진할 수 있고, 구체적으로 사용자의 뇌파 데이터를 측정함으로써 치매, 뇌졸증, 발작을 포함하는 질환을 예방할 수 있는 효과를 발휘할 수 있다. According to one embodiment of the present invention, the user can improve concentration and improve brain health through memorization of order information and recipe information, and specifically measure the user's brain wave data to prevent diseases including dementia, stroke, and seizures. It can have a preventive effect.
본 발명의 일 실시예에 따르면, 사용자는 식재료의 손질 및 조리를 위한 신체적 움직임을 통해 이동하고 신체건강을 증진시킬 수 있고, 구체적으로 사용자의 근전도 데이터를 측정함으로써, 동맥질환, 저/고혈압, 심근경색, 심낭염, 부정맥을 포함하는 질환을 예방할 수 있는 효과를 발휘할 수 있다. According to one embodiment of the present invention, the user can move and improve physical health through physical movements for preparing and cooking food ingredients, and specifically measure the user's electromyography data to prevent arterial disease, low/high blood pressure, and myocardial disease. It can be effective in preventing diseases including infarction, pericarditis, and arrhythmia.
본 발명의 일 실시예에 따르면, 분식조리 업무를 수행한 후 휴식을 취함으로써 긴장과 피로를 완화시킬 수 있고, 구체적으로 사용자의 심박수 데이터를 측정함으로써, 중증근무력증, 진행성근디스트로피, 다발성근염, 근위축성축색경화증을 포함하는 신경/근육 질환을 예방할 수 있는 효과를 발휘할 수 있다. According to one embodiment of the present invention, tension and fatigue can be alleviated by taking a break after performing meal preparation tasks, and specifically by measuring the user's heart rate data, myasthenia gravis, progressive muscular dystrophy, polymyositis, and myasthenia gravis. It can be effective in preventing nerve/muscle diseases including atrophic axial sclerosis.
본 발명의 일 실시예에 따르면, 가상현실 콘텐츠에서 수행 중에 도출되는 사용자별 평가정보 및 생체정보를 외부 전문가에게 전달하여 사용자의 진료, 치료, 및 상담데이터로 활용할 수 있는 효과를 발휘할 수 있다.According to one embodiment of the present invention, user-specific evaluation information and biometric information derived during performance in virtual reality content can be transmitted to an external expert and used as the user's medical treatment, treatment, and counseling data.
도 1은 본 발명의 일 실시예에 따른 가상현실 시스템의 체험공간에서의 사용자 및 사용자의 신체에 착용되는 센서부를 구성하는 모듈들을 개략적으로 도시한다.Figure 1 schematically shows a user in the experience space of a virtual reality system according to an embodiment of the present invention and modules constituting a sensor unit worn on the user's body.
도 2는 본 발명의 일 실시예에 따른 가상현실 시스템의 내부 구성을 개략적으로 도시한다.Figure 2 schematically shows the internal configuration of a virtual reality system according to an embodiment of the present invention.
도 3은 본 발명의 일 실시예에 따른 VR시스템부의 내부 구성을 개략적으로 도시한다.Figure 3 schematically shows the internal configuration of the VR system unit according to an embodiment of the present invention.
도 4는 본 발명의 일 실시예에 따른 콘텐츠실행부의 수행 단계를 개략적으로 도시한다.Figure 4 schematically shows the steps performed by the content execution unit according to an embodiment of the present invention.
도 5은 본 발명의 일 실시예에 따른 집중형콘텐츠제공단계에서 제3집중형콘텐츠가 HMD모듈에서 디스플레이 되는 화면을 개략적으로 도시한다.Figure 5 schematically shows a screen on which third centralized content is displayed on the HMD module in the centralized content provision step according to an embodiment of the present invention.
도 6는 본 발명의 일 실시예에 따른 안정단계에서 HMD모듈에서 디스플레이 되는 화면을 개략적으로 도시한다.Figure 6 schematically shows a screen displayed on the HMD module in the stabilization phase according to an embodiment of the present invention.
도 7은 본 발명의 일 실시예에 따른 스코어산출부의 동작을 개략적으로 도시한다.Figure 7 schematically shows the operation of the score calculation unit according to an embodiment of the present invention.
도 8은 본 발명의 일 실시예에 따른 소셜서버생성부에 의해 복수의 사용자가 접속하여 가상현실 콘텐츠를 수행하는 과정을 도시한다.Figure 8 shows a process in which a plurality of users access and perform virtual reality content by a social server generator according to an embodiment of the present invention.
도 9는 본 발명의 일 실시예에 따른 컴퓨팅 장치의 내부구성을 개략적으로 도시한다.Figure 9 schematically shows the internal configuration of a computing device according to an embodiment of the present invention.
이하에서는, 다양한 실시예들 및/또는 양상들이 이제 도면들을 참조하여 개시된다. 하기 설명에서는 설명을 목적으로, 하나이상의 양상들의 전반적 이해를 돕기 위해 다수의 구체적인 세부사항들이 개시된다. 그러나, 이러한 양상(들)은 이러한 구체적인 세부사항들 없이도 실행될 수 있다는 점 또한 본 발명의 기술 분야에서 통상의 지식을 가진 자에게 인식될 수 있을 것이다. 이후의 기재 및 첨부된 도면들은 하나 이상의 양상들의 특정한 예시적인 양상들을 상세하게 기술한다. 하지만, 이러한 양상들은 예시적인 것이고 다양한 양상들의 원리들에서의 다양한 방법들 중 일부가 이용될 수 있으며, 기술되는 설명들은 그러한 양상들 및 그들의 균등물들을 모두 포함하고자 하는 의도이다.BRIEF DESCRIPTION OF THE DRAWINGS Various embodiments and/or aspects are now disclosed with reference to the drawings. In the following description, for purposes of explanation, numerous specific details are set forth to facilitate a general understanding of one or more aspects. However, it will also be appreciated by those skilled in the art that this aspect(s) may be practiced without these specific details. The following description and accompanying drawings set forth in detail certain example aspects of one or more aspects. However, these aspects are illustrative and some of the various methods in the principles of the various aspects may be utilized, and the written description is intended to encompass all such aspects and their equivalents.
또한, 다양한 양상들 및 특징들이 다수의 디바이스들, 컴포넌트들 및/또는 모듈들 등을 포함할 수 있는 시스템에 의하여 제시될 것이다. 다양한 시스템들이, 추가적인 장치들, 컴포넌트들 및/또는 모듈들 등을 포함할 수 있다는 점 그리고/또는 도면들과 관련하여 논의된 장치들, 컴포넌트들, 모듈들 등 전부를 포함하지 않을 수도 있다는 점 또한 이해되고 인식되어야 한다.Additionally, various aspects and features may be presented by a system that may include multiple devices, components and/or modules, etc. It is also understood that various systems may include additional devices, components and/or modules, etc. and/or may not include all of the devices, components, modules, etc. discussed in connection with the drawings. It must be understood and recognized.
본 명세서에서 사용되는 "실시예", "예", "양상", "예시" 등은 기술되는 임의의 양상 또는 설계가 다른 양상 또는 설계들보다 양호하다거나, 이점이 있는 것으로 해석되지 않을 수도 있다. 아래에서 사용되는 용어들 '~부', '컴포넌트', '모듈', '시스템', '인터페이스' 등은 일반적으로 컴퓨터 관련 엔티티(computer-related entity)를 의미하며, 예를 들어, 하드웨어, 하드웨어와 소프트웨어의 조합, 소프트웨어를 의미할 수 있다.As used herein, “embodiments,” “examples,” “aspects,” “examples,” etc. may not be construed to mean that any aspect or design described is better or advantageous over other aspects or designs. . The terms '~part', 'component', 'module', 'system', 'interface', etc. used below generally refer to computer-related entities, such as hardware, hardware, etc. A combination of and software, it can mean software.
또한, "포함한다" 및/또는 "포함하는"이라는 용어는, 해당 특징 및/또는 구성요소가 존재함을 의미하지만, 하나 이상의 다른 특징, 구성요소 및/또는 이들의 그룹의 존재 또는 추가를 배제하지 않는 것으로 이해되어야 한다.Additionally, the terms “comprise” and/or “comprising” mean that the feature and/or element is present, but exclude the presence or addition of one or more other features, elements and/or groups thereof. It should be understood as not doing so.
또한, 제1, 제2 등과 같이 서수를 포함하는 용어는 다양한 구성요소들을 설명하는데 사용될 수 있지만, 상기 구성요소들은 상기 용어들에 의해 한정되지는 않는다. 상기 용어들은 하나의 구성요소를 다른 구성요소로부터 구별하는 목적으로만 사용된다. 예를 들어, 본 발명의 권리 범위를 벗어나지 않으면서 제1 구성요소는 제2 구성요소로 명명될 수 있고, 유사하게 제2 구성요소도 제1 구성요소로 명명될 수 있다. 및/또는 이라는 용어는 복수의 관련된 기재된 항목들의 조합 또는 복수의 관련된 기재된 항목들 중의 어느 항목을 포함한다.Additionally, terms including ordinal numbers, such as first, second, etc., may be used to describe various components, but the components are not limited by the terms. The above terms are used only for the purpose of distinguishing one component from another. For example, a first component may be named a second component, and similarly, the second component may also be named a first component without departing from the scope of the present invention. The term and/or includes any of a plurality of related stated items or a combination of a plurality of related stated items.
또한, 본 발명의 실시예들에서, 별도로 다르게 정의되지 않는 한, 기술적이거나 과학적인 용어를 포함해서 여기서 사용되는 모든 용어들은 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자에 의해 일반적으로 이해되는 것과 동일한 의미를 가지고 있다. 일반적으로 사용되는 사전에 정의되어 있는 것과 같은 용어들은 관련 기술의 문맥 상 가지는 의미와 일치하는 의미를 가지는 것으로 해석되어야 하며, 본 발명의 실시예에서 명백하게 정의하지 않는 한, 이상적이거나 과도하게 형식적인 의미로 해석되지 않는다.In addition, in the embodiments of the present invention, unless otherwise defined, all terms used herein, including technical or scientific terms, are generally understood by those skilled in the art to which the present invention pertains. It has the same meaning as Terms defined in commonly used dictionaries should be interpreted as having a meaning consistent with the meaning in the context of the related technology, and unless clearly defined in the embodiments of the present invention, have an ideal or excessively formal meaning. It is not interpreted as
도 1은 본 발명의 일 실시예에 따른 가상현실 시스템의 체험공간에서의 사용자 및 사용자의 신체에 착용되는 센서부를 구성하는 모듈들을 개략적으로 도시한다.Figure 1 schematically shows a user in the experience space of a virtual reality system according to an embodiment of the present invention and modules constituting a sensor unit worn on the user's body.
본 발명의 가상현실 시스템은 센서부(1000), 컨트롤러(1400), VR시스템부(3000), 및 HMD모듈(2000)을 포함하고, 사용자는 가상현실 시스템을 통해 제공되는 분식 조리 업무 전반을 경험할 수 있는 가상현실 콘텐츠를 체험할 수 있다. 또한, 가상공간에서의 체험을 통하여 집중 및 기억력 향상의 효과를 얻을 수 있고, 사용자는 가상현실 콘텐츠를 체험하면서 식재료를 손질하고 조리하는 과정에서 수반되는 신체적 활동을 통해 운동효과를 얻을 수 있다. 또한 사용자는 자신과 나이, 키, 몸무게 등 신체조건이 유사한 타 사용자와 동일한 소셜서버에서 가상현실 콘텐츠를 수행할 수도 있다.The virtual reality system of the present invention includes a sensor unit 1000, a controller 1400, a VR system unit 3000, and an HMD module 2000, and the user can experience the overall meal preparation process provided through the virtual reality system. You can experience virtual reality content. In addition, the effect of improving concentration and memory can be obtained through experience in virtual space, and users can obtain exercise effects through physical activities involved in the process of preparing and cooking food while experiencing virtual reality content. Additionally, users can perform virtual reality content on the same social server as other users with similar physical conditions such as age, height, and weight.
도 1에 도시된 바와 같이 가상현실 시스템을 통해 가상현실을 체험하는 사용자는 자신의 신체에 뇌파측정모듈(1100), 심박측정모듈(1200) 및 근전도측정모듈(1300)을 부착할 수 있고, 동작센서모듈(1410)을 포함하는 컨트롤러(1400)를 소지하여 가상현실 콘텐츠 체험 시 필요에 따른 입력(예를 들어, 버튼, 핸드트래킹)을 할 수 있고, 컨트롤러(1400)에 포함되는 동작센서모듈(1410)에 의하여 사용자의 움직임이 측정될 수 있다. 컨트롤러(1400)를 통해 수신된 사용자의 입력 및 동작은 VR시스템부(3000)에 송신되어 가상현실 콘텐츠에 반영된다. 사용자는 도 1에 도시된 바와 같이 가상현실 체험공간의 영역을 설정하는 베이스스테이션이 설치된 공간에서 사용자의 동작에 따른 HMD모듈(2000) 및 컨트롤러(1400)의 움직임이 인식될 수 있다. As shown in Figure 1, a user who experiences virtual reality through a virtual reality system can attach the brain wave measurement module 1100, heart rate measurement module 1200, and electromyography measurement module 1300 to his or her body, and the operation By possessing a controller 1400 including a sensor module 1410, you can make inputs (e.g., buttons, hand tracking) as needed when experiencing virtual reality content, and a motion sensor module included in the controller 1400 ( 1410), the user's movement can be measured. The user's input and actions received through the controller 1400 are transmitted to the VR system unit 3000 and reflected in the virtual reality content. As shown in FIG. 1, the user can recognize the movement of the HMD module 2000 and the controller 1400 according to the user's movements in the space where the base station that sets the area of the virtual reality experience space is installed.
도 1에 도시된 바와 같은 환경에서 제공되는 본 발명의 가상현실 콘텐츠는, 외상후스트레스장애(PTSD), 공황장애, 경도인지장애, 및 주의력 결핍 과잉 행동장애(ADHD) 등과 같은 정신적 장애를 가진 사용자가 가상현실 콘텐츠를 제공하는 가상공간에서의 체험을 통해 식재료, 주문정보 및 레시피를 암기하는 과정에서 수반되는 정신적 활동, 식재료의 손질 및 조리과정에서 수반되는 신체적 활동을 통해 사용자의 집중을 유도하고 집중력 향상 효과를 얻을 수 있고, 무기력감을 해소할 수 있는 효과를 발휘할 수 있다.The virtual reality content of the present invention provided in the environment as shown in Figure 1 is suitable for users with mental disorders such as post-traumatic stress disorder (PTSD), panic disorder, mild cognitive impairment, and attention deficit hyperactivity disorder (ADHD). Through an experience in a virtual space that provides virtual reality content, the user's concentration is encouraged and concentration improved through the mental activities involved in the process of memorizing ingredients, order information, and recipes, and the physical activities involved in the preparation and cooking process of ingredients. You can achieve an improvement effect and have the effect of relieving the feeling of helplessness.
본 발명에서의 정신적 장애는 외상후스트레스장애(PTSD)와 같은 상술한 정신적 장애의 종류에 한정되지 않고, 경미한 정신적 장애로부터 중증 정신적장애에 이르기까지 본 발명의 가상현실 시스템을 통해 제공되는 가상공간에서의 체험을 통하여 치료효과를 얻을 수 있는 모든 종류의 정신적 장애를 포함할 수 있다.Mental disorders in the present invention are not limited to the types of mental disorders described above such as post-traumatic stress disorder (PTSD), and range from mild mental disorders to severe mental disorders in the virtual space provided through the virtual reality system of the present invention. It can include all types of mental disorders that can benefit from treatment through experience.
이하에서는, 가상현실 시스템의 구성에 대하여 더욱 자세하게 설명하도록 한다.Below, the configuration of the virtual reality system will be described in more detail.
도 2는 본 발명의 일 실시예에 따른 가상현실 시스템의 내부 구성을 개략적으로 도시한다.Figure 2 schematically shows the internal configuration of a virtual reality system according to an embodiment of the present invention.
도 2에 도시된 바와 같이, 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 조작 및 몰입형 가상현실 시스템으로서, 상기 가상현실 시스템은, 사용자의 두부(頭部)에 부착되어 사용자의 뇌파를 측정하는 뇌파측정모듈, 사용자의 손가락에 부착되어 사용자의 심박을 측정하는 심박측정모듈 및 사용자의 팔을 포함하는 신체 일부에 부착되어 사용자의 근전도를 측정하는 근전도측정모듈을 포함하는 센서부; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR시스템부; 및 상기 VR시스템부로부터 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD모듈;을 포함할 수 있다.As shown in Figure 2, it is a complex sensor-based manipulation and immersive virtual reality system through a communicative rehabilitation and vocational program. The virtual reality system is attached to the user's head and measures the user's brain waves. A sensor unit including an brain wave measurement module, a heart rate measurement module attached to the user's finger to measure the user's heart rate, and an electromyography measurement module attached to a part of the body including the user's arm to measure the user's electromyogram; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR system unit that executes virtual reality content that can analyze the user's concentration and activity status and derives an evaluation of the user's performance of the virtual reality content; and an HMD module that receives image and sound information of virtual reality content executed from the VR system unit and provides it to the user.
본 발명의 일 실시예에 따르면, 도 2에 도시된 바와 같이 상기 VR시스템부(3000)는 HMD모듈(2000)에 포함될 수 있다. 또한 본 발명의 다른 실시예에서는 동작센서모듈(1410)을 포함하는 컨트롤러(1400)는 센서부(1000)에 포함될 수 있다.According to one embodiment of the present invention, as shown in FIG. 2, the VR system unit 3000 may be included in the HMD module 2000. Additionally, in another embodiment of the present invention, the controller 1400 including the motion sensor module 1410 may be included in the sensor unit 1000.
