SYSTEM AND METHOD FOR ENABLING A USER TO OVERCOME DEPRESSION

- DHARMA LIFE SCIENCES LLC

A method and system are provided for enabling a user to overcome depression. The method includes enabling the user to engage in a first activity and a second activity. The two activities are performed in virtual environment. The first activity is directed to rewire a first defective wiring of the brain. The first defective wiring results in an individual failing to disengage from negative self referential thoughts. The second activity is directed to rewire a second defective wiring of the brain. The second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories. The symptom of the first and the second defective wirings is depression.

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Description
CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation-in-part application of U.S. patent application Ser. No. 14/931,868 filed Nov. 4, 2015 entitled SYSTEM AND METHOD FOR ENABLING A USER TO OVERCOME WEAK BEHAVIORAL TRAITS, which is hereby incorporated herein by reference. Benefits of priorities to all related applications are claimed.

BACKGROUND

Unless otherwise indicated herein, the materials described in this section are not prior art to the claims in this application and are not admitted to be prior art by inclusion in this section.

The subject matter in general relates to behavioral traits in humans, and more particularly but not exclusively, the subject matter is directed to a technical solution to overcome depression, which is a weak behavioral trait.

An individual's behavior towards others, attitudes and characteristics, defines his personality. Each individual's personality is a combination of both positive and negative traits. A person may be driven by his positive traits at times and by negative traits at other times. As a result, to classify a person into a single personality type is difficult, as there are several different behavioral traits a person can have. Behavioral traits may be influenced by genes and/or by the environment where he grew up or may have spent most of his time during the stage of brain development. As an example, depression may be caused by genetic predisposition and stressful life experiences and lack of social support. Stressful life experiences may include loneliness, marital or relationship problems, financial strain, early childhood trauma, unemployment, health problems and loss of loved ones, among others.

Understanding what makes people who they are has been a challenge in the world of psychology. One of the approaches used for determining the personality of a person is by way of taking a psychology based personality test. In such a test, the person answers a set of questions, and based on the answers gets a report detailing the type of personality that person may have. On the other hand, behavior of a person may be observed to determine weak personality traits in him. Behavior of an individual struggling depression may include, low mood-sadness, loss of interest in activities, hopelessness, helplessness, worthlessness, fatigue, difficulty in concentrating, sleeping disorder and substance use, among others.

Negative or weak traits in a person can lead to difficulty in achieving their life goals. Conventionally, people try to overcome their weaknesses when one understands one's weaknesses or weak traits. An individual may approach a counselor or a psychologist with a view that, the counselor or the psychologist may be able to help him address his negative or weak trait. The person may have to undergo several sessions with the counselor. Such sessions may deal with the negative trait via a broad based general (not focused at the root of the weak trait) approach, which may be effective in the short run. For example, if a person is trying to deal with stress, the person may be advised to engage in regular exercise, outdoor games, engage socially and so on, which may prove effective to an extent for the time being.

Currently, there are multiple games and applications that may work in the same way as a counseling process. Even these games deal with the negative trait via a general approach. As an example if a person is not capable of reading at good speed, the person is subjected to games related to reading to improve his speed of reading. Such approach may be effective in the short run and does not address negative traits in a focused manner.

In light of the foregoing discussion there is a need for an improved technique to overcome depression, which is a weak trait of personality.

SUMMARY

An embodiment provides a system for enabling a user to overcome depression. The system includes an activity module. The activity module is configured to enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual's inability to disengage from negative self referential thoughts; enable the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories; and provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real world environment, wherein the activity is directed to rewire the first and the second defective wirings of the brain.

Another embodiment provides a method for enabling a user to overcome depression. The method includes enabling the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual's inability to disengage from negative self referential thoughts; enabling the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories, wherein symptom of the first and the second defective wirings is depression.