상기 뇌파측정모듈(1100)은, 델타파, 세타파, 알파파, 베타파, 및 감마파를 포함하는 뇌파를 센싱하여 측정한다. 뇌파측정모듈(1100)은 사용자의 이마에 위치함이 바람직하고, 뇌파에 관한 데이터는 특정저장매체를 거치지 않고도 오픈 사운드 컨트롤 형식의 포맷으로 전송되어 다른 장치와 블루투스 통신을 포함하는 무선통신을 통해 컴퓨터로 전송할 수 있다. 각각 다른 주파수 대역의 뇌파는 서로 다른 특징을 지니며 이에 기초하여 사용자의 정신활동 상태를 알아낼 수 있다. 정신적으로 불안정한 상태에서는 베타타 내지 알파파에 기초하여 사용자의 정신 활동 상태를 파악할 수 있고, 안정된 상태에서는 알파파 내지 세타파에 기초하여 정신 활동 상태를 파악할 수 있다. 바람직하게는, 상기 알파파는, SMR파, 미들알파, 및 슬로우알파를 포함하고, 상기 알파파는 사용자의 집중도를 판단하는 지표가 될 수 있다. 상기 사용자의 뇌파가 SMR파 인 경우, 사용자는 약간의 집중상태일 수 있고, 상기 사용자의 뇌파가 미들알파인 경우, 사용자는 안정되고 집중된 상태일 수 있다. 또한, 상기 사용자의 뇌파가 슬로우알파인 경우에는 사용자는 명상상태일 수 있다. 이와 같이 각각 다른 주파수 대역의 뇌파는 서로 다른 특징을 지니기 때문에 이에 기초하여 사용자의 정신 활동 상태를 알아낼 수 있다. The brain wave measurement module 1100 senses and measures brain waves including delta waves, theta waves, alpha waves, beta waves, and gamma waves. The brain wave measurement module 1100 is preferably located on the user's forehead, and the brain wave data is transmitted in an open sound control format without going through a specific storage medium, and is transmitted to the computer through wireless communication, including Bluetooth communication, with other devices. It can be sent to . Brain waves in different frequency bands have different characteristics, and based on this, the user's mental activity state can be determined. In a mentally unstable state, the user's mental activity state can be determined based on beta or alpha waves, and in a stable state, the user's mental activity state can be determined based on alpha or theta waves. Preferably, the alpha wave includes SMR waves, middle alpha, and slow alpha, and the alpha wave can be an indicator for determining the user's concentration. If the user's brain waves are SMR waves, the user may be in a slightly concentrated state, and if the user's brain waves are middle alpha waves, the user may be in a stable and concentrated state. Additionally, if the user's brain waves are slow alpha, the user may be in a meditative state. Since brain waves in different frequency bands have different characteristics, the user's mental activity state can be determined based on this.
상기 심박측정모듈(1200)은, 사용자의 손가락에 끼워지는 형태로 부착되어 사용자의 심박을 측정할 수 있다. 심박수, 맥박파형, 분당심박수, 심박음유무, 심박 및 심박간격표시 및 혈류지수 중 1 이상을 포함하는 심박과 관련된 정보가 심박측정모듈(1200)에 디스플레이될 수 있다. The heart rate measurement module 1200 is attached to the user's finger and can measure the user's heart rate. Information related to heart rate, including one or more of heart rate, pulse waveform, heart beats per minute, presence or absence of heartbeat sounds, heart rate and heart rate interval display, and blood flow index, may be displayed on the heart rate measurement module 1200.
상기 근전도측정모듈(1300)은, 사용자가 주로 사용하는 손의 팔 또는 팔꿈치에 장착하여 사용자의 근전도를 측정할 수 있다. 근수축, 주파수, 활성도 중 1 이상을 포함하여 사용자의 근육 움직임을 판별할 수 있는 정보가 근전도측정모듈(1300)에 디스플레이될 수 있다.The electromyogram measurement module 1300 can be mounted on the arm or elbow of the user's dominant hand to measure the user's electromyogram. Information that can determine the user's muscle movement, including one or more of muscle contraction, frequency, and activity, may be displayed on the electromyography measurement module 1300.
사용자는 이와 같은 심박, 뇌파 및 근전도를 측정하는 모듈들을 착용하고 가상현실 콘텐츠를 체험함으로써, 심박, 뇌파 및 근전도를 포함하는 생체정보에 기초하여 정신적 및 신체적 상태에 따라 사용자에게 제공되는 집중형콘텐츠 및 활동형콘텐츠의 조건이 다르게 반영된 가상현실 콘텐츠를 제공받을 수 있다.By wearing these modules that measure heart rate, brain waves, and electromyograms and experiencing virtual reality content, users can experience virtual reality content that is provided to users according to their mental and physical conditions based on biometric information including heart rate, brain waves, and electromyograms. You can receive virtual reality content that reflects the conditions of active content differently.
한편, 가상현실 시스템은 가상현실 콘텐츠를 조작하기 위한 컨트롤러(1400)를 포함한다. 도 1에 도시된 바와 같이 사용자는 양손에 컨트롤러(1400)를 쥐고 움직임으로써, 가상현실 콘텐츠에서의 동작 및 제어에 대한 입력을 하며 VR콘텐츠를 이용할 수 있다. 컨트롤러(1400)는 움직임을 감지할 수 있는 동작센서모듈(1410)을 포함함으로써, 사용자의 손의 움직임을 감지하고, 사용자가 조작할 수 있는 버튼, 다이얼, 터치센서 등 입력도구를 포함하여 사용자가 다양한 입력을 할 수 있도록 한다.Meanwhile, the virtual reality system includes a controller 1400 for manipulating virtual reality content. As shown in FIG. 1, the user can use VR content by holding and moving the controller 1400 in both hands, inputting operations and controls in the virtual reality content. The controller 1400 includes a motion sensor module 1410 capable of detecting movement, thereby detecting the movement of the user's hand, and includes input tools such as buttons, dials, and touch sensors that the user can operate. Allows various inputs.
상기 VR시스템부(3000)는 센서부(1000)로부터 입력되는 뇌파, 심박 및 근전도와 같은 생체정보를 기초로 사용자가 분식 조리 전반을 경험할 수 있는 가상현실콘텐츠를 실행할 수 있고, 가상현실 콘텐츠의 수행결과에 대한 평가를 수행할 수 있다.The VR system unit 3000 can execute virtual reality content that allows the user to experience overall snack cooking based on biometric information such as brain waves, heart rate, and electromyogram input from the sensor unit 1000, and performs virtual reality content. The results can be evaluated.
상기 HMD모듈(2000)은 사용자의 머리에 착용되어 가상현실 콘텐츠의 영상 및 음향정보를 사용자에게 제공하고, 사용자가 가상현실을 체험할 수 있도록 한다. 사용자는 분식 조리 업무를 수행할 수 있는 가상현실을 체험하기 위하여 안경을 착용하는 방식으로 HMD모듈(2000)을 착용하고 HMD모듈(2000)을 통하여 가상현실 콘텐츠의 영상 및 음향정보를 제공받음으로써, 가상현실 상에서 제공되는 콘텐츠를 실제로 체험하는 것과 같이 사실적인 체험을 경험할 수 있다.The HMD module 2000 is worn on the user's head and provides image and sound information of virtual reality content to the user and allows the user to experience virtual reality. The user wears the HMD module (2000) by wearing glasses to experience virtual reality that can perform snack cooking tasks, and receives image and sound information of virtual reality content through the HMD module (2000). You can experience a realistic experience as if you were actually experiencing the content provided in virtual reality.
도 3은 본 발명의 일 실시예에 따른 VR시스템부의 내부 구성을 개략적으로 도시한다.Figure 3 schematically shows the internal configuration of the VR system unit according to an embodiment of the present invention.
도 3에 도시된 바와 같이 상기 VR시스템부는, 상기 센서부로부터 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집부; 상기 HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행부; 및 상기 콘텐츠실행부로부터 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출부; 상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성부; 및 상기 구성에 필요한 정보를 저장할 수 있는 DB를 포함할 수 있다. As shown in Figure 3, the VR system unit includes a sensing information collection unit that receives the brain wave, heart rate, and electromyography data from the sensor unit; The brain wave, heart rate, and electromyography data of the user wearing the HMD module are applied in real time to run virtual reality content that can perform snack cooking tasks in the virtual reality content, and the concentration and concentration of the user performing the virtual reality content a content execution unit that determines the activity status; and a score calculation unit that calculates a score based on the user's virtual reality content performance results received from the content execution unit and calculates the score by assigning weight to the user based on immersion in the virtual reality content and amount of activity. A social server generator that generates a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content; And it may include a DB capable of storing information necessary for the above configuration.
구체적으로, 상기 센싱정보수집부(3100)는, 가상현실 시스템의 센서부(1000)로부터 측정된 사용자의 뇌파, 심박 및 근전도를 포함하는 생체신호를 수신한다. 수신된 사용자의 생체신호는 콘텐츠실행부(3200)로 송신되어 사용자가 체험하는 가상현실 콘텐츠에 피드백을 제공하는 데 기초가 되는 정보로 활용된다. 상기 콘텐츠실행부(3200)는, 센싱정보수집부(3100)로부터 송신된 사용자의 생체신호에 기초하여 사용자가 체험하는 가상현실 콘텐츠의 업무환경조건을 다르게 설정할 수 있다. Specifically, the sensing information collection unit 3100 receives biological signals including the user's brain waves, heart rate, and electromyogram measured from the sensor unit 1000 of the virtual reality system. The received user's biometric signals are transmitted to the content execution unit 3200 and used as basic information to provide feedback on the virtual reality content experienced by the user. The content execution unit 3200 may set different work environment conditions for virtual reality content experienced by the user based on the user's biometric signals transmitted from the sensing information collection unit 3100.
바람직하게는 상기 콘텐츠실행부(3200)는, 상기 사용자의 뇌파에 기초하여 사용자에 제공하는 집중형콘텐츠 및 가상현실 콘텐츠의 전반적인 난이도를 결정한다. Preferably, the content execution unit 3200 determines the overall difficulty level of the intensive content and virtual reality content provided to the user based on the user's brain waves.
이후, 콘텐츠실행부(3200)는, 사용자에게 집중형콘텐츠를 제공하는 암기단계(S100); 사용자에게 활동형콘텐츠를 제공하는 조리단계(S200); 사용자에게 휴식콘텐츠를 제공하는 안정단계(S300);를 순차적으로 수행할 수 있는 가상현실 콘텐츠를 제공한다. Thereafter, the content execution unit 3200 performs a memorization step (S100) of providing focused content to the user; A cooking step (S200) that provides active content to the user; Provides virtual reality content that can sequentially perform a stabilization step (S300) of providing relaxation content to the user.
상기 과정은 사용자의 생체신호에 기초하여 업무환경조건을 설정함으로써, 사용자는 자신에게 적합한 난이도의 콘텐츠를 제공받고, 높은 스코어를 얻기 위해 집중력을 높이고 활발하게 활동함으로써 정신적, 신체적 건강을 함께 증진시킬 수 있다.The above process sets work environment conditions based on the user's biological signals, so that the user is provided with content of a level of difficulty suitable for him/her, and can improve both mental and physical health by increasing concentration and being active to obtain a high score. there is.
상기 스코어산출부(3300)는, 상기 가상현실 콘텐츠가 실행 중 이거나 종료된 후, 상기 사용자의 콘텐츠 몰입도, 콘텐츠 수행결과에 기초하여 스코어를 산출한다. The score calculation unit 3300 calculates a score based on the user's content immersion and content performance results while the virtual reality content is running or has ended.
바람직하게는, 상기 스코어산출부(3300)에서 스코어를 산출하는 기준은 사용자의 집중형콘텐츠 수행에 따른 집중스코어 및 활동형콘텐츠 수행에 따른 활동스코어를 합산하여 결정되고, 추가적으로 상기 사용자의 가상현실 콘텐츠의 수행결과가 더 반영되어 결정될 수 있다. Preferably, the standard for calculating the score in the score calculation unit 3300 is determined by adding the concentration score according to the user's performance of the intensive content and the activity score according to the performance of the active content, and additionally, the user's virtual reality content The performance results can be further reflected and determined.
소셜서버생성부(3400)는 복수의 사용자가 커뮤니케이션하거나 상호작용할 수 있는 소셜서버를 생성하고, 복수의 사용자는 생성된 소셜서버에 접속하여 타 사용자와 가상현실 콘텐츠를 협력 수행할 수 있다. 구체적으로 가상현실시스템은 복수의 사용자 개개인에 대한 나이, 키, 몸무게와 같은 신체정보를 수신하여, 신체조건이 유사한 사용자를 동일 소셜서버에 접속시킴으로써, 복수의 사용자가 상호작용하며 가상현실 콘텐츠를 협력 수행하게 할 수 있다.The social server creation unit 3400 creates a social server through which a plurality of users can communicate or interact, and the plurality of users can access the created social server and collaborate on virtual reality content with other users. Specifically, the virtual reality system receives physical information such as age, height, and weight for each of multiple users, and connects users with similar physical conditions to the same social server, allowing multiple users to interact and collaborate on virtual reality content. It can be done.
한편, 상기 VR시스템부(3000)의 DB(3500)에는 도 3에 도시된 바와 같이 사용자로부터 입력 수신한 사용자의 식별정보, 나이, 이름, 키, 몸무게 등을 포함하는 사용자정보, 가상현실 콘텐츠에서의 수행결과, 스코어를 산출하는 기준을 포함하는 평가정보, 센서부(1000)에 의하여 측정된 사용자의 뇌파, 심박 및 근전도를 포함하는 생체정보가 저장되어 있을 수 있다. Meanwhile, as shown in FIG. 3, the DB 3500 of the VR system unit 3000 contains user information including user identification information, age, name, height, weight, etc. input from the user, and virtual reality content. As a result of the performance, evaluation information including criteria for calculating scores, and biometric information including the user's brain waves, heart rate, and electromyogram measured by the sensor unit 1000 may be stored.
DB(3500)에 저장된 사용자정보는 상기 가상현실 콘텐츠의 난이도를 결정하는 데 사용될 수 있고, 상기 사용자정보, 가상현실 콘텐츠에서의 수행결과 및 생체정보는 정신장애를 가진 사용자의 치료 및 상담의 목적으로 의사 혹은 상담사와 같은 의료진에게 전달되어, 사용자의 진료, 치료 및 상담데이터로 활용할 수 있는 효과를 발휘할 수 있다.User information stored in the DB (3500) can be used to determine the difficulty level of the virtual reality content, and the user information, performance results in the virtual reality content, and biometric information are used for the purpose of treatment and counseling of users with mental disorders. It can be delivered to medical staff such as doctors or counselors and used as the user's medical treatment, treatment and counseling data.
도 3에 도시된 VR시스템부(3000)는 도시된 구성요소 외의 다른 요소들을 더 포함할 수 있으나, 편의상 본 발명의 실시예들에 따른 분식 조리 업무를 체험할 수 있는 가상현실 콘텐츠를 제공하는 가상현실 시스템과 관련된 구성요소들만을 표시하였다.The VR system unit 3000 shown in FIG. 3 may further include elements other than those shown, but for convenience, it provides virtual reality content that allows users to experience snack food cooking tasks according to embodiments of the present invention. Only components related to the real system are displayed.
이하에서는, 상기 콘텐츠실행부(3200)의 구체적인 동작에 대하여 더욱 자세하게 설명하도록 한다.Below, specific operations of the content execution unit 3200 will be described in more detail.
도 4는 본 발명의 일 실시예에 따른 콘텐츠실행부의 수행 단계를 개략적으로 도시한다.Figure 4 schematically shows the steps performed by the content execution unit according to an embodiment of the present invention.
상기 콘텐츠실행부는 상기 사용자에게 식재료정보, 주문정보, 및 레시피정보를 암기하는 집중형콘텐츠를 제공하고 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태를 판별하고, 상기 사용자의 집중상태에 기초하여 집중스코어를 산출하는 암기단계; 상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하고, 상기 사용자의 활동상태에 기초하여 활동스코어를 산출하는 조리단계; 및 상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고 상기 사용자의 심박수 데이터에 기초하여 사용자의 안정상태를 판별하고, 상기 집중스코어 및 상기 활동스코어에 기초하여 산출한 최종스코어를 제공하는 안정단계;를 수행할 수 있다.The content execution unit provides the user with focused content that memorizes food ingredient information, order information, and recipe information, determines the user's concentration state based on the user's brain wave data, and focuses based on the user's concentration state. Memorization step of calculating scores; Provides active content that allows the user to perform snack cooking tasks, determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data, and based on the user's activity state Cooking step to calculate activity score; and a stabilization step of providing relaxation content for the user to relax, determining the user's stable state based on the user's heart rate data, and providing a final score calculated based on the concentration score and the activity score; can be performed.
상기 암기단계는 상기 사용자로부터 사용자정보를 입력받고 상기 사용자의 뇌파 데이터에 대한 측정을 시작하여 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태 돌입여부를 결정하고, 집중형콘텐츠의 난이도를 결정하는 게임준비단계; 상기 사용자가 기설정된 시간 이상 집중상태를 유지한 사용자에게 집중형콘텐츠를 디스플레이하는 집중형콘텐츠제공단계;를 포함하고, 상기 집중형콘텐츠는, 상기 사용자에게 위치와 순서를 무작위로 하여 복수의 이미지를 디스플레이하고, 상기 사용자가 복수의 이미지가 디스플레이된 순서 및 위치를 암기하는 제1집중형콘텐츠; 사용자에게 분식조리에 사용되는 복수의 식재료를 이미지로 제시하고, 상기 사용자가 복수의 식재료 중 조리에 사용되는 식재료를 선택하는 제2집중형콘텐츠; 및 손님의 주문순서 및 주문내역을 포함하는 주문정보, 상기 주문정보에 해당되는 요리의 레시피정보, 및 업무가 진행되는 순서에 대한 정보를 암기하는 제3집중형콘텐츠;를 포함할 수 있다.The memorization step is a game that receives user information from the user, starts measuring the user's brain wave data, determines whether the user enters a concentration state based on the user's brain wave data, and determines the difficulty of the intensive content. Preparation stage; A centralized content providing step of displaying centralized content to a user who maintains a focused state for more than a preset time, wherein the centralized content provides a plurality of images to the user in a random position and order. first focused content that displays and allows the user to memorize the order and location in which a plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; and third focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed.
상기 조리단계는 상기 암기단계를 완료한 사용자에 대하여 가상현실 콘텐츠 내에서 상기 사용자에게 분식조리업무에 사용되는 식재료 및 조리도구를 제공하고 상기 사용자의 근전도 데이터에 대한 측정을 시작하는 조리준비단계; 및 상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고, 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 활동형콘텐츠제공단계;를 포함할 수 있다.The cooking step includes a cooking preparation step of providing ingredients and cooking tools used for snack cooking to the user who has completed the memorization step within virtual reality content and starting to measure the user's electromyography data; And an active content providing step of providing the user with active content that allows the user to perform meal preparation tasks, and determining the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. It can be included.