Yet another embodiment provides a system for enabling a user to overcome depression. The system includes an activity module configured to enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual failing to disengage from negative self referential thoughts; enable the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories, wherein symptom of the first and the second defective wirings is depression.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments are illustrated by way of example and not limitation in the Figures of the accompanying drawings, in which like references indicate similar elements and in which:

FIG. 1 is an exemplary architecture of an exemplary system 100 to overcome depression;

FIG. 2 is a block diagram of an exemplary activity module 200 to overcome depression;

FIG. 2A is a block diagram of an exemplary behavioral traits database 202 of the activity module 200;

FIG. 2B is a block diagram of an exemplary collection of games 204 present in the activity module 200 to overcome depression;

FIG. 2C is a block diagram of an exemplary actions database 206 of the activity module 200 to overcome depression; and

FIG. 3 illustrates a flowchart of an exemplary method for overcoming depression.

DETAILED DESCRIPTION I. OVERVIEW II. PRINCIPLE III. SYSTEM ARCHITECTURE IV. MODULES OF SYSTEM TO OVERCOME DEPRESSION V. METHOD FOR OVERCOMING DEPRESSION

The following detailed description includes references to the accompanying drawings, which form part of the detailed description. The drawings show illustrations in accordance with example embodiments. These example embodiments are described in enough detail to enable those skilled in the art to practice the present subject matter. However, it will be apparent to one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well-known methods, procedures and components have not been described in detail so as not to unnecessarily obscure aspects of the embodiments. The embodiments can be combined, other embodiments can be utilized or structural and logical changes can be made without departing from the scope of the invention. The following detailed description is, therefore, not to be taken as a limiting sense.

In this document, the terms “a” or “an” are used, as is common in patent documents, to include one or more than one. In this document, the term “or” is used to refer to a nonexclusive “or,” such that “A or B” includes “A but not B,” “B but not A,” and “A and B,” unless otherwise indicated.

I. Overview

Embodiments provide a technical solution to overcome depression, which is a weak behavioral trait. The solution is based on a principle that genetic and environmental factors (may be referred to as “cause”) cause defects in human brain wiring (may be referred to as “defect”), and such defects in human brain wiring express themselves in the form of depression (may be referred to as “symptoms”); hence, to overcome depression, the defective brain wirings have to be rewired, thereby providing a wholesome and long term solution to weak behavioral traits.

In an embodiment, a system is provided to overcome depression. The system may include an activity module. The activity module may be configured to enable the user to engage in activities in a virtual environment. The activities in the virtual environment facilitate rewiring of defective brain wirings, wherein the symptom of the defective brain wirings is depression.

The activity module may be further configured to provide automated instructions to gradually expose the user to situations in a real environment. Exposure to such situation facilitates rewiring of the defective brain wirings.

The activity in the virtual environment may be a brain game. There may be a plurality of levels in the brain game. Each level in the game may have to be successfully completed by the user to unlock a subsequent higher level in the game.

The real world activity may take place in the real world environment, subsequent to the brain games. Alternatively, the real world activity may take place in the real world environment, simultaneously with the brain games. There may be a plurality of levels in the real world activity.

II. Principle

Depression is referred to as a common mental health condition characterized by sadness, loss of interest or pleasure, feelings of guilt or low self-worth, disturbed sleep or appetite, feelings of tiredness and poor concentration. It can be long lasting or recurrent, substantially impairing a person's ability to function at work or school, or cope with daily life. At its most severe, depression can lead to suicide. Depression often starts at a young age. It affects women more often than men, and unemployed people are also at high risk.

Depression is in fact symptom or consequence of the way an individual's brain is wired. The way an individual's brain is wired is based on the joint influence of genetic and environmental factors. With regards to each kind of brain wiring, genetic and environmental factors may work together in different proportions.

With regards to depression, the brain of a person with depression is wired such that the person is unable to disengage from negative self referential thoughts, which is a defective brain wiring. Further, the brain of a person suffering from depression is wired such that negative memories are stronger than positive memories and the number of negative memories outweighs the number of positive memories. Such defective brain wirings may have been caused by genetic predisposition and stressful life experiences and lack of social support.

A wholesome approach to overcome or eradicate/alleviate depression in a person would be to implement ways to rectify defect in the brain wiring. Embodiments provide a solution to rewire the defective brain wirings (addressing the defect) rather than just addressing the behavioral trait (symptom) without addressing the core defect. The solution is directed towards rewiring the defective brain wirings such that the ability to disengage from negative self referential thoughts and engage in positive self referential thoughts is increased and to strengthen and increase positive memories.

Brain wirings may be referred to as connections of neural pathways in the brain. These connections of the brain form beliefs, thought patterns and response patterns to external stimulation. Rewiring may be referred to as a process of creating new brain wiring and stimulating a person's existing brain wirings so that his beliefs, thought patterns and responses to external stimulation change for the better.

Individuals with depression fail to disengage from negative self referential thoughts and their negative memories are stronger than positive memories and the number of negative memories outweighs the number of positive memories. Different brain regions and neural networks of the individual are responsible for such defects. The neural network is an empirically based framework for identifying and understanding factors that maintain an episode of depression. Self-referential thoughts and strengthened negative memories play a primary role in the development and maintenance of depression. Cognitive biases in depression are due to maladaptive bottom-up processes (that is, patterns of activation starting in subcortical brain regions that are lower along the cognitive hierarchy, which proceed sequentially to connected cortical areas higher up) that are generally perpetuated by attenuated cognitive control (that is, failure of regions higher up the cognitive hierarchy to effectively regulate activity in those lower regions). Higher cognitive hierarchy in the brain includes DLPFC, VLPFC, and MPFC, and subcortical regions includes amygdala, thalamus, subgenual cingulate, caudate and putamen.

Research done on the activity of different parts of the brain in depressive patients has revealed that the areas of the brain that controls maladaptive process in the brain is less active and also the number of neurons (gray matter) is less in those areas except MPFC.

Positive neural connections in the brain are those connections that would reduce the chance of occurrence of depression among people. In case of depression, both the executive control of the brain, i.e. DLPFC and VLPFC have very less activity and the inhibitory connection of these two areas of the brain to the lower hierarchy is very weak. VLPFC and DLPFC are involved in the executive function. Less activity in this area and the weak inhibitory connection leads to engagement with negative self-referential thoughts.

In normal individuals, whenever a negative memory pattern gets activated, an inhibitory connection from the DLPFC and VLPFC to the hippocampus and amygdala inhibits the pattern of activation of negative memories. This also activates the positive memory patterns. However, in case of depressed people, the inhibitory connection is very weak, which allows the persistence of negative emotions and memories. Their older part of the brain is very active which further overrides the inhibitory effect of PFC.

Negative neural connection in the brain denotes those connections that are involved in increasing the chance of occurrence of depression among people. In case of depression, parts of the brain such as amygdala, hippocampus, subgenual cingulate and MPFC have very high activity and the connection between these parts of the brain is very high. Emotional stimuli are relayed to the thalamus, which projects directly to the amygdala. The amygdala, a brain structure that is involved in detecting emotion, interprets and perpetuates the emotional quality of the stimulus and seems to be regulated in part by inhibitory input from the left DLPFC. When individuals with depression process negative stimuli, they show amygdala reactivity that is more intense (by up to 70%) and longer lasting. An increased amygdala response is associated with faster processing of negative stimuli and with decreased levels of psychological well-being.

Negative signals from incoming stimuli induce hyperactivity in the thalamus, from the thalamus to the amygdala and on to the subgenual cingulate cortex, which relays limbic activity to higher cortical regions such as the prefrontal cortex (PFC). Concurrently, hypoactivity in the dorsolateral prefrontal cortex (DLPFC) is associated with attenuated cognitive control, which impairs the ability to regulate the lower regions. The net result of this process is increased awareness and conscious processing of negative stimuli in the environment. MPFC is the part of the brain that is involved in self referential thoughts. In case of depression, MPFC is very active and the connection between MPFC and amygdala-hippocampus complex is very strong which leads to negative memory while having self-referential thoughts. This is one of the primary reasons behind development of depression. When there is a self-referential processing of information, depressive person activates their negative memory patterns instead of the positive memories and thus leads to development and maintenance of depression.