또한 상기 활동형콘텐츠는 야채 및 고기를 손질하는 제1활동형콘텐츠, 손질된 재료를 사용하여 떡볶이를 조리하는 제2활동형콘텐츠, 및 튀김을 튀기는 제3활동형콘텐츠를 포함할 수 있다.Additionally, the active content may include a first active content of preparing vegetables and meat, a second active content of cooking tteokbokki using the prepared ingredients, and a third active content of frying fries.
상기 안정단계는 상기 가상현실 콘텐츠 내에서 상기 조리단계를 완료한 상기 사용자를 조리실에서 휴식공간으로 이동시키는 배경이동단계; 상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고, 상기 사용자의 심박수가 60 내지 72 인 경우, 사용자를 안정상태로 판별하는 휴식콘텐츠제공단계; 및 상기 집중스코어 및 상기 활동스코어를 합산하고, 상기 사용자의 가상현실 콘텐츠의 수행결과를 반영하여 최종스코어를 산출하여 제공하는, 스코어제공단계;를 포함할 수 있다.The stabilization step includes a background movement step of moving the user who has completed the cooking step within the virtual reality content from the cooking room to a resting area; A relaxation content providing step of providing relaxation content that allows the user to relax, and determining that the user is in a stable state when the user's heart rate is 60 to 72; and a score providing step of adding up the concentration score and the activity score and calculating and providing a final score by reflecting the user's performance results of the virtual reality content.
본 발명의 일 실시예에 따른 가상현실 시스템의 수행단계를 더욱 상세하게 설명하자면, 본 발명의 가상현실 시스템은 암기단계(S100)에서 사용자에게 집중형콘텐츠를 제공하고 사용자의 뇌파에 기초하여 집중상태를 판별한다. To describe the performance steps of the virtual reality system according to an embodiment of the present invention in more detail, the virtual reality system of the present invention provides focused content to the user in the memorization step (S100) and provides focused content based on the user's brain waves. Determine.
구체적으로 암기단계(S100)는 사용자의 정보를 수신하여 가상현실 콘텐츠를 준비하고 사용자에게 암기해야 하는 콘텐츠를 제공하는 단계로서, 사용자의 정보를 수신하고, 사용자의 뇌파 데이터에 대한 측정을 시작하여 사용자의 집중상태 돌입여부를 결정하고, 집중형콘텐츠의 난이도를 결정하는 게임준비단계(S110) 및 집중형콘텐츠를 제공하는 집중형콘텐츠제공단계(S120);를 포함한다. Specifically, the memorization step (S100) is a step of receiving the user's information, preparing virtual reality content, and providing the user with content that needs to be memorized. It includes a game preparation step (S110) that determines whether to enter a concentrated state and the difficulty of the focused content, and a focused content provision step (S120) that provides focused content.
바람직하게는 가상현실 시스템은 상기 게임준비단계(S110);에서 사용자로부터 사용자 식별정보, 나이, 이름, 키, 몸무게 등을 포함하는 사용자정보를 수신할 수 있고, 상기 사용자정보는 가상현실 콘텐츠의 난이도를 결정하고, 사용자 상태를 판별하고, 스코어를 산출하는 기준이 될 수 있다. 일례로 60 이상의 나이를 갖는 사용자에게 난이도가 낮은 가상현실 콘텐츠를 제공할 수 있고, 25세 이하의 나이를 갖는 사용자에게 난이도가 높은 가상현실 콘텐츠를 제공할 수 있다.Preferably, the virtual reality system may receive user information including user identification information, age, name, height, weight, etc. from the user in the game preparation step (S110), and the user information may determine the difficulty level of the virtual reality content. It can be a standard for determining user status and calculating scores. For example, low-difficulty virtual reality content can be provided to users over 60 years of age, and high-difficulty virtual reality content can be provided to users under 25 years of age.
또한, 게임준비단계(S110)에서 가상현실 시스템은 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태 돌입여부를 판별할 수 있고, 집중상태의 몰입도에 기초하여 가상현실 콘텐츠의 난이도를 결정할 수 있다. Additionally, in the game preparation stage (S110), the virtual reality system can determine whether the user has entered a concentration state based on the user's brain wave data and determine the difficulty of the virtual reality content based on the degree of immersion in the concentration state.
구체적으로 사용자의 뇌파 종류 및 주파수가 10 내지 13 hz의 주파수를 갖는 알파파로 기설정된 시간 이상 측정될 때 사용자를 집중상태로 판별하여 집중형콘텐츠를 제공할 수 있다. Specifically, when the type and frequency of the user's brain waves are measured as alpha waves with a frequency of 10 to 13 Hz for more than a preset time, the user is determined to be in a concentrated state and focused content can be provided.
바람직하게는 사용자의 뇌파 종류 및 주파수가 10 내지 12 hz의 주파수를 갖는 미들알파파로 기설정된 시간 이상 측정될 때 사용자를 제1집중상태로 판별하여 보통의 난이도를 갖는 집중형콘텐츠를 제공할 수 있고, 상기 사용자의 뇌파 종류 및 주파수가 12 내지 13 hz의 주파수를 갖는 SMR파로 기설정된 시간 이상 측정될 때 제2집중상태로 판별하고 해당 사용자에게 상기 집중형콘텐츠보다 난이도가 높은 집중형콘텐츠를 제공할 수 있다. Preferably, when the user's brain wave type and frequency are measured as middle alpha waves with a frequency of 10 to 12 Hz for more than a preset time, the user is determined to be in the first concentration state and intensive content with normal difficulty can be provided. , When the user's brain wave type and frequency are measured as SMR waves with a frequency of 12 to 13 Hz for more than a preset time, it is determined to be in a second concentration state and intensive content that is more difficult than the intensive content is provided to the user. You can.
결과적으로 본원 발명의 가상현실 시스템은 사용자의 집중상태의 돌입여부와 함께 몰입도에 기초하여 집중형콘텐츠의 난이도를 결정함으로써, 집중도가 높은 사용자가 높은 스코어를 기록할 수 있게 유도할 수 있다. As a result, the virtual reality system of the present invention determines the difficulty of intensive content based on immersion as well as whether the user enters a state of concentration, thereby enabling highly concentrated users to record high scores.
이어서, 가상현실 시스템은 상기 게임준비단계(S110)에서 결정된 난이도를 갖는 집중형콘텐츠를 사용자에게 제공할 수 있다. 집중형콘텐츠제공단계(S120);에서 사용자에게 제공되는 집중형콘텐츠에는 식재료정보, 주문정보, 레시피정보를 암기하는 방식의 콘텐츠이고, 사용자는 집중형콘텐츠를 암기함으로써 분식 조리 업무 전반에 대한 개략적인 과정을 파악할 수 있다. Subsequently, the virtual reality system can provide the user with intensive content having the level of difficulty determined in the game preparation step (S110). In the intensive content provision step (S120), the intensive content provided to the user is content that involves memorizing ingredient information, order information, and recipe information, and the user memorizes the intensive content to provide an overview of the overall snack cooking work. You can understand the process.
바람직하게는 집중형콘텐츠는 사용자에게 위치와 순서를 무작위로 하여 복수의 텍스트를 디스플레이하고, 상기 사용자가 복수의 이미지가 디스플레이된 순서 및 위치를 암기하는 제1집중형콘텐츠; 사용자에게 분식조리에 사용되는 복수의 식재료를 이미지로 제시하고, 상기 사용자가 복수의 식재료 중 조리에 사용되는 식재료를 선택하는 제2집중형콘텐츠; 손님의 주문순서 및 주문내역을 포함하는 주문정보, 상기 주문정보에 해당되는 요리의 레시피정보, 및 업무가 진행되는 순서에 대한 정보를 암기하는 제3집중형콘텐츠를 포함하는 형태로 구성될 수 있다.Preferably, the focused content includes: a first focused content that displays a plurality of texts in random positions and orders to the user, and in which the user memorizes the order and position in which the plurality of images are displayed; a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; It may be configured to include third-focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed. .
상술한 바와 같이 집중형콘텐츠제공단계(S120)에서 집중형콘텐츠는 사용자의 뇌파 데이터에 기초하여 사용자가 집중상태일 때 사용자에게 제공된다. 또한 사용자의 집중상태가 높을수록 사용자는 더 높은 난이도의 집중형콘텐츠를 제공받을 수 있고, 사용자는 난이도가 높은 집중형콘텐츠를 통해 더 높은 스코어를 기록할 수 있게 된다. As described above, in the focused content provision step (S120), focused content is provided to the user when the user is in a concentrated state based on the user's brain wave data. Additionally, the higher the user's concentration, the more intensive content of higher difficulty the user can receive, and the user can record a higher score through intensive content of higher difficulty.
결과적으로 사용자가 가상현실 콘텐츠의 수행의 결과로 도출되는 스코어를 높게 기록하게 하기 위해서는 가상현실 콘텐츠에 몰입할 필요가 있다.As a result, in order for users to record high scores as a result of performing virtual reality content, it is necessary to immerse themselves in virtual reality content.
구체적으로 가상현실 시스템은 사용자의 뇌파 데이터가 13 hz 이상의 주파수를 갖는 감마파 혹은 베타파에 해당하거나, 8 hz 이하의 주파수를 갖는 델타파 혹은 세타파에 해당하는 경우, 사용자를 저집중상태로 판별하고 해당 경우에서 사용자는 집중형콘텐츠를 제공받지 못할 수 있다.Specifically, the virtual reality system determines that the user is in a state of low concentration when the user's brain wave data corresponds to gamma waves or beta waves with a frequency of 13 Hz or more, or delta waves or theta waves with a frequency of 8 Hz or less. In this case, the user may not be provided with focused content.
또한 사용자의 뇌파 데이터가 8 내지 13 hz의 주파수를 갖는 알파파에 해당하는 경우, 사용자를 집중상태로 판별하고 집중형콘텐츠를 제공할 수 있다.Additionally, if the user's brain wave data corresponds to alpha waves with a frequency of 8 to 13 Hz, the user can be determined to be in a focused state and focused content can be provided.
바람직하게는 상기 뇌파 데이터가 10 내지 12 hz의 주파수를 갖는 미들 알파파에 해당하는 경우, 사용자를 제1집중상태로 판별하고 중간 난이도의 집중형콘텐츠를 제공할 수 있고, 상기 뇌파 데이터가 12 내지 13 hz의 주파수를 갖는 SMR파에 해당하는 경우, 사용자를 제2집중상태로 판별하고 가장 높은 난이도의 집중형콘텐츠를 제공할 수 있다. Preferably, when the brain wave data corresponds to middle alpha waves with a frequency of 10 to 12 Hz, the user can be determined to be in the first concentration state and intensive content of medium difficulty can be provided, and the brain wave data is 12 to 12 Hz. If it corresponds to an SMR wave with a frequency of 13 Hz, the user can be determined to be in the second concentration state and intensive content of the highest difficulty level can be provided.
사용자는 집중상태의 유지시간에 기초하여 산출하는 종합집중스코어와 집중상태보다 몰입도가 높은 제2집중상태의 유지시간에 기초하여 산출하는 제2집중스코어를 획득할 수 있다. 상술한 바와 같이 제2집중스코어는 종합집중스코어보다 높은 가중치를 부여함이 바람직하다. The user can obtain a comprehensive concentration score calculated based on the maintenance time of the concentration state and a second concentration score calculated based on the maintenance time of the second concentration state, which is more immersive than the concentration state. As mentioned above, it is desirable to assign a higher weight to the second intensive score than the comprehensive intensive score.
결과적으로 본 발명의 가상현실 시스템은 사용자의 뇌파 종류 및 주파수에 기초하여 집중 상태를 판별할 수 있고, 사용자가 높은 스코어를 기록하기 위해 가상현실 콘텐츠 집중도를 높이도록 유도할 수 있다. 이와 같이 사용자는 식재료정보, 주문정보, 레시피정보를 암기하고 집중하는 과정을 통해 집중력을 발달시킬 수 있고, 인지 능력 및 뇌 건강을 증진시킬 수 있다. As a result, the virtual reality system of the present invention can determine the user's concentration state based on the type and frequency of the user's brain waves, and can induce the user to increase concentration on virtual reality content in order to record a high score. In this way, users can develop concentration and improve cognitive ability and brain health through the process of memorizing and concentrating on ingredient information, order information, and recipe information.
한편, 암기단계(S100)에서 측정되는 사용자의 뇌파 데이터는 사용자 또는 관리자에게 디스플레이될 수 있다. 구체적으로 뇌파측정모듈(1100)을 통해 수집되는 사용자의 뇌파 데이터는 시각정보로 변환되어 사용자 또는 관리자에게 제공될 수 있다. 바람직하게는 사용자가 뇌파 데이터에 대한 정보를 시각정보로 제공하되 집중상태에 해당하는 영역만을 표시하고, 저집중상태에 해당하는 영역에 블러(blur)효과를 적용하거나 해당 영역을 삭제할 수 있다. 또한 집중상태에 해당하는 영역을 디스플레이하되 사용자의 집중도가 높은 제2집중상태에 해당하는 영역에 색상을 달리하거나 강조 처리하여 가시성을 높여 디스플레이할 수 있다. Meanwhile, the user's brainwave data measured in the memorization step (S100) may be displayed to the user or administrator. Specifically, the user's brain wave data collected through the brain wave measurement module 1100 may be converted into visual information and provided to the user or administrator. Preferably, the user provides information about the brain wave data as visual information, but displays only the area corresponding to the state of concentration, and applies a blur effect to the area corresponding to the state of low concentration or deletes the area. In addition, the area corresponding to the concentration state is displayed, but the area corresponding to the second concentration state in which the user's concentration level is high can be displayed in different colors or highlighted to increase visibility.
결과적으로 사용자 또는 관리자는 사용자의 집중상태 진입여부 및 몰입도를 용이하게 파악할 수 있다. 일례로 사용자는 컨트롤러(1400) 조작에 의해 움직이는 포인터를 가상현실 콘텐츠 상에서 구현되는 상태확인레이어(미도시)에 위치함으로써 집중상태에 따른 데이터를 확인할 수 있다.As a result, the user or administrator can easily determine whether the user is in a state of concentration and the degree of immersion. For example, the user can check data according to the state of concentration by placing the pointer that moves by manipulating the controller 1400 on the state confirmation layer (not shown) implemented in virtual reality content.
조리단계(S200)는, 상기 암기단계를 완료한 사용자에 대하여 가상현실 콘텐츠 내에서 상기 사용자에게 분식조리업무에 사용되는 식재료 및 조리도구를 제공하고 상기 사용자의 근전도 데이터에 대한 측정을 시작하는 조리준비단계(S210); 및 상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고, 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 활동형콘텐츠제공단계(S220);를 포함할 수 있다.The cooking step (S200) is a cooking preparation that provides ingredients and cooking tools used for snack cooking to the user who has completed the memorization step within the virtual reality content and starts measuring the user's electromyography data. Step (S210); And an active content provision step (S220) that provides the user with active content that allows the user to perform snack cooking tasks and determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. ); may include.
구체적으로 조리준비단계(S210)에서 사용자는 컨트롤러(1400) 조작에 따라 가상현실 콘텐츠 내에서 분식조리 업무를 수행하는 데 필요한 식재료 및 조리도구를 준비할 수 있다.Specifically, in the cooking preparation step (S210), the user can prepare the ingredients and cooking tools necessary to perform the snack cooking task within the virtual reality content by manipulating the controller 1400.
바람직하게는 사용자는 식재료보관함에 저장되는 식재료를 조리대로 가져올 수 있고 사용자는 식재료의 종류 및 양을 정확하게 가져오고 지정된 위치에 준비함으로써 높은 스코어를 기록할 수 있다. 일례로 사용자는 식재료보관함에 저장된 식재료 중 떡 150g, 고추장 200g, 어묵 300g 등 식재료의 종류 및 양을 선별하여 가져올 수 있고, 해당 식재료에 대한 정보는 상기 암기단계(S100)에서 제공된 집중형콘텐츠, 더 구체적으로는 제2집중형콘텐츠에 포함됨이 바람직하다.Preferably, the user can bring the food ingredients stored in the food storage box to the kitchen counter, and the user can record a high score by accurately bringing the type and amount of food ingredients and preparing them at the designated location. For example, the user can select and retrieve the type and amount of ingredients such as 150g of rice cake, 200g of red pepper paste, and 300g of fish cake among the ingredients stored in the food storage box, and information about the ingredients can be retrieved from the focused content provided in the memorization step (S100), more Specifically, it is desirable to include it in the second focused content.
이어서 사용자는 컨트롤러(1400) 조작에 따라 조리하고자 하는 요리에 적합한 조리도구를 선택, 탐색하고 조리대로 가져올 수 있다. 사용자는 조리하고자 하는 요리에 적합한 조리도구를 가져오고 지정된 위치에 준비함으로써 높은 스코어를 기록할 수 있다. Next, by manipulating the controller 1400, the user can select and search for cooking utensils suitable for the dish to be cooked and bring them to the kitchen counter. Users can record high scores by bringing cooking utensils suitable for the dish they want to cook and preparing them in a designated location.
일례로 사용자는 조리대에 준비된 조리도구 중 칼, 주걱, 도마 등의 조리도구를 가져올 수 있고, 해당 조리도구에 대한 정보는 상기 암기단계(S100)에서 제공된 집중형콘텐츠에 포함됨이 바람직하다. For example, the user can bring cooking utensils such as knives, spatulas, and cutting boards among the cooking utensils prepared on the kitchen counter, and it is desirable that information about the corresponding cooking utensils be included in the focused content provided in the memorization step (S100).
이어서 사용자는 컨트롤러(1400) 조작에 따라 조리하고자 하는 요리에 해당하는 식재료를 세척하고 손질할 수 있다. 사용자는 준비된 식재료를 적합한 방식으로 손질함으로써 높은 스코어를 기록할 수 있다. Next, the user can wash and prepare the ingredients corresponding to the dish to be cooked by manipulating the controller 1400. Users can record high scores by preparing prepared ingredients in an appropriate manner.
일례로 사용자는 떡, 고추장, 어묵 등의 식재료를 적합한 크기로 자르거나 다져 조리를 준비할 수 있고, 해당 조리 과정에 대한 정보는 상기 암기단계(S100)에서 제공된 집중형콘텐츠에 포함됨이 바람직하다. For example, the user can prepare for cooking by cutting or chopping ingredients such as rice cakes, red pepper paste, and fish cakes into appropriate sizes, and information about the cooking process is preferably included in the focused content provided in the memorization step (S100).