III. System Architecture

Referring to the figures, more particularly to FIG. 1, an exemplary architecture of an exemplary system 100 to overcome depression is provided. The system 100 include one or more processors 102, a bus system 104, a random access memory 106, a disk drive or non-volatile memory 108, a communication interface 110, input device(s) 112 and output device(s) 114. Further, functionality of the system 100 may be distributed across multiple devices that may be located remotely from each other.

The processor 102 may be any hardware which returns output by accepting signals, such as electrical signals as input. In one embodiment, processors 102 may include one or more computer processing units (CPUs). The processor(s) 102 may communicate with a number of peripheral devices via the bus system 104. The processor(s) 102 may be implemented as appropriate in hardware, computer-executable instructions, firmware, or combinations thereof. Computer-executable instruction or firmware implementations of the processor(s) 102 may include computer-executable or machine-executable instructions written in any suitable programming language to perform the various functions described.

Communications interface 110 may provide an interface to other communication networks and devices. The input devices 112 may include all possible types of devices and mechanisms for inputting information to system 100. The output devices 114 may include all possible types of devices and mechanisms for outputting information from the system 100. The system 100 may include memory that may store data and program instructions that are loadable and executable on the processor(s) 102, as well as data generated during the execution of these programs. The memory may be volatile, such as random access memory 106 and/or a disk drive or non-volatile memory 108.

IV. Modules of System to Overcome Depression

Referring to the figures, and more particularly to FIG. 2, the system 100 includes various modules for enabling users to overcome depression. The system 100 includes an activity module 200. The activity module 200 may be a gaming module or an application module. The activity module 200 may be hosted by a communication device that enables a user to play games. Examples of such communication devices may include smart phone, tablet, notebook, laptop and desktop computer, among other devices.

The activity module 200 may include a behavioral traits database 202, a collection of games 204, an actions database 206, a logging module 208, an assessment module 210 and a user interface module 212.

Behavioral Traits Database 202

Referring to FIG. 2A, in an embodiment, the behavioral traits database 202 may include a list of behavioral traits 214. Examples of behavioral traits 214 include, but not limited to, depression 214a, anxiety 214b and anger 214c, among others. The traits database 202 may further include, with respect to one or more of the behavioral traits, information associated 216 with the trait 214.

With regards to depression 214a, the associated information 216 may include information corresponding to the defective brain wirings (defects) 216a and 216b causing depression (symptom of the defect), information about impact 216c of depression 214a on a person, and a list 216d comprising one or more traits that may be confused with depression 214a, among other information. Some or all of the associated information 216 may be displayed to the user of the activity module 200.

A first defective brain wiring 216a causing depression 214a is the brain wiring causing an individual's inability to disengage from negative self referential thoughts. A second defective brain wiring 216b causing depression 214a is the brain wiring causing negative memories to be stronger than positive memories and the number of negative memories outweighing the number of positive memories.

In an embodiment, the information corresponding to the first and the second defective brain wiring 216a and 216b causing depression 214a enables the activity module 200 to select games, activities or actions to overcome depression 214a.

In an embodiment, displaying the information corresponding to the defective brain wiring (defect) 216a, 216b causing depression 214a helps the user in understanding the defects responsible for depression 214a, thereby motivating the user to follow the instructions provided by the activity module 200.

Information about impact 216c of depression 214a can include one or more of behavior including low mood-sadness, loss of interest in activities, hopelessness, helplessness, worthlessness, fatigue, difficulty in concentrating, sleeping disorder and substance use, among others.

List 216d of other traits that can be confused with depression 214a include pessimism and low self esteem, among others.

In an embodiment, the activity module 200 displays the information corresponding to the brain rewiring that the activity module 200 is attempting to achieve to overcome the weak behavioral trait 214, thereby enabling the user to understand the actual goal he will be instructed to work towards, which in turn can overcome depression 214a.

With regards to depression 214a, the brain rewiring attempted to achieve to overcome depression 214a includes rewiring the defective brain wirings 216a, 216b such that ability to disengage from negative self referential thoughts and engage in positive self referential thoughts is increased, and positive memories of the past are strengthened and number of positive memories in the present is increased.

In an embodiment, the activity module 200 may display the information corresponding to the causes (genetic or environmental) that resulted in the defective brain wirings (defect) 216a, 216b which in turn resulted in depression 214a, thereby enabling the user to relate to the cause, defect and symptom of the defect, which results in an wholesome experience while working to overcome depression 214a.

Collection of Games 204

The activity module 200 includes a collection of digital games 204, which are played in a virtual world. Each of the games 204 is used by the activity module 200 based on the brain rewiring, which the game 204 is capable of achieving.

Referring to FIG. 2B, in an embodiment, each game 204a-204b (may be referred to as game 204 or games 204) may include associated information 218. As an example, a game may be capable of achieving more than one type of brain rewiring. Each game 204 includes data indicating the brain rewiring(s) 219, 225 it is capable of achieving, so that the activity module 200 can opt to present a choice of one or more games, which has the capability to achieve the brain rewiring, which the activity module 200 is attempting to achieve.

The associated information 218 may further include instructions 221 to be followed by the user to play the game 204. The associated information 218 may additionally include one or more rules 223. Examples of rules include rules for playing each game, rules to proceed to a higher level, scoring method in each level and time assigned to each level to reach the end of the level, among others.

In an embodiment, a higher level of the digital game 204 is unlocked based on predefined criteria.

In an embodiment, the higher level is unlocked upon repeatedly playing a previous level in the digital game 204 for a predefined number of times or duration of time.

In the example presented in FIG. 2B, Game A 204a may be directed at rewiring 219 the brain to increase ability to disengage from negative self referential thoughts and engage in positive self referential thoughts. Game B 204b may be directed at rewiring 225 the brain to strengthen and increase the number of positive memories. The games 204a, 204b can be used by the activity module 200 to correct the defective brain wirings 216a and 216b by rewiring the brain. All the games 204 are played/participated in a virtual environment, such as a game in a virtual world.

Game A 204a may be designed to increase the ability to disengage from negative self referential thoughts and engage in positive self referential thoughts. The instruction 221a may include recommendation to play the game 204a for at least a predefined duration for a predefined number of days. The rules 223a may allow proceeding to a next level in the game 204a once a desired level of performance is achieved.

Game A 204a may present an example of a possible real life situation/event. Game A 204a may be facts game wherein a situation may be presented to the user and a number of associated facts may be presented along with the situation. Based on the situation and the associated facts, the user has to provide answers or select answers from among a choice of answers by evaluating the facts. An example is presented below:

Example: Mrs. Baggs has a happy marriage.
True facts:

    • She has three beautiful children
    • Her husband recently lost his eye sight
    • She and her husband share a strong bond
    • Their family is financially stable
      How should Mrs. Braggs evaluate her life according to you?
    • Happy
    • Sad

Game B 204b may be designed to strengthen and increase the number of positive memories. The instruction 221b may include recommendation to play the game 204b for at least a predefined duration for a predefined number of days. The rules 223b may allow proceeding to a next level in the game 204b once a desired level of performance is achieved.

Game B 204b may present an example of a possible real life situation/event. Game B 204b may focus on helping the user form new memories through positive associations. This would help in giving the user a new perspective to life and focus on the small things that bring happiness. Game B 204b may have plurality of levels.

In a first level, the user is shown one image and one positive word associated with the image, for a few seconds on a screen on the activity module 200. Another image and another associated positive word may be shown to the user after the first image and the first word on a next screen on the activity module 200 and so on. The user is required to form these associations and remember all this by repetition. After around two/three such images along with the respective words, the user is shown the first image and he/she is required to choose the correct positive word from a list of 4 options which will be given.

Examples:

Image of a butterfly—Life

Image of a Puppy—Love Image of a Baby—Happiness

When the user chooses the correct positive word, an animation of the movement and sound of the living creature in the image may be shown to the user. This makes the game rewarding and brings happiness.

In a second level, the user would have to make associations between images that have the same or similar positive words, from the first level, thereby making stronger associations and complex long-term memories.