조리준비단계(S210);를 완료한 사용자는 활동형콘텐츠제공단계(S220)를 수행하여 분식조리 업무를 수행할 수 있다. 구체적으로 활동형콘텐츠제공단계(S220)에서 사용자는 컨트롤러(1400) 조작에 따라 조리하고자 하는 떡볶이, 튀김, 순대와 같이 조리하고자 하는 분식 요리를 조리하고, 지정된 조리순서 및 조리방법으로 조리함으로써 높은 스코어를 기록할 수 있다.The user who has completed the cooking preparation step (S210) can perform the meal preparation task by performing the active content provision step (S220). Specifically, in the active content provision step (S220), the user cooks the snack dish to be cooked, such as tteokbokki, fried food, and sundae, according to the operation of the controller 1400, and cooks it in a designated cooking order and cooking method to achieve a high score. can be recorded.
상기 조리단계(S200);에서 사용자는 컨트롤러(1400)의 조작을 통해 조리도구 및 식재료를 변경하거나 조리할 수 있고, 요리를 조리함으로써 발생하는 사용자의 움직임 및 근전도신호는 동작센서모듈(1410) 및 근전도측정모듈(1300)에 의해 측정되어 사용자의 활동상태를 판별하는 기준이 될 수 있다. 구체적으로 근전도측정모듈(1300)에 의해 측정되는 근전도 변화량에 따른 주파수가 높고, 동작센서모듈(1410)에 의해 감지되는 사용자의 움직임의 빠르고, 움직임의 지속시간이 길수록 사용자는 높은 스코어를 기록할 수 있다. In the cooking step (S200), the user can change or cook cooking utensils and ingredients by manipulating the controller 1400, and the user's movement and electromyography signals generated by cooking the dish are transmitted to the motion sensor module 1410 and It is measured by the electromyography measurement module 1300 and can serve as a standard for determining the user's activity status. Specifically, the higher the frequency according to the EMG change measured by the EMG measurement module 1300, the faster the user's movement detected by the motion sensor module 1410, and the longer the duration of the movement, the higher the user can record a score. there is.
구체적으로 사용자의 움직임에 따른 근전도 데이터가 450 hz 이상의 주파수를 가지거나, 20 hz 이하의 주파수를 가지는 경우, 사용자를 비활동상태로 분류할 수 있고 해당 상태의 사용자를 조리단계(S200)를 수행하지 않는 상태로 판별하고 스코어를 부여하지 않을 수 있다. 또한 사용자의 움직임에 따른 근전도 데이터가 20 내지 450 hz의 주파수를 가지는 경우, 사용자를 활동상태로 분류할 수 있다. 더 구체적으로 상기 근전도 데이터가 20 내지 235 hz의 주파수를 가지는 경우, 사용자를 약한 활동을 유지하는 제1활동상태로 판별할 수 있고, 상기 근전도 데이터가 235 내지 450 hz의 주파수를 가지는 경우, 사용자를 강한 활동을 유지하는 제2활동상태로 판별할 수 있다. Specifically, if the electromyography data according to the user's movement has a frequency of 450 hz or more or a frequency of 20 hz or less, the user can be classified as inactive and the user in that state should not perform the cooking step (S200). It may be judged as not present and a score may not be given. Additionally, if electromyography data according to the user's movement has a frequency of 20 to 450 Hz, the user can be classified as active. More specifically, if the EMG data has a frequency of 20 to 235 hz, the user can be determined to be in a first activity state maintaining weak activity, and if the EMG data has a frequency of 235 to 450 hz, the user can be determined to be in a first activity state maintaining weak activity. It can be identified as a second activity state that maintains strong activity.
결과적으로 본원 발명의 가상현실 시스템은 사용자의 활동상태의 돌입여부와 함께 활동량을 측정함으로써, 활동량이 높은 사용자가 높은 스코어를 기록할 수 있게 유도할 수 있다. As a result, the virtual reality system of the present invention can induce users with high activity levels to record high scores by measuring the amount of activity along with whether the user enters an active state.
한편, 조리단계(S200)에서 사용자가 기록할 수 있는 활동스코어는 사용자의 활동상태 및 각 단계에 대한 활동요구량, 각 단계의 수행시간에 기초하여 결정될 수 있다. 구체적으로 근전도측정모듈(1300)에 의해 측정되는 근전도 변화량에 따른 주파수가 높고, 동작센서모듈(1410)에 의해 감지되는 사용자의 움직임의 빠르고, 움직임의 지속시간이 길수록 사용자는 높은 스코어를 기록할 수 있다. Meanwhile, the activity score that the user can record in the cooking step (S200) can be determined based on the user's activity status, activity requirements for each step, and performance time of each step. Specifically, the higher the frequency according to the EMG change measured by the EMG measurement module 1300, the faster the user's movement detected by the motion sensor module 1410, and the longer the duration of the movement, the higher the user can record a score. there is.
바람직하게는 조리단계(S200)에서 사용자가 기록할 수 있는 활동스코어는 종합활동스코어, 제1활동스코어, 제2활동스코어 및 제3활동스코어를 합산하여 결정할 수 있다. Preferably, the activity score that can be recorded by the user in the cooking step (S200) can be determined by adding up the comprehensive activity score, the first activity score, the second activity score, and the third activity score.
종합활동스코어는 조리단계(S200)의 전반적인 수행과정에서 사용자가 기록한 수행결과에 대한 기초적인 스코어이고, 제1활동스코어는 활동요구량이 가장 높은 제1활동형콘텐츠를 수행한 사용자의 수행결과에 대한 스코어로 가장 높은 값을 갖는 가중치를 부여하여 산출할 수 있고, 제2활동스코어는 활동요구량이 중간인 제2활동형콘텐츠를 수행한 사용자의 수행결과에 대한 스코어로 중간값을 갖는 가중치를 부여하여 산출할 수 있고, 제3활동스코어는 활동요구량이 낮은 제3활동형콘텐츠를 수행한 사용자의 수행결과에 대한 스코어로 낮은 값을 갖는 가중치를 부여하여 산출할 수 있다. The comprehensive activity score is a basic score for the performance results recorded by the user during the overall performance of the cooking step (S200), and the first activity score is for the performance results of the user who performed the first activity type content with the highest activity requirement. It can be calculated by assigning a weight with the highest value to the score, and the second activity score is a score for the performance results of a user who performed the second activity type content with a medium activity requirement, and is assigned a weight with a median value. The third activity score is a score for the performance results of a user performing third activity type content with low activity requirements and can be calculated by assigning a weight with a low value.
한편, 조리단계(S200)에서 사용자의 움직임을 판별하고 스코어를 판별하는 기준에는 컨트롤러(1400)의 동작센서모듈(1410)에서 측정되는 움직임의 속도 및 지속시간이 포함될 수 있다. 구체적으로 조리단계(S200)에서 요구되는 행위를 기설정된 시간 및 기설정된 횟수 이상 수행하는 사용자에게 스코어를 부여할 수 있다. Meanwhile, the criteria for determining the user's movement and scoring in the cooking step (S200) may include the speed and duration of the movement measured by the motion sensor module 1410 of the controller 1400. Specifically, a score may be given to a user who performs the actions required in the cooking step (S200) for a preset time and a preset number of times.
일례로 제1활동형콘텐츠는 조리 사용에 사용되는 야채 및 고기를 손질하는 하는 콘텐츠로서, 사용자는 상기 제1활동형콘텐츠를 수행하는 동안 3분 및 30회 이상 움직임을 수행함으로써 제1활동스코어를 기록할 수 있고, 제2활동형콘텐츠는 손질된 재료를 사용하여 떡볶이를 조리하는 콘텐츠로서 사용자는 상기 제2활동형콘텐츠를 수행하는 동안 5분 및 50회 이상 움직임을 수행함으로써 제2활동스코어를 기록할 수 있고, 제3활동형콘텐츠는 튀김을 튀기는 콘텐츠로서 사용자는 상기 제3활동형콘텐츠를 수행하는 동안 1분 및 10회 이상 움직임을 수행함으로써 제3활동스코어를 기록할 수 있다. For example, the first active content is content for preparing vegetables and meat used in cooking, and the user earns the first activity score by performing movements for 3 minutes and more than 30 times while performing the first active content. It can be recorded, and the second activity-type content is content that cooks tteokbokki using prepared ingredients, and the user calculates the second activity score by performing movements for 5 minutes and more than 50 times while performing the second activity-type content. The third activity content is frying content, and the user can record the third activity score by making movements for 1 minute and 10 times or more while performing the third activity content.
이와 같이 본원 발명에서는 각 활동형콘텐츠마다 요구되는 움직임을 상이하게 함으로써, 사용자의 활동 상태에 대한 정확한 스코어를 산출할 수 있다. In this way, in the present invention, by varying the movement required for each active content, an accurate score for the user's activity state can be calculated.
결과적으로 본 발명의 가상현실 시스템은 사용자의 근전도 데이터 및 사용자의 움직임에 기초하여 활동 상태를 판별할 수 있고, 사용자가 높은 스코어를 기록하기 위해 가상현실 콘텐츠에 적극적으로 참여하도록 유도할 수 있다. 사용자는 신체적 활동을 통해 조리업무를 수행함으로써 신체 건강을 증진시킬 수 있고 요리를 완성하는 과정에서 성취감을 얻음으로써 정서적 안정을 느낄 수 있다. As a result, the virtual reality system of the present invention can determine the activity state based on the user's electromyography data and the user's movements, and can encourage the user to actively participate in virtual reality content to record a high score. Users can improve their physical health by performing cooking tasks through physical activity and can feel emotional stability by gaining a sense of accomplishment in the process of completing a dish.
한편, 조리단계(S200)에서 측정되는 사용자의 근전도 데이터 및 사용자의 움직임을 측정한 데이터는 사용자 또는 관리자에게 디스플레이될 수 있다. 구체적으로 근전도측정모듈(1300) 및 동작센서모듈(1410)을 통해 수집되는 데이터는 시각정보로 변환되어 사용자 또는 관리자에게 제공될 수 있다. Meanwhile, the user's EMG data measured in the cooking step (S200) and data measuring the user's movements may be displayed to the user or manager. Specifically, data collected through the electromyography measurement module 1300 and the motion sensor module 1410 can be converted into visual information and provided to the user or administrator.
바람직하게는 사용자가 활동상태일 때 해당하는 영역에 색상을 달리하거나 강조 처리하여 가시성을 높여 디스플레이할 수 있고, 사용자가 비활동상태일 때 해당하는 영역에 블러(blur)효과를 적용하여 사용자 또는 관리자는 사용자의 활동상태 진입여부를 용이하게 파악할 수 있다. 일례로 사용자는 컨트롤러(1400) 조작에 의해 움직이는 포인터를 가상현실 콘텐츠 상에서 구현되는 상태확인레이어(미도시)에 위치함으로써 활동상태에 따른 데이터를 확인할 수 있다. Preferably, when the user is active, the corresponding area can be displayed with a different color or highlighted to increase visibility, and when the user is inactive, a blur effect is applied to the corresponding area to increase visibility by the user or administrator. It is possible to easily determine whether a user has entered an active state. For example, the user can check data according to the activity status by placing a pointer that moves by manipulating the controller 1400 on a status confirmation layer (not shown) implemented in virtual reality content.
한편, 상술한 바와 같이 본원 발명에서는 복수의 사용자가 소셜서버에 접속하여 가상현실 콘텐츠를 협력 수행할 수 있다. 구체적으로 사용자는 암기단계(S100) 및 조리단계(S200)에서 제공되는 집중형콘텐츠 및 활동형콘텐츠를 타 사용자와 함께 수행할 수도 있다. Meanwhile, as described above, in the present invention, a plurality of users can access a social server and cooperate in performing virtual reality content. Specifically, the user may perform the focused content and active content provided in the memorization step (S100) and the cooking step (S200) together with other users.
일례로 활동형콘텐츠는 분식 조리 순서에 따라 제1활동형콘텐츠, 제2활동형콘텐츠, 및 제3활동형콘텐츠를 포함하는 형태로 구성될 수 있고, 복수의 사용자 개개인에게 활동형콘텐츠를 할당하고, 복수의 사용자 개개인이 할당받은 콘텐츠를 동시에 수행하는 방식으로 가상현실 콘텐츠를 협력 수행할 수 있다. 상기와 같은 방식으로 본원 발명에서는 복수의 사용자가 함께 가상현실 콘텐츠를 수행함으로써 콘텐츠 수행에 따른 지루함을 경감할 수 있다.For example, active content may be composed of first active content, second active content, and third active content according to the order of meal preparation, and assign active content to individual multiple users. , Virtual reality content can be cooperatively performed by multiple users performing assigned content simultaneously. In the manner described above, in the present invention, a plurality of users can play virtual reality content together, thereby reducing the boredom caused by playing the content.
안정단계(S300)는 상기 조리단계(S200)를 완료한 사용자에게 휴식콘텐츠를 제공하고 가상현실 콘텐츠 수행결과에 따른 스코어를 산출하여 제공하는 단계로서, 가상현실 콘텐츠의 배경을 이동시키는 배경이동단계(S310); 휴식콘텐츠를 제공하는 휴식단계(S320); 가상현실 콘텐츠 수행에 따른 스코어를 제공하는 스코어제공단계(S330);를 포함한다. The stabilization step (S300) is a step of providing relaxation content to the user who has completed the cooking step (S200) and calculating and providing a score according to the results of performing the virtual reality content. A background movement step of moving the background of the virtual reality content ( S310); A relaxation stage (S320) providing relaxation content; It includes a score providing step (S330) of providing a score according to the performance of virtual reality content.
구체적으로 배경이동단계(S310)는 상기 조리단계(S200)를 완료한 사용자의 가상현실 콘텐츠 배경을 이동하는 것으로서, 사용자는 휴식콘텐츠를 제공받기에 앞서 가상현실 콘텐츠의 배경을 조리실에서 휴식을 취할 수 있는 적절한 장소로 변경될 수 있다. Specifically, the background movement step (S310) moves the background of the virtual reality content of the user who has completed the cooking step (S200), and the user can relax in the kitchen with the background of the virtual reality content before receiving the relaxation content. It can be changed to an appropriate location.
바람직하게는 배경이동단계(S310)에서 변경되는 배경정보는 해변, 숲, 가정집 등이 포함될 수 있고, 해당 목록은 게임준비단계(S110)에서 사용자에게 제공되어 사용자는 휴식을 취하고자 하는 1 이상의 배경정보를 직접 선택할 수 있다. Preferably, the background information changed in the background movement step (S310) may include a beach, a forest, a home, etc., and the list is provided to the user in the game preparation step (S110) so that the user can select one or more backgrounds on which to relax. You can choose the information yourself.
휴식단계(S320)는 상기 조리단계(S200)를 완료한 사용자에게 휴식콘텐츠를 제공하는 단계로서, 사용자는 휴식을 취할 수 있는 콘텐츠를 제공받고 휴식을 취하는 과정에서 근육이 이완됨에 따라 신체적 긴장을 완화할 수 있고, 정서적 안정을 얻을 수 있다. The resting step (S320) is a step of providing relaxing content to the user who has completed the cooking step (S200). The user is provided with relaxing content and relieves physical tension as the muscles relax during the resting process. You can do it, and you can achieve emotional stability.
구체적으로 사용자는 휴식을 취할 수 있는 1 이상의 가구 목록을 제공받고 선택한 가구에서 휴식을 취할 수 있고, 심박측정모듈(1200)에 의해 측정되는 사용자의 심박 데이터에 기초하여 사용자의 안정상태를 판별할 수 있다. 바람직하게는 사용자가 휴식을 취할 수 있는 가구목록에는 침대, 소파, 안마의자, 온돌, 선베드 등이 포함될 수 있고 사용자는 해당 가구목록 중 1개의 가구를 컨트롤러(1400)을 통해 선택할 수 있다. Specifically, the user is provided with a list of one or more furniture in which to rest, can rest in the selected furniture, and can determine the user's stable state based on the user's heart rate data measured by the heart rate measurement module 1200. there is. Preferably, the list of furniture where the user can relax may include a bed, sofa, massage chair, ondol, sunbed, etc., and the user can select one piece of furniture from the list of furniture through the controller 1400.
휴식단계(S320)에서 사용자의 안정상태를 판별하는 기준은 심박측정모듈(1200)에 의해 측정되는 사용자의 심박 데이터에 기초하여 결정되고 상기 게임준비단계(S110)에서 수신한 사용자 정보 반영될 수 있다. 구체적으로 사용자의 안정상태를 판별하는 기준에는 사용자의 나이, 운동강도, 컨첸츠 수행시간 등이 반영될 수 있다. 일례로 통상의 26에서 35세의 사용자의 경우 73 내지 76 심박수를 가지는 경우 일상적인 상태로 판별하고 72 이하의 심박수를 가지는 경우 사용자를 안정상태로 판별할 수 있다. 또한 상술한 바와 같이 나이가 많거나, 콘텐츠 수행에 따른 운동강도가 높거나, 콘텐츠 수행시간이 긴 경우 안정상태를 판별하는 심박수 기준은 증가할 수 있다. 이는 일반적으로 기초 대사량이 높은 운동선수의 경우 평균 심박수가 낮고, 고령자나 운동경험이 적은 사람의 경우 평균 심박수가 높게 나타나는 경향을 반영하는 것으로서, 사용자의 안정상태를 판별함에 있어 사용자 정보를 고려하여 사용자별로 정확한 진단을 수행하기 위한 것이다.The standard for determining the user's stable state in the resting step (S320) is determined based on the user's heart rate data measured by the heart rate measurement module 1200 and can be reflected in the user information received in the game preparation step (S110). . Specifically, the criteria for determining the user's stable state may reflect the user's age, exercise intensity, content performance time, etc. For example, in the case of a user between the ages of 26 and 35, if the heart rate is between 73 and 76, the user can be determined to be in a normal state, and if the heart rate is below 72, the user can be determined to be in a stable state. In addition, as described above, the heart rate standard for determining a stable state may increase if the user is older, the intensity of exercise due to content performance is high, or the content performance time is long. This generally reflects the tendency for athletes with a high basal metabolic rate to have a low average heart rate, and for the elderly or people with little exercise experience to have a high average heart rate. When determining the user's stable state, user information is taken into consideration. This is to perform a very accurate diagnosis.
한편, 휴식단계(S320)에서 측정되는 사용자의 심박 데이터는 사용자 또는 관리자에게 디스플레이될 수 있다. 구체적으로 심박측정모듈(1200)을 통해 수집되는 심박 데이터는 시각정보로 변환되어 사용자 또는 관리자에게 제공될 수 있다. 바람직하게는 사용자가 안정상태일 때 해당하는 영역에 색상을 달리하거나 강조 처리하여 가시성을 높여 디스플레이할 수 있고, 사용자가 활동상태일 때 해당하는 영역에 블러(blur)효과를 적용하여 사용자 또는 관리자는 사용자의 안정상태 진입여부를 용이하게 파악할 수 있다. 일례로 사용자는 컨트롤러(1400) 조작에 의해 움직이는 포인터를 가상현실 콘텐츠 상에서 구현되는 상태확인레이어(미도시)에 위치함으로써 안정상태에 따른 데이터를 확인할 수 있다.Meanwhile, the user's heart rate data measured in the resting phase (S320) may be displayed to the user or administrator. Specifically, heart rate data collected through the heart rate measurement module 1200 may be converted into visual information and provided to the user or administrator. Preferably, when the user is in a stable state, the corresponding area can be displayed in a different color or highlighted to increase visibility, and when the user is in an active state, a blur effect is applied to the corresponding area so that the user or administrator can It is possible to easily determine whether the user has entered a stable state. For example, the user can check data according to the stable state by placing a pointer that moves by manipulating the controller 1400 on a status confirmation layer (not shown) implemented in virtual reality content.
스코어제공단계(S330)는 가상현실 콘텐츠 수행결과에 따른 산출한 스코어를 사용자에게 제공하는 것으로서 상기 휴식단계(S320)와 동시에 수행될 수 있다. 구체적으로 사용자는 가상현실 콘텐츠의 각 단계에서의 얻은 점수를 확인할 수 있고 상기 스코어는 각 단계에서 사용자의 콘텐츠 수행결과에 기초하여 결정될 수 있다. The score providing step (S330) provides the user with a score calculated according to the results of performing virtual reality content, and can be performed simultaneously with the rest step (S320). Specifically, the user can check the score obtained at each stage of virtual reality content, and the score can be determined based on the user's content performance results at each stage.
사용자는 집중 및 활동상태에 기초한 스코어를 확인함으로써 정신 및 신체적으로 취약한 분야를 정량적으로 확인할 수 있고, 추후 해당 분야에 대한 집중적인 훈련계획을 수립할 수 있다. By checking scores based on concentration and activity status, users can quantitatively identify areas of mental and physical weakness and establish intensive training plans for those areas in the future.
한편, 스코어제공단계(S330)에서 스코어 정보는 시각정보로 변환되어 사용자에게 디스플레이될 수 있다. 구체적으로 사용자가 낮은 점수를 기록한 단계에 해당하는 영역에 색상을 달리하거나 강조 처리하여 가시성을 높여 디스플레이할 수 있다. 바람직하게는 사용자와 비슷한 연령 또는 신체조건을 가지는 사람의 평균 점수를 함께 디스플레이하여 사용자는 본인의 신체 및 정신적 상태를 명확히 알 수 있다. 일례로 사용자는 컨트롤러(1400) 조작에 의해 움직이는 포인터를 가상현실 콘텐츠 상에서 구현되는 스코어확인레이어(미도시)에 위치함으로써 가상현실 콘텐츠 수행에 따른 스코어를 확인할 수 있다.Meanwhile, in the score provision step (S330), the score information can be converted into visual information and displayed to the user. Specifically, the area corresponding to the level in which the user recorded a low score can be displayed with different colors or by highlighting it to increase visibility. Preferably, the average scores of people of similar age or physical condition to the user are displayed together so that the user can clearly know the user's physical and mental condition. For example, the user can check the score according to the performance of the virtual reality content by placing the pointer moved by manipulating the controller 1400 on the score confirmation layer (not shown) implemented on the virtual reality content.
이와 같은 방식으로, 본 발명의 가상현실 시스템은, 사용자의 뇌파, 심박 및 근전도 데이터에 기초하여 사용자의 집중 및 활동상태를 판별할 수 있고, 사용자는 컨트롤러(1400)를 조작하여 주문정보의 암기, 식재료의 손질 및 조리, 휴식을 수행할 수 있고, 결과적으로 사용자는 가상현실 콘텐츠를 수행하는 과정에서 집중 및 안정을 취하여 정신적 건강을 증진함과 동시에 신체활동을 통해 신체 건강을 증진시킬 수 있도록 하는 효과를 발휘할 수 있다.In this way, the virtual reality system of the present invention can determine the user's concentration and activity status based on the user's brain wave, heart rate, and electromyography data, and the user operates the controller 1400 to memorize order information, It is possible to prepare, cook, and rest food ingredients, and as a result, the user can focus and stabilize while performing virtual reality content, improving mental health and at the same time improving physical health through physical activity. can be demonstrated.
본 발명의 일 실시예에서 집중형콘텐츠제공단계(S120)에서는 사용자에게 위치와 순서를 무작위로 하여 복수의 이미지를 디스플레이하고, 상기 사용자가 복수의 이미지가 디스플레이된 순서 및 위치를 암기하는 제1집중형콘텐츠;를 제공할 수 있다.In one embodiment of the present invention, in the focused content provision step (S120), a plurality of images are displayed to the user in random positions and orders, and the user memorizes the order and position in which the plurality of images are displayed. type content; can be provided.
구체적으로 가상현실 시스템은 사용자에게 사자, 연필, 책, 휴지와 같은 복수의 이미지를 위치 및 순서를 무작위로 하여 디스플레이할 수 있다. 바람직하게는 상기 복수의 이미지는 일정시간(예를 들어 5초)동안 표시되었다가 사라지는 방식으로 사용자에게 디스플레이될 수 있고, 사용자는 이와 같이 디스플레이되는 복수의 이미지를 암기하여야 한다.Specifically, the virtual reality system can display multiple images such as lions, pencils, books, and tissues to the user in random positions and orders. Preferably, the plurality of images can be displayed to the user in a way that they are displayed for a certain period of time (for example, 5 seconds) and then disappear, and the user must memorize the plurality of images displayed in this way.
이어서 모든 이미지가 최소 1 차례 디스플레이된 후, 사용자에게 모든 이미지가 제시되고, 사용자는 제시된 이미지 중에서 앞선 단계에서 디스플레이된 위치 및 순서에 맞게 이미지를 선택하는 방식으로 콘텐츠를 수행할 수 있다. Subsequently, after all images are displayed at least once, all images are presented to the user, and the user can perform content by selecting an image from among the presented images according to the position and order displayed in the previous step.
구체적으로 사용자가 위치와 순서가 맞는 이미지를 선택하는 경우 해당 이미지가 사라지고, 그렇지 않은 경우 해당 이미지의 색상이 변경되는 방식으로 콘텐츠가 수행될 수 있다. 사용자는 제시된 모든 이미지를 지우는 방식으로 제1집중형콘텐츠를 수행할 수 있다. Specifically, the content can be performed in such a way that if the user selects an image with the correct location and order, the image disappears, and if not, the color of the image changes. The user can perform the first focused content by deleting all presented images.
이와 같이 사용자는 제1집중형콘텐츠를 수행하는 과정에서 콘텐츠에 몰입할 수 있고, 해당 과정에서 측정되는 사용자의 뇌파 데이터에 기초하여 사용자에 대한 집중스코어를 산출할 수 있다.In this way, the user can be immersed in the content in the process of performing the first intensive content, and the concentration score for the user can be calculated based on the user's brain wave data measured in the process.
한편, 제1활동형콘텐츠에서 제공되는 이미지의 수 및 이미지가 디스플레이되는 시간은 집중상태의 몰입도에 기초하여 결정될 수 있다. 구체적으로 제1활동형콘텐츠에서 제공되는 이미지의 수 및 이미지가 디스플레이되는 시간에 따라 제1활동형콘텐츠의 난이도가 될 수 있고, 상술한 바와 같이 이는 게임준비단계(S110)단계에서 측정된 사용자의 뇌파 데이터에 기초하여 결정될 수 있다. Meanwhile, the number of images provided in the first active content and the time for which the images are displayed may be determined based on the degree of immersion in the concentration state. Specifically, the difficulty of the first active content may vary depending on the number of images provided in the first active content and the time at which the images are displayed, and as described above, this is the user's level of difficulty measured in the game preparation stage (S110). It may be determined based on brain wave data.
바람직하게는 사용자가 가상현실 콘텐츠에 몰입할수록, 제공되는 이미지 수를 증가시키고, 이미지가 디스플레이되는 시간을 감소시키는 방식으로 콘텐츠의 난이도를 조절할 수 있다.Preferably, as the user becomes more immersed in the virtual reality content, the difficulty of the content can be adjusted by increasing the number of images provided and decreasing the time the images are displayed.
본 발명의 일 실시예에서 집중형콘텐츠제공단계(S120)에서는 사용자에게 분식조리에 사용되는 복수의 식재료를 이미지로 제시하고, 상기 사용자가 복수의 식재료 중 조리에 사용되는 식재료를 선택하는 제2집중형콘텐츠를 제공할 수 있다.In one embodiment of the present invention, in the intensive content provision step (S120), a plurality of ingredients used in snack cooking are presented to the user as images, and the user selects ingredients used in cooking from among the plurality of ingredients. type content can be provided.
구체적으로 가상현실 시스템은 사용자의 전면에 분식 조리 업무에 사용되는 식재료를 이미지로 제시하고, 사용자는 제시된 식재료에 대한 복수의 이미지 중 자신이 조리하고자 하는 분식 메뉴에 대한 식재료를 선택하는 방식으로 제2집중형콘텐츠를 수행할 수 있다. Specifically, the virtual reality system presents the ingredients used in the snack cooking task in front of the user as images, and the user selects the ingredients for the snack menu he or she wants to cook among the plurality of images of the presented ingredients. Concentrated content can be performed.
일례로 사용자가 가상현실 콘텐츠상에서 떡볶이를 조리하고자 하는 경우, 사용자는 분식 요리에 사용되는 복수의 식재료 중 떡, 고추장, 대파, 어묵, 물과 같이 분식 조리에 사용되는 식재료만을 선택하는 방식으로 콘텐츠를 수행할 수 있다.For example, if a user wants to cook tteokbokki in virtual reality content, the user prepares the content by selecting only the ingredients used in snack cooking, such as rice cake, red pepper paste, green onion, fish cake, and water, among a plurality of ingredients used in snack cooking. It can be done.
상술한 제1집중형콘텐츠와 같이 사용자는 제2집중형콘텐츠를 수행하는 과정에서 콘텐츠에 몰입할 수 있고, 해당 과정에서 측정되는 사용자의 뇌파 데이터에 기초하여 사용자에 대한 집중스코어를 산출할 수 있다.Like the first intensive content described above, the user can immerse himself in the content during the process of performing the second intensive content, and the concentration score for the user can be calculated based on the user's brain wave data measured in the process. .
도 5는 본 발명의 일 실시예에 따른 집중형콘텐츠제공단계에서 제3집중형콘텐츠가 HMD모듈에서 디스플레이 되는 화면을 개략적으로 도시한다.Figure 5 schematically shows a screen on which third centralized content is displayed on the HMD module in the centralized content provision step according to an embodiment of the present invention.
도 5에 도시된 바와 같이 집중형콘텐츠제공단계(S120)에서는 손님의 주문순서 및 주문내역을 포함하는 주문정보, 상기 주문정보에 해당되는 요리의 레시피정보, 및 업무가 진행되는 순서에 대한 정보를 암기하는 제3집중형콘텐츠를 제공할 수 있다.As shown in Figure 5, in the centralized content provision step (S120), order information including the customer's order order and order details, recipe information for the dish corresponding to the order information, and information on the order in which work is performed are provided. Third-party intensive content for memorization can be provided.
구체적으로 도 5의 왼쪽에 도시된 바와 같이 사용자가 조작한 컨트롤러(1400)에 의한 포인터가 가상현실 콘텐츠의 초기위치에 위치하거나 주문정보를 디스플레이하는 인터페이스에 위치하지 않은 상태에서 사용자는 암기상태에 돌입하고, 뇌파측정모듈(1100)은 사용자의 뇌파 데이터에 대한 측정을 시작할 수 있다. 가상현실 시스템은 기설정된 이상 집중상태를 유지하는 사용자에게 주문정보를 포함하는 제3집중형콘텐츠를 제공할 수 있다. Specifically, as shown on the left of FIG. 5, the user enters a memorization state when the pointer by the controller 1400 operated by the user is not located at the initial position of the virtual reality content or on the interface that displays order information. And, the brain wave measurement module 1100 may start measuring the user's brain wave data. The virtual reality system can provide third-focused content including order information to users who maintain a focused state longer than a preset level.
본 발명의 일 실시예에서는 가상현실 콘텐츠의 포인터의 초기위치는 가상현실 콘텐츠의 중앙일 수 있고, 해당 포인터는 사용자가 조작한 컨트롤러(1400)에 의해 조작될 수 있다. 사용자는 기설정된 시간 이상 집중상태를 유지한 상태에서 해당 포인터를 주문자의 주문정보를 디스플레이하는 인터페이스 위에 위치함으로써 제3집중형콘텐츠를 제공받을 수 있다. 또한 해당 단계에서 기설정된 시간이상 집중상태를 유지하지 못하는 경우, 사용자의 포인터가 주문자의 주문정보를 디스플레이하는 인터페이스 위에 위치하여도 사용자에게 제3집중형콘텐츠가 디스플레이되지 않는다. In one embodiment of the present invention, the initial position of the pointer of the virtual reality content may be the center of the virtual reality content, and the pointer may be manipulated by the controller 1400 operated by the user. The user can receive third-focused content by maintaining concentration for more than a preset time and placing the pointer on the interface that displays the order information of the orderer. Additionally, if concentration cannot be maintained for more than a preset time in this step, the third focused content is not displayed to the user even if the user's pointer is located on the interface that displays the order information of the orderer.
도 5의 오른쪽은 기설정된 시간 이상 집중상태를 유지한 사용자에게 제3집중형콘텐츠를 제공하는 화면이다. 구체적으로 사용자는 컨트롤러(1400)를 조작하여 포인트를 이동함으로써, 복수의 주문자 중 1인을 선택하여 해당 주문자의 주문정보 및 레시피가 포함되어 있는 주문정보를 확인할 수 있다.The right side of Figure 5 is a screen that provides third-focused content to users who maintain concentration for more than a preset time. Specifically, by manipulating the controller 1400 to move the point, the user can select one person among a plurality of orderers and check the order information including the order information and recipe for that orderer.
상술한 바와 같이 집중상태의 유지시간이 긴 사용자는 난이도가 높은 제3집중형콘텐츠를 제공받음으로써 보다 높은 스코어를 기록할 수 있다. 구체적으로 뇌파측정모듈(1100)에 의해 측정되는 사용자의 뇌파가 3초 이상 12 내지 13 hz의 주파수를 갖는 SMR파로 측정되었을 때 높은 난이도의 제3집중형콘텐츠를 제공할 수 있고, 뇌파측정모듈(1100)에 의해 측정되는 사용자의 뇌파가 3초 이상 10 내지 12 hz의 주파수를 갖는 미들알파파로 측정되었을 때 중간 난이도의 제3집중형콘텐츠를 제공할 수 있다. 또한, 뇌파측정모듈(1100)에 의해 측정되는 사용자의 뇌파가 3초 이상 집중상태를 유지하지 못하거나, 13 hz 이상의 주파수 및 8 hz 이하의 주파수를 가질 때 사용자는 제3집중형콘텐츠를 제공받지 못하거나 가장 낮은 난이도의 제3집중형콘텐츠를 제공받을 수 있다. As described above, users who maintain a long concentration state can record higher scores by being provided with third-focused content with high difficulty. Specifically, when the user's brain waves measured by the brain wave measurement module 1100 are measured as SMR waves with a frequency of 12 to 13 hz for more than 3 seconds, third focused content of high difficulty can be provided, and the brain wave measurement module ( 1100), when the user's brain waves are measured as middle alpha waves with a frequency of 10 to 12 Hz for more than 3 seconds, third intensive content of medium difficulty can be provided. In addition, when the user's brain waves measured by the brain wave measurement module 1100 do not remain focused for more than 3 seconds or have a frequency of more than 13 hz and less than 8 hz, the user is not provided with third-focused content. You can receive third-intensive content of the lowest or lowest level of difficulty.
상술한 암기단계(S100)를 수행한 사용자는 계속해서 조리단계(S200)를 수행할 수 있다. 구체적으로 조리단계(S200)에서 사용자가 착용한 HMD모듈(2000)을 통해 보여지는 화면을 통해 사용자는 앞선 암기단계(S100)에서 수행한 집중형콘텐츠에 기초하여 조리단계(S200)를 수행할 수 있다. The user who has performed the memorization step (S100) described above can continue to perform the cooking step (S200). Specifically, in the cooking step (S200), the user can perform the cooking step (S200) based on the focused content performed in the previous memorization step (S100) through the screen displayed through the HMD module (2000) worn by the user. there is.
사용자는 컨트롤러(1400)를 조작하여 활동형콘텐츠를 수행할 수 있고, 해당 사용자의 움직임 및 근전도 데이터는 동작센서모듈(1410) 및 근전도측정모듈(1300)에 의하여 측정될 수 있다. The user can operate the controller 1400 to perform active content, and the user's movement and electromyography data can be measured by the motion sensor module 1410 and the electromyography measurement module 1300.
구체적으로 조리단계(S200)에서 사용자는 상술한 바와 같이 조리준비단계(S210), 활동형콘텐츠제공단계(S220)를 순차적으로 수행하여 가상현실 콘텐츠 상에서 조리업무를 수행할 수 있다. 바람직하게는 사용자는 각 단계에서 적합한 식재료 및 조리도구를 선택하여 조리하고 주문정보에 포함되는 주문순서대로 요리를 완성시킴으로써 높은 스코어를 기록할 수 있다. Specifically, in the cooking step (S200), the user can perform cooking tasks on virtual reality content by sequentially performing the cooking preparation step (S210) and the active content provision step (S220) as described above. Preferably, the user can record a high score by selecting and cooking appropriate ingredients and cooking tools at each stage and completing the dish in the order order included in the order information.
사용자는 음식을 조리함에 있어 수반되는 신체 활동을 통해 육체적 건강을 증진시킴과 동시에 요식업 업무 전반에 대한 경험을 습득할 수 있다. 구체적으로 사용자가 콘텐츠를 수행하는 데 있어 수반되는 신체활동이 많을수록 높은 스코어를 기록할 수 있다. Users can improve their physical health through the physical activities involved in cooking food and at the same time gain experience in the overall restaurant industry. Specifically, the more physical activity a user engages in performing content, the higher the score can be recorded.