Actions Database 206

The actions database 206 includes information corresponding to a plurality of real world activities or sets of real world activities. Real world activities may include activities that are performed in a real world environment, as opposed to the digital games played in the virtual world (ex: games included in the collection of games 204).

Referring to FIG. 2C, real world activity 220 or sets of real world activities 220 (may be referred by numeral 220) are used by the activity module 200 based on the brain rewiring, which the real world activity 220 is capable of achieving.

Real world activity/activities 220 may include associated information 222. As an example, a real world activity may be capable of achieving more than one type of brain rewiring. Each real world activity 220 includes data indicating the brain rewiring(s) 219, 225 it is capable of achieving, so that the activity module 200 can opt to present a choice of one or more real world activities 220, which has the capability to achieve the brain rewiring, which the activity module 200 is attempting to achieve.

The associated information 222 may further include instructions 227 to be followed by the user to perform the real world activity 220 or a set of real world activities 220. The associated information 222 may additionally include one or more rules 229. Examples of rules include rules to proceed to a higher level, scoring method in each level and time assigned to each level to reach the end of the level, among others.

The real world activity 220 may be presented to the user after the user has participated in Game A 204a at least to a predefined extent. In another embodiment, real world activity 220 may be presented to the user after the user has participated in Game B 204b at least to a predefined extent. In yet another embodiment, exposure activity 220 may be presented to the user after the user has participated in both the games Game A 204a and Game B 204b at least to a predefined extent. In yet another embodiment, at least a part of real world activity 220 may be presented to the user even before the user has participated in at least one of Game A 204a and Game B 204b.

The real world activity 220 may include a plurality of levels. One or more levels may be directed at rewiring 219 the first defective brain wiring 216a. One or more levels may be directed at rewiring 225 the second defective brain wiring 216b.

Real world activity 220 may be designed to increase the ability to disengage from negative self referential thoughts and engage in positive self referential thoughts 219. Further, real world activity 220 may be designed to strengthen and increase the number of positive memories 225. As an example, a first and a second level of the real world activity 220 may be designed to increase the ability to disengage from negative self referential thoughts and engage in positive self referential thoughts 219. A third level, a fourth level and a fifth level of the real world activity 220 may be designed to strengthen and increase the number of positive memories 225. The instructions/tasks within the real world activity 220 can include the following:

Level 1:

Write down one positive quality/skill that you have which you think you can put to use today. It could be for your own benefit or for someone close to you

Level 2:

Write down one positive (however small it may be) that you think will happen in your life today. After all, life is about positive predictions.

Level 3:

Whenever you have free time, go out with your loved ones to places that you like. It could be for a movie, a restaurant, shopping and so on.

Level 4:

Plan a vacation in your free time so that you could have a break from your routine. You can observe new places, new people and have a new memorable experience.

Level 5:

On weekends or whenever you find free time, go and visit an NGO that serves orphans, old age homes or those for the differently abled. You can spend time with the individuals there, share their concerns and help them in the smallest way possible.

In an embodiment, the action database 206 further includes plurality of physical actions, mind actions and dietary actions, one or more of which may be presented to a user who is trying to overcome depression 214a.

Example of physical actions includes one or more physical activities, such as exercises and physical postures, among others. Example of mind actions may include meditation. Example of dietary actions may include adding specific food to one's diet or deleting specific food from the diet. As a further example, drinking black tea may be a dietary action and cutting down on rice consumption may be another dietary action.

Logging Module 208

In an embodiment, the logging module 208 enables logging of the activities (ex: games, real world activities and other actions) performed by the user. The logging module 208 may record information corresponding to the activities performed by the user. The information may include one or more of, time of performance, date of performance, quantum of performance, success or failure consequent to an attempt to perform, and extent of success in performing the action, among others. The user may provide input that an activity has been performed. Such input may be used to log the activity in the logging module 208. Alternatively, the logging module 208 may be configured to automatically log the performance of an activity upon detection that the activity has been performed.