바람직하게는 활동요구량이 높은 제1활동형콘텐츠를 수행 중에 높은 값의 가중치를 갖는 제1활동스코어를 기록할 수 있고, 활동요구량이 중간인 제2활동형콘텐츠 수행 중에 중간값의 가중치를 갖는 제2활동스코어를 기록할 수 있고, 활동요구량이 낮은 제3활동형콘텐츠 수행 중에 낮은값의 가중치를 갖는 제3활동스코어를 기록할 수 있다. Preferably, a first activity score with a high weight can be recorded while performing a first activity type content with a high activity requirement, and a first activity score with a medium weight value can be recorded while performing a second activity type content with a medium activity requirement. 2 Activity scores can be recorded, and a 3rd activity score with a low weight can be recorded while performing 3rd activity type content with low activity requirements.
본 발명의 일 실시예에서는 고기 및 야채를 다지는 행위를 수행하는 사용자의 움직임이 5분 및 50회 이상 반복될 때 사용자에게 높은 스코어를 부여하고, 해당 시간 및 횟수 이하의 움직임을 가지는 사용자에게 낮은 스코어를 부여할 수 있고, 해당 스코어의 기준은 상기 게임준비단계(S110)에서 수신한 사용자정보에 기초하여 결정될 수 있다.In one embodiment of the present invention, a high score is given to a user when the user's movements of chopping meat and vegetables are repeated for 5 minutes or more than 50 times, and a low score is given to a user whose movements are less than the corresponding time and number of times. can be assigned, and the standard for the score can be determined based on the user information received in the game preparation step (S110).
바람직하게는 근전도측정모듈(1300) 및 동작센서모듈(1410)에 의하여 측정되는 사용자의 데이터가 20 내지 235 hz의 주파수를 가지고 4분 이상 반복되었을 때 중간 정도의 스코어를 부여할 수 있고, 근전도측정모듈(1300) 및 동작센서모듈(1410)에 의하여 측정되는 사용자의 데이터가 235 내지 450 hz의 주파수를 가지고 5분 이상 반복되었을 때 가장 높은 스코어를 부여할 수 있다. 결과적으로 사용자가 가상현실콘텐츠 상에서 높은 스코어를 기록하기 위해 보다 많은 신체 활동을 수행하여 활동상태를 유지하도록 유도할 수 있다.Preferably, a medium score can be given when the user's data measured by the electromyography measurement module 1300 and the motion sensor module 1410 has a frequency of 20 to 235 Hz and is repeated for more than 4 minutes, and the electromyography measurement The highest score can be assigned when the user's data measured by the module 1300 and the motion sensor module 1410 has a frequency of 235 to 450 Hz and is repeated for more than 5 minutes. As a result, users can be encouraged to maintain an active state by performing more physical activities in order to record high scores on virtual reality content.
도 6는 본 발명의 일 실시예에 따른 안정단계에서 HMD모듈에서 디스플레이 되는 화면을 개략적으로 도시한다.Figure 6 schematically shows a screen displayed on the HMD module in the stabilization phase according to an embodiment of the present invention.
상술한 조리단계(S200)를 수행한 사용자는 계속해서 안정단계(S300)를 수행할 수 있다. 도 6는 안정단계(S300)에서 사용자가 착용한 HMD모듈(2000)을 통해 보여지는 화면으로 집중형콘텐츠 및 활동형콘텐츠를 완료한 사용자는 이후 휴식을 취하는 안정단계(S300)를 수행할 수 있다. The user who has performed the above-described cooking step (S200) can continue to perform the stabilizing step (S300). Figure 6 is a screen shown through the HMD module 2000 worn by the user in the stabilization phase (S300). The user who has completed the intensive content and active content can then perform the stabilization phase (S300) of resting. .
사용자는 컨트롤러(1400)를 조작하여 안정단계(S300)의 배경 및 가구를 선택할 수 있고, 휴식을 취하는 과정에서 해당 사용자의 심박수 데이터는 심박측정모듈(1200)에 의하여 측정될 수 있다. 또한 사용자는 휴식을 취함과 동시에 가상현실 콘텐츠를 수행함에 따른 수행결과 및 스코어를 확인할 수 있다. 구체적으로 안정단계(S300)에서 사용자는 상술한 바와 같이 배경이동단계(S310), 휴식단계(S320), 스코어제공단계(S330)를 순차적으로 수행하여 휴식을 취하고 가상현실 콘텐츠를 종료할 수 있다. The user can operate the controller 1400 to select the background and furniture of the resting stage (S300), and the user's heart rate data can be measured by the heart rate measurement module 1200 during the resting process. Additionally, users can check the performance results and scores of performing virtual reality content while taking a break. Specifically, in the stabilization phase (S300), the user can take a break and end the virtual reality content by sequentially performing the background movement phase (S310), the rest phase (S320), and the score provision phase (S330) as described above.
도 6의 (a)에 도시된 바와 같이 사용자는 컨트롤러(1400)를 조작하여 본인의 기호에 따라 선택된 배경 및 가구에서 휴식을 취할 수 있다. 구체적으로 사용자에게 제공되는 배경에는 숲, 해변, 가정집 등이 포함될 수 있고, 사용자가 휴식을 취할 수 있는 가구목록에는 침대, 소파, 안마의자, 온돌, 선베드 등이 포함될 수 있다. 결과적으로 사용자에게 휴식을 취할 수 있는 최적의 환경을 제공함으로써 사용자는 가상현실 콘텐츠 수행에 따른 정신적, 육체적 피로도를 해소하고 긴장을 완화시킬 수 있다.As shown in (a) of FIG. 6, the user can operate the controller 1400 to relax in the background and furniture selected according to the user's preference. Specifically, the background provided to the user may include a forest, a beach, a home, etc., and the list of furniture on which the user can relax may include a bed, sofa, massage chair, ondol, sunbed, etc. As a result, by providing users with an optimal environment for relaxation, users can relieve mental and physical fatigue and relieve tension caused by performing virtual reality content.
또한 도 6의 (b)에 도시된 바와 같이 사용자는 가상현실 콘텐츠를 수행함에 따른 수행결과 및 스코어를 확인할 수 있다. 구체적으로 사용자는 본인과 유사한 신체조건을 가지는 유저와의 점수를 비교하여 본인의 신체적, 정신적 상태를 확인할 수 있고, 각 단계에서 기록한 스코어와 집중 및 활동상태를 시각정보로 확인할 수 있다. 또는 사용자는 소셜서버에서 함께 콘텐츠를 수행한 사용자의 스코어를 확인할 수도 있다.Additionally, as shown in (b) of FIG. 6, the user can check the performance results and scores of performing virtual reality content. Specifically, users can check their physical and mental state by comparing their scores with users who have similar physical conditions, and can check the scores recorded at each stage and their concentration and activity status through visual information. Alternatively, users can check the scores of users who performed content together on social servers.
이와 같이 사용자의 생체신호와 집중 및 활동상태에 따른 데이터를 가상현실 콘텐츠상에서 직관적으로 디스플레이 함으로써, 사용자가 자신의 상태를 인식할 수 있도록 할 수 있고, 사용자 스스로 안정을 취할 수 있는 효과를 발휘할 수 있다.In this way, by intuitively displaying data according to the user's biosignals, concentration, and activity status on virtual reality content, the user can recognize his or her own condition and can exert the effect of helping the user to stabilize himself. .
이와 같이 본 발명에서는 사용자의 뇌파, 심박 및 근전도 데이터를 모두 적용하여 분식 조리 업무를 체험하는 가상현실 콘텐츠를 생성함으로써, 사용자의 안정 및 집중을 유도할 수 있는 효과를 발휘할 수 있다.In this way, the present invention applies all of the user's brain wave, heart rate, and electromyography data to create virtual reality content that allows users to experience snack cooking tasks, thereby achieving the effect of inducing the user's stability and concentration.
도 7은 본 발명의 일 실시예에 따른 스코어산출부의 동작을 개략적으로 도시한다.Figure 7 schematically shows the operation of the score calculation unit according to an embodiment of the present invention.
상술한 집중형콘텐츠, 활동형콘텐츠 및 안정콘텐츠가 모두 종료된 후, 스코어산출부(3300)는, 콘텐츠실행부로부터 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출할 수 있다. After all of the above-mentioned intensive content, active content, and stable content are terminated, the score calculation unit 3300 calculates a score based on the user's virtual reality content performance results received from the content execution unit, and immerses the user in the virtual reality content. A score can be calculated by assigning weight to the user based on degree and amount of activity.
구체적으로 사용자에 대한 최종스코어는 집중스코어와 활동스코어를 합산하여 결정하되, 콘텐츠 암기상태, 조리순서, 조리상태, 및 콘텐츠 수행시간을 더 반영하여 최종스코어를 산출할 수 있다.Specifically, the final score for the user is determined by adding up the concentration score and the activity score, but the final score can be calculated by further reflecting the content memorization state, cooking order, cooking state, and content performance time.
상술한 바와 같이 집중스코어는 사용자의 집중상태 몰입도에 기초하여 산출되는 스코어로서, 집중상태 유지시간에 기초하여 산출하는 종합집중스코어와 제2집중상태 유지시간에 기초하여 산출하는 제2집중스코어를 합산하여 결정할 수 있다. 구체적으로 집중상태의 유지시간에 비례하여 집중스코어를 산출함으로써 사용자가 집중상태에 오래 유지하도록 유도할 수 있고, 집중상태에 대한 몰입도가 높은 제2집중상태에 높은 가중치를 부여함으로써 사용자가 콘텐츠에 더욱 몰입하도록 유도할 수 있다.As described above, the concentration score is a score calculated based on the user's concentration state immersion, and includes a comprehensive concentration score calculated based on the concentration state maintenance time and a second concentration score calculated based on the second concentration state maintenance time. It can be determined by adding up. Specifically, by calculating the concentration score in proportion to the maintenance time of the concentration state, users can be encouraged to remain in the concentration state for a long time, and by assigning a high weight to the second concentration state with a high degree of immersion in the concentration state, the user can participate in the content. It can encourage you to become more immersed.
활동스코어는 사용자의 활동상태 및 활동량에 기초하여 산출되는 스코어로서, 활동형콘텐츠에 대한 종합수행결과에 기초하여 산출하는 종합활동스코어, 각기 다른 활동요구량을 갖는 단계에서 사용자의 수행결과에 기초하여 산출하는 제1활동스코어, 제2활동스코어 및 제3활동스코어를 합산하여 산출할 수 있다. The activity score is a score calculated based on the user's activity status and activity amount. A comprehensive activity score is calculated based on the comprehensive performance results for active content, and is calculated based on the user's performance results at stages with different activity requirements. It can be calculated by adding up the first activity score, second activity score, and third activity score.
구체적으로 제1활동스코어는 활동요구량이 높은 제1활동형콘텐츠 수행 중에 산출되는 스코어로서 사용자는 야채 및 고기를 손질하는 과정에서 요구되는 행위를 기설정된 시간 및 기설정된 횟수 이상 수행함으로써 높은 값의 가중치를 갖는 제1활동스코어를 기록할 수 있고, 제2활동스코어는 활동요구량이 중간인 제2활동형콘텐츠를 수행 중에 산출되는 스코어로서 사용자는 떡볶이를 조리하는 과정에서 요구되는 행위를 기설정된 시간 및 기설정된 횟수 이상 수행함으로써 중간 값의 가중치를 갖는 제2활동스코어를 기록할 수 있고, 제3활동스코어는 활동요구량이 낮은 제3활동형콘텐츠를 수행 중에 산출되는 스코어로서 사용자는 튀김을 튀기는 과정에서 요구되는 행위를 기설정된 시간 및 기설정된 횟수 이상 수행함으로써 낮은 값의 가중치를 갖는 제3활동스코어를 기록할 수 있다. Specifically, the first activity score is a score calculated while performing the first activity type content with high activity requirements, and the user performs the required actions in the process of preparing vegetables and meat for a preset time and more than a preset number of times, thereby receiving a high value weight. The first activity score having a By performing more than a preset number of times, a second activity score with a medium weight can be recorded, and the third activity score is a score calculated while performing third activity type content with low activity requirements, and the user A third activity score with a low weight can be recorded by performing the required action for a preset time and more than a preset number of times.
결과적으로 사용자는 집중상태를 오래 유지하고 깊게 몰입함으로써 높은 집중스코어를 달성할 수 있고, 활동상태를 오래 유지하고 많은 신체운동을 수행함으로써 높은 활동스코어를 달성할 수 있다.As a result, users can achieve a high concentration score by maintaining a state of concentration for a long time and immersing themselves deeply, and a high activity score by maintaining an active state for a long time and performing a lot of physical exercise.
한편, 스코어산출부(3300)는 집중형콘텐츠의 암기상태, 조리순서, 요리의 조리상태 및 조리 제한시간 등을 더 반영하여 최종스코어를 산출할 수 있다.Meanwhile, the score calculation unit 3300 can calculate the final score by further reflecting the memorization state of the intensive content, the cooking order, the cooking state of the dish, and the cooking time limit.
구체적으로 조리단계(S200)에서 제출된 요리의 완성도가 높을수록, 사용자가 조리 제한시간 내에 요리를 완성하는 경우 스코어를 가점할 수 있다. 또한 사용자가 잘못된 식재료를 사용하거나 조리순서가 잘못되었을 경우 스코어를 감점할 수 있다. Specifically, the higher the level of completeness of the dish submitted in the cooking step (S200), the more points can be added if the user completes the dish within the cooking time limit. Additionally, scores can be deducted if the user uses incorrect ingredients or cooks in the wrong order.
이와 같이 본원 발명에서는 사용자가 콘텐츠에 얼마나 몰입하고 활동적이었는지 여부와, 암기상태, 조리순서, 조리상태, 제한시간 내에 요리를 완성하였는지 여부와 같이 가상현실 콘텐츠 수행결과에 대한 스코어를 산출함으로써 사용자에 대한 보다 정확한 평가 및 진단을 수행할 수 있다.In this way, in the present invention, the score for the performance of the virtual reality content is calculated, such as how immersed and active the user was in the content, memorization state, cooking order, cooking state, and whether the dish was completed within the time limit. More accurate evaluation and diagnosis can be performed.
이와 같은 방식으로, 상기 스코어산출부(3300)는, 가상현실 콘텐츠를 실행하는 동안의 사용자의 뇌파, 심박 및 근전도 데이터와 같은 생체정보에 기초하여 스코어를 산출하되, 사용자의 콘텐츠 수행결과를 반영하여 최종스코어를 산출함으로써, 사용자가 보다 높은 점수를 얻기 위하여 자신의 정신과 신체의 안정을 취하고 콘텐츠활동에 몰입하고, 콘텐츠 참여도를 향상할 수 있는 효과를 발휘할 수 있다.In this way, the score calculation unit 3300 calculates a score based on biometric information such as the user's brain waves, heart rate, and electromyography data while executing virtual reality content, and reflects the user's content performance results. By calculating the final score, users can stabilize their mind and body, immerse themselves in content activities, and improve content participation in order to obtain a higher score.
도 8은 본 발명의 일 실시예에 따른 소셜서버생성부에 의해 복수의 사용자가 접속하여 가상현실 콘텐츠를 수행하는 과정을 도시한다.Figure 8 shows a process in which a plurality of users access and perform virtual reality content by a social server generator according to an embodiment of the present invention.
본원 발명의 가상현실 시스템은 사용자로 하여금 가상현실 공간에서 가상현실 콘텐츠를 수행하게 함으로써, 신체적 정신적 건강을 증진하고 치매, 뇌졸증, 심근경색과 같은 다양한 질환을 예방하기 위함이다. 이러한 효과를 기대하기 위해서 사용자는 가상현실 콘텐츠를 반복 수행할 필요가 있으나, 이와 같이 동일한 콘텐츠를 반복 수행하는 경우 사용자가 쉽게 흥미를 잃고 지루해질 우려가 있다.The virtual reality system of the present invention is intended to improve physical and mental health and prevent various diseases such as dementia, stroke, and myocardial infarction by allowing users to perform virtual reality content in a virtual reality space. In order to expect this effect, the user needs to perform virtual reality content repeatedly, but if the same content is performed repeatedly, there is a risk that the user will easily lose interest and become bored.
따라서 본원 발명에서는 복수의 사용자가 접속할 수 있는 소셜서버를 생성하고, 사용자 간에 상호작용하고 콘텐츠를 협력하여 수행함으로써 가상현실 콘텐츠에 대한 사용자의 참여도를 향상할 수 있다. Therefore, in the present invention, it is possible to improve user participation in virtual reality content by creating a social server that multiple users can access, interacting with users, and cooperating on content.
도 8의 (a)에 도시된 바와 같이, 본원 발명에서는 복수의 사용자가 접속할 수 있는 소셜서버를 생성하고, 복수의 사용자를 상기 소셜서버에 접속시켜 사용자 상호간에 협력하여 가상현실 콘텐츠를 수행하게 할 수 있다.As shown in (a) of FIG. 8, the present invention creates a social server that multiple users can access, connects multiple users to the social server, and allows users to cooperate with each other to perform virtual reality content. You can.
구체적으로 소셜서버생성부(3400)는 복수의 사용자 개개인으로부터 나이, 키, 몸무게를 수신하고, 사용자 개개인에 대한 매칭기준값을 생성할 수 있고, 사용자 개개인별로 생성된 매칭기준값이 유사한 사용자끼리 매칭하여 동일 소셜서버에 접속시킬 수 있다. Specifically, the social server generator 3400 can receive age, height, and weight from a plurality of individual users, and generate a matching reference value for each user. The matching reference value generated for each user is identical by matching similar users. You can connect to social servers.
이와 같이 본원 발명에서는 연령대 및 신체능력이 유사한 사용자를 매칭시킴으로써, 복수의 사용자가 협력하여 수행하는 가상현실 콘텐츠의 난이도가 특정 사용자에게 치우치지 않게 조절할 수 있다.In this way, in the present invention, by matching users of similar age and physical ability, the difficulty of virtual reality content performed by a plurality of users in cooperation can be adjusted so that it is not biased toward a specific user.
한편, 본 발명의 다른 실시예에서 사용자에 대한 매칭기준값은 사용자의 질환정보를 고려하여 산출될 수도 있다. 구체적으로 본원 발명은 상술한 바와 같이 치매, 뇌졸증, 심근경색과 같은 다양한 질환을 예방하기 위함이고, 가상현실 시스템은 사용자에 대한 병력정보를 수신하고, 이에 대한 매칭기준값을 산출할 수 있다.Meanwhile, in another embodiment of the present invention, the matching reference value for the user may be calculated by considering the user's disease information. Specifically, as described above, the present invention is intended to prevent various diseases such as dementia, stroke, and myocardial infarction, and the virtual reality system can receive medical history information about the user and calculate a matching standard value for it.
이와 같은 방식으로 사용자는 동일한 질환을 앓고 있는 사용자와 함께 가상현실 콘텐츠를 협력 수행하고, 심리적 위안을 가질 수 있다.In this way, users can collaborate on virtual reality content with users suffering from the same disease and receive psychological comfort.
도 8의 (b)에 도시된 바와 같이, 소셜서버에 접속한 복수의 사용자는 상호간에 상호작용하거나 콘텐츠를 공동으로 수행할 수 있다. 구체적으로 특정 사용자가 야채 및 고기를 손질하는 제1활동형콘텐츠를 수행하는 경우, 타 사용자는 떡볶이를 조리하는 제2활동형콘텐츠를 수행하는 방식으로 복수의 사용자 개개인별로 주어진 콘텐츠를 수행할 수 있다. As shown in (b) of FIG. 8, multiple users connected to a social server can interact with each other or jointly perform content. Specifically, when a specific user performs the first active content of preparing vegetables and meat, another user performs the second active content of cooking tteokbokki, so that a plurality of users can perform the given content individually. .
또한 이 과정에서 복수의 사용자는 타 사용자와 커뮤니케이션하고 상호간에 피드백을 제공함으로써, 콘텐츠를 반복 수행하는 과정에서의 지루함을 경감할 수 있다. Additionally, during this process, multiple users can communicate with other users and provide feedback to each other, thereby reducing boredom in the process of repeatedly performing content.
도 9는 본 발명의 일 실시예에 따른 컴퓨팅 장치의 내부구성을 개략적으로 도시한다.Figure 9 schematically shows the internal configuration of a computing device according to an embodiment of the present invention.
상기 실시예에 따른 가상현실 시스템의 구현방법은 도 9에 도시된 컴퓨팅 장치(11000)에 의하여 구현될 수 있다. 상기 도 2의 VR시스템부(3000)는 상기 도 9에 도시된 컴퓨팅장치(11000)의 구성요소들을 포함할 수 있다.The method of implementing the virtual reality system according to the above embodiment can be implemented by the computing device 11000 shown in FIG. 9. The VR system unit 3000 of FIG. 2 may include components of the computing device 11000 shown in FIG. 9.
도 9에 도시한 바와 같이, 컴퓨팅 장치(11000)은 적어도 하나의 프로세서(processor)(11100), 메모리(memory)(11200), 주변장치 인터페이스(peripheral interface)(11300), 입/출력 서브시스템(I/Osubsystem)(11400), 전력회로(11500) 및 통신 회로(11600)를 적어도 포함할 수 있다. 이때, 컴퓨팅 장치(11000)는 상기 센서부(1000), VR시스템부(3000), 및 HMD모듈(2000)을 포함하거나, 상기 입/출력 서브시스템(11400)에 의하여 상기 센서부(1000), VR시스템부(3000), 및 HMD모듈(2000)에 연결될 수 있다.As shown in FIG. 9, the computing device 11000 includes at least one processor 11100, a memory 11200, a peripheral interface 11300, and an input/output subsystem ( It may include at least an I/O subsystem (11400), a power circuit (11500), and a communication circuit (11600). At this time, the computing device 11000 includes the sensor unit 1000, the VR system unit 3000, and the HMD module 2000, or the sensor unit 1000 by the input/output subsystem 11400, It can be connected to the VR system unit 3000 and the HMD module 2000.
메모리(11200)는 일례로 고속 랜덤 액세스 메모리(high-speed random access memory), 자기 디스크, 에스램(SRAM), 디램(DRAM), 롬(ROM), 플래시 메모리 또는 비휘발성 메모리를 포함할 수 있다. 메모리(11200)는 컴퓨팅장치(11000)의 동작에 필요한 소프트웨어 모듈, 명령어 집합 또는 그 밖에 다양한 데이터를 포함할 수 있다.The memory 11200 may include, for example, high-speed random access memory, magnetic disk, SRAM, DRAM, ROM, flash memory, or non-volatile memory. . The memory 11200 may include software modules, instruction sets, or other various data necessary for the operation of the computing device 11000.
이때, 프로세서(11100)나 주변장치 인터페이스(11300) 등의 다른 컴포넌트에서 메모리(11200)에 액세스하는 것은 프로세서(11100)에 의해 제어될 수 있다.At this time, access to the memory 11200 from other components such as the processor 11100 or the peripheral device interface 11300 may be controlled by the processor 11100.
주변장치 인터페이스(11300)는 컴퓨팅장치(11000)의 입력 및/또는 출력 주변장치를 프로세서(11100) 및 메모리 (11200)에 결합시킬 수 있다. 프로세서(11100)는 메모리(11200)에 저장된 소프트웨어 모듈 또는 명령어 집합을 실행하여 컴퓨팅장치(11000)을 위한 다양한 기능을 수행하고 데이터를 처리할 수 있다.The peripheral interface 11300 may couple input and/or output peripherals of the computing device 11000 to the processor 11100 and the memory 11200. The processor 11100 may execute a software module or set of instructions stored in the memory 11200 to perform various functions for the computing device 11000 and process data.
입/출력 서브시스템은 다양한 입/출력 주변장치들을 주변장치 인터페이스(11300)에 결합시킬 수 있다. 예를 들어, 입/출력 서브시스템은 모니터나 키보드, 마우스, 프린터 또는 필요에 따라 터치스크린이나 센서 등의 주변장치를 주변장치 인터페이스(11300)에 결합시키기 위한 컨트롤러를 포함할 수 있다. 다른 측면에 따르면, 입/출력 주변장치들은 입/출력 서브시스템을 거치지 않고 주변장치 인터페이스(11300)에 결합될 수도 있다.The input/output subsystem can couple various input/output peripherals to the peripheral interface 11300. For example, the input/output subsystem may include a controller for coupling peripheral devices such as a monitor, keyboard, mouse, printer, or, if necessary, a touch screen or sensor to the peripheral device interface 11300. According to another aspect, input/output peripherals may be coupled to the peripheral interface 11300 without going through the input/output subsystem.
전력 회로(11500)는 단말기의 컴포넌트의 전부 또는 일부로 전력을 공급할 수 있다. 예를 들어 전력 회로(11500)는 전력 관리 시스템, 배터리나 교류(AC) 등과 같은 하나 이상의 전원, 충전 시스템, 전력 실패 감지 회로(power failure detection circuit), 전력 변환기나 인버터, 전력 상태 표시자 또는 전력 생성, 관리, 분배를 위한 임의의 다른 컴포넌트들을 포함할 수 있다. Power circuit 11500 may supply power to all or some of the terminal's components. For example, power circuit 11500 may include a power management system, one or more power sources such as batteries or alternating current (AC), a charging system, a power failure detection circuit, a power converter or inverter, a power status indicator, or a power source. It may contain arbitrary other components for creation, management, and distribution.
통신 회로(11600)는 적어도 하나의 외부 포트를 이용하여 다른 컴퓨팅장치와 통신을 가능하게 할 수 있다.The communication circuit 11600 may enable communication with another computing device using at least one external port.
또는 상술한 바와 같이 필요에 따라 통신 회로(11600)는 RF 회로를 포함하여 전자기 신호(electromagnetic signal)라고도 알려진 RF 신호를 송수신함으로써, 다른 컴퓨팅장치와 통신을 가능하게 할 수도 있다.Alternatively, as described above, if necessary, the communication circuit 11600 may include an RF circuit to transmit and receive RF signals, also known as electromagnetic signals, to enable communication with other computing devices.
이러한 도 9의 실시예는, 컴퓨팅장치(11000)의 일례일 뿐이고, 컴퓨팅장치(11000)는 도 9에 도시된 일부 컴포넌트가 생략되거나, 도 11에 도시되지 않은 추가의 컴포넌트를 더 구비하거나, 2개 이상의 컴포넌트를 결합시키는 구성 또는 배치를 가질 수 있다. 예를 들어, 모바일 환경의 통신 단말을 위한 컴퓨팅장치는 도 9에 도시된 컴포넌트들 외에도, 터치스크린이나 센서 등을 더 포함할 수도 있으며, 통신 회로(11600)에 다양한 통신방식(WiFi, 3G, LTE, Bluetooth, NFC, Zigbee 등)의 RF 통신을 위한 회로가 포함될 수도 있다. 컴퓨팅장치(11000)에 포함 가능한 컴포넌트들은 하나 이상의 신호 처리 또는 어플리케이션에 특화된 집적 회로를 포함하는 하드웨어, 소프트웨어, 또는 하드웨어 및 소프트웨어 양자의 조합으로 구현될 수 있다.This embodiment of FIG. 9 is only an example of the computing device 11000, and the computing device 11000 omits some components shown in FIG. 9, further includes additional components not shown in FIG. 11, or 2 It may have a configuration or arrangement that combines more than one component. For example, a computing device for a communication terminal in a mobile environment may further include a touch screen or a sensor in addition to the components shown in FIG. 9, and the communication circuit 11600 may be equipped with various communication methods (WiFi, 3G, LTE). , Bluetooth, NFC, Zigbee, etc.) may also include a circuit for RF communication. Components that can be included in the computing device 11000 may be implemented as hardware, software, or a combination of both hardware and software, including an integrated circuit specialized for one or more signal processing or applications.
본 발명의 실시예에 따른 방법들은 다양한 컴퓨팅장치를 통하여 수행될 수 있는 프로그램 명령(instruction) 형태로 구현되어 컴퓨터 판독 가능 매체에 기록될 수 있다. 특히, 본 실시예에 따른 프로그램은 PC 기반의 프로그램 또는 모바일 단말 전용의 어플리케이션으로 구성될 수 있다. 본 발명이 적용되는 어플리케이션은 파일 배포 시스템이 제공하는 파일을 통해 컴퓨팅장치(11000)에 설치될 수 있다. 일 예로, 파일 배포 시스템은 컴퓨팅장치(11000)의 요청에 따라 상기 파일을 전송하는 파일 전송부(미도시)를 포함할 수 있다.Methods according to embodiments of the present invention may be implemented in the form of program instructions that can be executed through various computing devices and recorded on a computer-readable medium. In particular, the program according to this embodiment may be composed of a PC-based program or a mobile terminal-specific application. The application to which the present invention is applied can be installed on the computing device 11000 through a file provided by a file distribution system. As an example, the file distribution system may include a file transmission unit (not shown) that transmits the file according to a request from the computing device 11000.
이상에서 설명된 장치는 하드웨어 구성요소, 소프트웨어 구성요소, 및/또는 하드웨어 구성요소 및 소프트웨어구성요소의 조합으로 구현될 수 있다. 예를 들어, 실시예들에서 설명된 장치 및 구성요소는, 예를 들어, 프로세서, 콘트롤러, ALU(arithmetic logic unit), 디지털 신호 프로세서(digital signal processor), 마이크로컴퓨터, FPGA(field programmable gate array), PLU(programmable logic unit), 마이크로프로세서, 또는 명령(instruction)을 실행하고 응답할 수 있는 다른 어떠한 장치와 같이, 하나 이상의 범용 컴퓨터 또는 특수 목적컴퓨터를 이용하여 구현될 수 있다. 처리 장치는 운영 체제(OS) 및 상기 운영 체제 상에서 수행되는 하나 이상의 소프트웨어 어플리케이션을 수행할 수 있다. 또한, 처리 장치는 소프트웨어의 실행에 응답하여, 데이터를 접근, 저장, 조작, 처리 및 생성할 수도 있다. 이해의 편의를 위하여, 처리 장치는 하나가 사용되는 것으로 설명된 경우도 있지만, 해당 기술분야에서 통상의 지식을 가진 자는, 처리 장치가 복수 개의 처리 요소(processing element) 및/또는 복수 유형의 처리 요소를 포함할 수 있음을 알 수 있다. 예를 들어, 처리 장치는 복수 개의 프로세서 또는 하나의 프로세서 및 하나의 콘트롤러를 포함할 수 있다. 또한, 병렬 프로세서(parallel processor)와 같은, 다른 처리 구성(processing configuration)도 가능하다.The device described above may be implemented with hardware components, software components, and/or a combination of hardware components and software components. For example, devices and components described in embodiments may include, for example, a processor, a controller, an arithmetic logic unit (ALU), a digital signal processor, a microcomputer, a field programmable gate array (FPGA), etc. , may be implemented using one or more general-purpose or special-purpose computers, such as a programmable logic unit (PLU), microprocessor, or any other device capable of executing and responding to instructions. The processing device may execute an operating system (OS) and one or more software applications running on the operating system. Additionally, a processing device may access, store, manipulate, process, and generate data in response to the execution of software. For ease of understanding, a single processing device may be described as being used; however, those skilled in the art will understand that a processing device includes multiple processing elements and/or multiple types of processing elements. It can be seen that it may include. For example, a processing device may include a plurality of processors or one processor and one controller. Additionally, other processing configurations, such as parallel processors, are possible.
소프트웨어는 컴퓨터 프로그램(computer program), 코드(code), 명령(instruction), 또는 이들 중 하나 이상의 조합을 포함할 수 있으며, 원하는 대로 동작하도록 처리 장치를 구성하거나 독립적으로 또는 결합적으로 (collectively) 처리 장치를 명령할 수 있다. 소프트웨어 및/또는 데이터는, 처리 장치에 의하여 해석되거나 처리 장치에 명령 또는 데이터를 제공하기 위하여, 어떤 유형의 기계, 구성요소(component), 물리적 장치, 가상장치(virtual equipment), 컴퓨터 저장 매체 또는 장치, 또는 전송되는 신호 파(signal wave)에 영구적으로, 또는 일시적으로 구체화(embody)될 수 있다. 소프트웨어는 네트워크로 연결된 컴퓨팅장치 상에 분산되어서, 분산된 방법으로 저장되거나 실행될 수도 있다. 소프트웨어 및 데이터는 하나 이상의 컴퓨터 판독 가능 기록 매체에 저장될 수 있다.Software may include a computer program, code, instructions, or a combination of one or more of these, which may configure a processing unit to operate as desired, or may be processed independently or collectively. You can command the device. Software and/or data may be used by any type of machine, component, physical device, virtual equipment, computer storage medium or device to be interpreted by or to provide instructions or data to a processing device. , or may be permanently or temporarily embodied in a transmitted signal wave. Software may be distributed over networked computing devices and stored or executed in a distributed manner. Software and data may be stored on one or more computer-readable recording media.
실시예에 따른 방법은 다양한 컴퓨터 수단을 통하여 수행될 수 있는 프로그램 명령 형태로 구현되어 컴퓨터 판독 가능 매체에 기록될 수 있다. 상기 컴퓨터 판독 가능 매체는 프로그램 명령, 데이터 파일, 데이터 구조 등을 단독으로 또는 조합하여 포함할 수 있다. 상기 매체에 기록되는 프로그램 명령은 실시예를 위하여 특별히 설계되고 구성된 것들이거나 컴퓨터 소프트웨어 당업자에게 공지되어 사용 가능한 것일 수도 있다. 컴퓨터 판독 가능 기록 매체의 예에는 하드 디스크, 플로피 디스크 및 자기 테이프와 같은 자기 매체(magnetic media), CD-ROM, DVD와 같은 광기록 매체(optical media), 플롭티컬 디스크(floptical disk)와 같은 자기-광 매체(magneto-optical media), 및 롬(ROM), 램(RAM), 플래시 메모리 등과 같은 프로그램 명령을 저장하고 수행하도록 특별히 구성된 하드웨어 장치가 포함된다. 프로그램 명령의 예에는 컴파일러에 의해 만들어지는 것과 같은 기계어 코드뿐만 아니라 인터프리터 등을 사용해서 컴퓨터에 의해서 실행될 수 있는 고급 언어 코드를 포함한다. 상기된 하드웨어 장치는 실시예의 동작을 수행하기 위해 하나 이상의 소프트웨어 모듈로서 작동하도록 구성될 수 있으며, 그 역도 마찬가지이다.The method according to the embodiment may be implemented in the form of program instructions that can be executed through various computer means and recorded on a computer-readable medium. The computer-readable medium may include program instructions, data files, data structures, etc., singly or in combination. Program instructions recorded on the medium may be specially designed and configured for the embodiment or may be known and available to those skilled in the art of computer software. Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical media such as CD-ROMs and DVDs, and magnetic media such as floptical disks. -Includes optical media (magneto-optical media) and hardware devices specifically configured to store and execute program instructions, such as ROM, RAM, flash memory, etc. Examples of program instructions include machine language code, such as that produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter, etc. The hardware devices described above may be configured to operate as one or more software modules to perform the operations of the embodiments, and vice versa.
이상과 같이 실시예들이 비록 한정된 실시예와 도면에 의해 설명되었으나, 해당 기술분야에서 통상의 지식을 가진 자라면 상기의 기재로부터 다양한 수정 및 변형이 가능하다. 예를 들어, 설명된 기술들이 설명된 방법과 다른 순서로 수행되거나, 및/또는 설명된 시스템, 구조, 장치, 회로 등의 구성요소들이 설명된 방법과 다른 형태로 결합 또는 조합되거나, 다른 구성요소 또는 균등물에 의하여 대치되거나 치환되더라도 적절한 결과가 달성될 수 있다. 그러므로, 다른 구현들, 다른 실시예들 및 특허청구범위와 균등한 것들도 후술하는 특허청구범위의 범위에 속한다.As described above, although the embodiments have been described with limited examples and drawings, various modifications and variations can be made by those skilled in the art from the above description. For example, the described techniques are performed in a different order than the described method, and/or components of the described system, structure, device, circuit, etc. are combined or combined in a different form than the described method, or other components are used. Alternatively, appropriate results may be achieved even if substituted or substituted by an equivalent. Therefore, other implementations, other embodiments, and equivalents of the claims also fall within the scope of the claims described below.

Claims (12)

  1. 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템으로서,It is a complex sensor-based virtual reality system for preventing brain disease and mental illness through communicative rehabilitation and vocational programs.
    상기 가상현실 시스템은, 사용자의 두부(頭部)에 부착되어 사용자의 뇌파를 측정하는 뇌파측정모듈, 사용자의 손가락에 부착되어 사용자의 심박을 측정하는 심박측정모듈 및 사용자의 팔을 포함하는 신체 일부에 부착되어 사용자의 근전도를 측정하는 근전도측정모듈을 포함하는 센서부; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR시스템부; 및 상기 VR시스템부로부터 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD모듈;을 포함하고, The virtual reality system includes a brain wave measurement module that is attached to the user's head and measures the user's brain waves, a heart rate measurement module that is attached to the user's finger and measures the user's heart rate, and a body part including the user's arm. A sensor unit including an electromyography measurement module that is attached to and measures the user's electromyogram; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR system unit that executes virtual reality content that can analyze the user's concentration and activity status and derives an evaluation of the user's performance of the virtual reality content; And a HMD module that receives image and sound information of virtual reality content executed from the VR system unit and provides it to the user,
    상기 VR시스템부는,The VR system department,
    상기 센서부로부터 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집부;A sensing information collection unit that receives the brain wave, heart rate, and electromyography data from the sensor unit;
    상기 HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행부; The brain wave, heart rate, and electromyography data of the user wearing the HMD module are applied in real time to run virtual reality content that can perform snack cooking tasks in the virtual reality content, and the concentration and concentration of the user performing the virtual reality content a content execution unit that determines the activity status;
    상기 콘텐츠실행부로부터 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출부; 및a score calculation unit that calculates a score based on the user's virtual reality content performance results received from the content execution unit and calculates the score by assigning weight to the user based on immersion in the virtual reality content and amount of activity; and
    상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성부;를 포함하는, 가상현실 시스템.A virtual reality system comprising; a social server generator that generates a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
  2. 청구항 1에 있어서,In claim 1,
    상기 소셜서버생성부는,The social server creation unit,
    복수의 사용자 각각으로부터 수신한 나이, 키, 및 몸무게에 대한 매칭기준값을 산출하고, 상기 매칭기준값에 기초하여 복수의 사용자가 접속할 수 있는 소셜서버를 생성하는, 가상현실 시스템.A virtual reality system that calculates matching reference values for age, height, and weight received from each of a plurality of users, and creates a social server that multiple users can access based on the matching reference values.
  3. 청구항 1에 있어서,In claim 1,
    상기 콘텐츠실행부는,The content execution department,
    상기 사용자에게 식재료정보, 주문정보, 및 레시피정보를 암기하는 집중형콘텐츠를 제공하고 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태를 판별하고, 상기 사용자의 집중상태에 기초하여 집중스코어를 산출하는 암기단계;Provides focused content that memorizes food ingredient information, order information, and recipe information to the user, determines the user's concentration state based on the user's brain wave data, and calculates a concentration score based on the user's concentration state. Memorization stage;
    상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하고, 상기 사용자의 활동상태에 기초하여 활동스코어를 산출하는 조리단계; 및Provides active content that allows the user to perform snack cooking tasks, determines the user's activity state based on the movement of the controller operated by the user and the user's electromyography data, and based on the user's activity state Cooking step to calculate activity score; and
    상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고 상기 사용자의 심박수 데이터에 기초하여 사용자의 안정상태를 판별하고, 상기 집중스코어 및 상기 활동스코어에 기초하여 산출한 최종스코어를 제공하는 안정단계;를 수행하는, 가상현실 시스템.A stabilization step of providing relaxation content for the user to relax, determining the user's stable state based on the user's heart rate data, and providing a final score calculated based on the concentration score and the activity score; A virtual reality system that performs.
  4. 청구항 3에 있어서,In claim 3,
    상기 암기단계는,The memorization step is,
    상기 사용자로부터 사용자정보를 입력받고 상기 사용자의 뇌파 데이터에 대한 측정을 시작하여 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태 돌입여부를 결정하고, 집중형콘텐츠의 난이도를 결정하는 게임준비단계;A game preparation step of receiving user information from the user, starting to measure the user's brain wave data, determining whether the user enters a concentration state based on the user's brain wave data, and determining the difficulty level of the intensive content;
    상기 사용자가 기설정된 시간 이상 집중상태를 유지한 사용자에게 집중형콘텐츠를 디스플레이하는 집중형콘텐츠제공단계;를 포함하고,Including a focused content provision step of displaying focused content to a user who maintains a focused state for more than a preset time,
    상기 집중형콘텐츠는,The concentrated content is,
    상기 사용자에게 위치와 순서를 무작위로 하여 복수의 이미지를 디스플레이하고, 상기 사용자가 복수의 이미지가 디스플레이된 순서 및 위치를 암기하는 제1집중형콘텐츠;First focused content that displays a plurality of images in random positions and order to the user, and in which the user memorizes the order and position in which the plurality of images are displayed;
    사용자에게 분식조리에 사용되는 복수의 식재료를 이미지로 제시하고, 상기 사용자가 복수의 식재료 중 조리에 사용되는 식재료를 선택하는 제2집중형콘텐츠; 및a second focused content that presents a plurality of ingredients used in powder cooking to the user as images, and allows the user to select ingredients used in cooking from among the plurality of ingredients; and
    손님의 주문순서 및 주문내역을 포함하는 주문정보, 상기 주문정보에 해당되는 요리의 레시피정보, 및 업무가 진행되는 순서에 대한 정보를 암기하는 제3집중형콘텐츠;를 포함하는, 가상현실 시스템.A virtual reality system comprising: third focused content that memorizes order information including the customer's order order and order details, recipe information for dishes corresponding to the order information, and information on the order in which work is performed.
  5. 청구항 3에 있어서,In claim 3,
    상기 스코어산출부는,The score calculation unit,
    상기 집중형콘텐츠를 수행 중인 사용자의 집중상태에 기초하여 사용자별 집중스코어를 산출하는 집중스코어산출단계;를 수행하고,Performing a concentration score calculation step of calculating a concentration score for each user based on the concentration state of the user performing the intensive content,
    상기 암기단계에서 상기 사용자의 뇌파 데이터에 기초하여 사용자의 집중상태를 판별하는 기준은, The standard for determining the user's concentration state based on the user's brain wave data in the memorization step is,
    상기 사용자의 뇌파 종류 및 주파수가 10 내지 13 hz의 주파수를 갖는 알파파로 기설정된 시간인 3초 이상 측정될 때 집중상태로 판별하고, When the user's brain wave type and frequency are measured as alpha waves with a frequency of 10 to 13 Hz for more than 3 seconds, which is a preset time, the user is determined to be in a concentrated state,
    상기 사용자의 뇌파 종류 및 주파수가 10 내지 12 hz의 주파수를 갖는 미들 알파파로 기설정된 시간인 3초 이상 측정될 때 제1집중상태로 판별하고, When the user's brain wave type and frequency are measured as middle alpha waves with a frequency of 10 to 12 Hz for more than 3 seconds, which is a preset time, the first concentration state is determined,
    상기 사용자의 뇌파 종류 및 주파수가 12 내지 13 hz의 주파수를 갖는 SMR파로 기설정된 시간인 3초 이상 측정될 때 제2집중상태로 판별하는, 가상현실 시스템.A virtual reality system that determines a second concentration state when the user's brain wave type and frequency are measured as SMR waves with a frequency of 12 to 13 Hz for more than 3 seconds, which is a preset time.
  6. 청구항 5에 있어서,In claim 5,
    상기 집중스코어는,The concentration score is,
    상기 암기단계에서 사용자의 집중상태 유지시간에 기초하여 산출하는 종합집중스코어; 및 A comprehensive concentration score calculated based on the user's concentration maintenance time in the memorization step; and
    상기 암기단계에서 사용자의 제2집중상태 유지시간에 기초하여 산출하는, 제2집중스코어를 포함하고, Includes a second concentration score calculated based on the user's second concentration state maintenance time in the memorization step,
    상기 집중스코어를 산출하는 방식은, The method of calculating the concentration score is,
    상기 종합집중스코어 및 상기 제2집중스코어를 합산하여 결정하되, 상기 제2집중스코어에 상기 종합집중스코어보다 큰 값을 갖는 가중치를 부여하여 산출하는, 가상현실 시스템.A virtual reality system that is determined by adding up the comprehensive concentration score and the second concentration score, and is calculated by giving the second concentration score a weight having a value greater than the comprehensive concentration score.
  7. 청구항 3에 있어서,In claim 3,
    상기 조리단계는,The cooking step is,
    상기 암기단계를 완료한 사용자에 대하여 가상현실 콘텐츠 내에서 상기 사용자에게 분식조리업무에 사용되는 식재료 및 조리도구를 제공하고 상기 사용자의 근전도 데이터에 대한 측정을 시작하는 조리준비단계; 및 A cooking preparation step of providing ingredients and cooking tools used for snack cooking to the user who has completed the memorization step within virtual reality content and starting to measure the user's electromyography data; and
    상기 사용자에게 분식조리업무를 수행할 수 있는 활동형콘텐츠를 제공하고, 상기 사용자가 조작한 컨트롤러의 움직임 및 상기 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 활동형콘텐츠제공단계;를 포함하는, 가상현실 시스템.An active content providing step of providing the user with active content that allows the user to perform snack cooking tasks and determining the user's activity state based on the movement of the controller operated by the user and the user's electromyography data. A virtual reality system that does.
  8. 청구항 3에 있어서,In claim 3,
    상기 스코어산출부는,The score calculation unit,
    상기 활동형콘텐츠를 수행 중인 사용자의 활동상태에 기초하여 사용자별 활동스코어를 산출하는, 활동스코어산출단계;를 수행하고An activity score calculation step of calculating an activity score for each user based on the activity status of the user performing the active content;
    상기 조리단계에서 사용자의 근전도 데이터에 기초하여 사용자의 활동상태를 판별하는 기준은,The standard for determining the user's activity status based on the user's electromyography data in the cooking stage is,
    상기 사용자의 근전도 데이터 변화량이 20 내지 450 hz인 경우 활동상태로 판별하고,If the amount of change in the user's electromyography data is 20 to 450 Hz, the user is determined to be in an active state,
    상기 사용자의 근전도 데이터 변화량이 20 내지 235 hz인 경우 제1활동상태로 판별하고,If the amount of change in the user's electromyography data is 20 to 235 Hz, the first activity state is determined,
    상기 사용자의 근전도 데이터 변화량이 236 내지 450 hz인 경우 제2활동상태로 판별하는, 가상현실 시스템.A virtual reality system that determines a second activity state when the user's electromyography data change amount is 236 to 450 Hz.
  9. 청구항 8에 있어서,In claim 8,
    상기 활동스코어는,The activity score is,
    상기 사용자가 상기 조리단계에서 수행한 상기 활동형콘텐츠에 대한 종합수행결과에 기초하여 산출하는 종합활동스코어; A comprehensive activity score calculated based on the overall performance results of the active content performed by the user in the cooking step;
    조리 사용에 사용되는 야채 및 고기를 손질하는 콘텐츠로서, 활동요구량이 제1활동요구량을 초과하는 제1활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제1활동스코어;Content for preparing vegetables and meat used in cooking, comprising: a first activity score calculated based on the user's performance results for the first activity type content whose activity requirement exceeds the first activity requirement;
    손질된 재료를 사용하여 떡볶이를 조리하는 콘텐츠로서, 활동요구량이 제1활동요구량 미만이고 제2활동요구량 이상인 제2활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제2활동스코어; 및 Content for cooking tteokbokki using prepared ingredients, a second activity score calculated based on the user's performance results for the second activity type content whose activity requirement is less than the first activity requirement and more than the second activity requirement; and
    튀김을 튀기는 콘텐츠로서, 활동요구량이 제2활동요구량 미만인 제3활동형콘텐츠에 대한 사용자의 수행결과에 기초하여 산출하는 제3활동스코어;를 포함하고,As content for frying fries, it includes a third activity score calculated based on the user's performance results for third activity type content whose activity requirement is less than the second activity requirement,
    상기 활동스코어를 산출하는 방식은,The method of calculating the activity score is:
    상기 종합활동스코어, 제1활동스코어, 제2활동스코어 및 제3활동스코어를 합산하여 결정하되 제1활동스코어, 제2활동스코어 및 제3활동스코어를 산출한 콘텐츠에 대한 활동요구량 및 수행시간을 반영하여 각각 상이한 가중치를 부여하여 결정하는, 가상현실 시스템.The above comprehensive activity score, 1st activity score, 2nd activity score, and 3rd activity score are combined to determine the activity requirement and performance time for the content from which the 1st activity score, 2nd activity score, and 3rd activity score were calculated. A virtual reality system that reflects the decision by assigning different weights to each.
  10. 청구항 3에 있어서,In claim 3,
    상기 안정단계는,The stabilization stage is,
    상기 가상현실 콘텐츠 내에서 상기 조리단계를 완료한 상기 사용자를 조리실에서 휴식공간으로 이동시키는 배경이동단계;A background movement step of moving the user who has completed the cooking step within the virtual reality content from the cooking room to a resting area;
    상기 사용자에게 휴식을 취할 수 있는 휴식콘텐츠를 제공하고, 상기 사용자의 심박수가 60 내지 72 인 경우, 사용자를 안정상태로 판별하는 휴식콘텐츠제공단계; 및 A relaxation content providing step of providing relaxation content that allows the user to relax, and determining that the user is in a stable state when the user's heart rate is 60 to 72; and
    상기 집중스코어 및 상기 활동스코어를 합산하고, 상기 사용자의 가상현실 콘텐츠의 수행결과를 반영하여 최종스코어를 산출하여 제공하는, 스코어제공단계;를 포함하는, 가상현실 시스템.A virtual reality system including; a score providing step of adding up the concentration score and the activity score, calculating and providing a final score by reflecting the performance results of the user's virtual reality content.
  11. 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템의 구현방법으로서,As a method of implementing a virtual reality system for preventing brain disease and mental illness based on complex sensors through a communicative rehabilitation and vocational program,
    상기 가상현실 시스템의 구현방법은, 뇌파측정모듈에 의해 사용자의 뇌파를 측정하는 뇌파측정단계, 심박측정모듈에 의해 사용자의 근전도를 측정하는 근전도측정단계를 포함하는 센서단계; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR단계; 및 상기 VR단계에서 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD단계;를 포함하고, The method of implementing the virtual reality system includes a sensor step including an EEG measurement step of measuring the user's EEG using an EEG measurement module and an EMG measurement step of measuring the user's EMG using a heart rate measurement module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And an HMD step of receiving image and sound information of virtual reality content executed in the VR step and providing them to the user,
    상기 VR단계는,The VR stage is,
    상기 센서단계에서 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집단계;A sensing information collection step of receiving the brain wave, heart rate, and electromyogram data from the sensor step;
    HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행단계; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed. A content execution step that determines the status;
    상기 콘텐츠실행단계에서 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출단계; 및A score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity; and
    상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성단계;를 포함하는, 가상현실 시스템의 구현방법.A social server creation step of creating a social server where a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
  12. 1 이상의 프로세서 및 1 이상의 메모리를 갖는 컴퓨팅장치에서 수행되는 소통형 재활 및 직업 프로그램을 통한 복합센서 기반 뇌질환 및 정신질환 예방 가상현실 시스템 을 구현하기 위한 컴퓨팅-판독가능 매체로서, 상기 컴퓨팅-판독가능 매체는, 컴퓨팅 장치로 하여금 이하의 단계들을 수행하도록 하는 명령들을 저장하며, 상기 이하의 단계들은,A computer-readable medium for implementing a virtual reality system for preventing brain diseases and mental disorders based on complex sensors through interactive rehabilitation and vocational programs performed on a computing device having one or more processors and one or more memories, the computer-readable medium The medium stores instructions that cause the computing device to perform the following steps, which include:
    뇌파측정모듈에 의해 사용자의 뇌파를 측정하는 뇌파측정단계, 심박측정모듈에 의해 사용자의 근전도를 측정하는 근전도측정단계를 포함하는 센서단계; 사용자가 일정 시간 동안 제시되는 식재료를 암기하고, 제시되는 복수의 선지 중 조리에 사용되는 식재료를 선택하고, 선택한 식재료를 바탕으로 떡볶이, 튀김, 순대를 포함하는 분식 메뉴를 조리하는 활동을 수행함과 동시에 사용자의 집중 및 활동상태를 분석할 수 있는 가상현실 콘텐츠를 실행하고, 사용자의 가상현실 콘텐츠 수행결과에 대한 평가를 도출하는 VR단계; 및 상기 VR단계에서 실행되는 가상현실 콘텐츠의 영상 및 음향정보를 수신하여 사용자에게 제공하는 HMD단계;를 포함하고, A sensor step including an EEG measurement step of measuring the user's EEG using an EEG measurement module, and an EMG measurement step of measuring the user's EMG using a heart rate measurement module; The user memorizes the ingredients presented for a certain period of time, selects the ingredients used for cooking among the plurality of fish presented, and cooks a snack menu including tteokbokki, fried food, and sundae based on the selected ingredients. A VR stage that executes virtual reality content that can analyze the user's concentration and activity state and derives an evaluation of the user's performance of the virtual reality content; And an HMD step of receiving image and sound information of virtual reality content executed in the VR step and providing them to the user,
    상기 VR단계는,The VR stage is,
    상기 센서단계에서 상기 뇌파, 심박 및 근전도 데이터를 수신하는 센싱정보수집단계;A sensing information collection step of receiving the brain wave, heart rate, and electromyogram data from the sensor step;
    HMD모듈을 착용한 사용자의 상기 뇌파, 심박 및 근전도 데이터를 실시간으로 적용하여 상기 가상현실 콘텐츠에서의 분식 조리업무를 수행할 수 있는 가상현실 콘텐츠를 실행하고 가상현실 콘텐츠를 수행하는 사용자의 집중 및 활동 상태를 판별하는 콘텐츠실행단계; By applying the brain wave, heart rate, and electromyography data of the user wearing the HMD module in real time, the virtual reality content capable of performing snack cooking tasks in the virtual reality content is executed, and the concentration and activity of the user performing the virtual reality content is performed. A content execution step that determines the status;
    상기 콘텐츠실행단계에서 수신한 사용자의 가상현실 콘텐츠 수행결과에 기초하여 스코어를 산출하되 가상현실 콘텐츠 몰입도 및 활동량에 기초하여 사용자에 가중치를 부여하여 스코어를 산출하는 스코어산출단계; 및A score calculation step of calculating a score based on the user's virtual reality content execution results received in the content execution step and calculating the score by assigning weight to the user based on the user's immersion in the virtual reality content and the amount of activity; and
    상기 가상현실 콘텐츠를 수행하는 복수의 사용자가 접속하여 가상현실 콘텐츠를 협력 수행하면서 타 사용자와 상호작용할 수 있는 소셜서버를 생성하는 소셜서버생성단계;를 포함하는, 컴퓨팅-판독가능 매체.A social server creation step of creating a social server through which a plurality of users performing the virtual reality content can access and interact with other users while cooperatively performing the virtual reality content.
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