Assessment Module 210

The assessment module 210 of the activity module 200 is configured to determine the performance of a user in each activity the user performs. The assessment module 210 may determine the user's score for each game and at each level in a game based on the log available in the logging module 208. Further, the assessment module 210 analyzes performance of the user in the real world activities and determines scores of each level of real world activity based on the log that is present in the logging module 208. The assessment module 210 may also determine status of the one or more behavioral trait 214 or the brain wiring causing the trait, after engaging in the activities, based on performance of activities suggested by the activity module 200.

User Interface Module 212

The user interface module 212 may be configured to receive input from the user and display content to the user. The content displayed, can be, as an example, games, images, instructions, rules, information, haptic feedback and sound, among others.

V. Method for Overcoming Depression

Now referring more particularly to FIG. 3, a method is provided for overcoming depression 214a. A selection indicating depression 214a as a behavioral trait which a user wishes to overcome is received at step 302. At step 304, a user is enabled to participate/play in at least one digital game 204a, which is played in a virtual world. The digital games 204a is instrumental in rewiring 219 a first defective brain wiring 216a, causing an individual to fail to disengage from negative self referential thoughts, whose symptom is exhibition of depression 214a. At step 306, verification is made to determine whether the user can proceed to perform one or more levels of the real world activity/activities 220 directed to rewire the first defective wiring 216a. In case it is determined that the user can proceed to perform one or more levels of real world activities 220 directed to rewire the first defective brain wirings, then at step 308, instructions are provided to the user to enable the user to perform appropriate levels of real world activity/activities 220. The user is allowed to perform or instructed to begin performing appropriate levels of real world activities 220 upon participating in the digital game 204a at least to a predefined extent, which is determined based on the desired rewiring.

At step 310, verification is made to determine whether the user can proceed to playing at least one other digital game in the virtual world directed to rewire a second defective brain wiring. In case it is determined that user can proceed to play at least one other digital game in the virtual world directed to rewire a second defective brain wiring, then at step 312, the user is enabled to participate/play in at least one digital game 204b, which is played in a virtual world. The digital game 204b is instrumental in rewiring 225 the second defective brain wiring 216b, whose symptom is exhibition of depression 214a. Preferably, the user is allowed to proceed to playing at least one other digital game 204b upon participating in the game(s) instrumental in rewiring 219 the first defective wiring 216a at least to a predefined extent, which is determined based on the desired rewiring. At step 314, verification is made to determine whether the user can proceed to perform one or more levels of real world activities 220 directed to rewire the second defective brain wiring 216b. In case it is determined that the user can proceed to perform one or more levels of real world activities 220 directed to rewire the second defective brain wirings, then at step 316, instructions are provided to the user to enable the user to perform appropriate levels of real world activity/activities 220. Preferably, the user is allowed to perform or instructed to begin performing appropriate levels of real world activities 220 upon participating in the digital game 204b at least to a predefined extent, which is determined based on the desired rewiring.

Referring to the step (302) of receiving a selection indicating depression 214a, the user may be provided an option to select a behavioral trait that he would like to overcome. The activity module 200 may provide or recommend an option to select at least one weak behavioral trait to work on. The user may select at least one behavioral trait 214 that the user thinks he needs to work on, from a list of behavioral traits that may be displayed to the user via the user interface module 212. Alternatively, the user may input answers in response to a set of questions displayed to the user, which may determine what type of weak behavioral trait 214 the user may have. Upon selection of depression 214a, the activity module 200 may display a list 216d of other behavioral traits that can be confused with depression 214a, so that the user can select a more appropriate behavioral trait 214, which he desires to work on. The activity module 200 may further display the information corresponding to the brain wirings (defect) 216a, 216b, causing the behavioral trait 214. The first defective brain wiring 216a causes an individual to fail to disengage from negative self referential thoughts. The second defective brain wiring 216b causes an individual to have negative memories that are stronger than positive memories and have more number of negative memories than the number of positive memories.

The activity module 200 may additionally display information about impact 216c of depression 214a on the user. In addition, the activity module 200 may display information corresponding to the brain rewiring 219, 225 that the activity module 200 is attempting to achieve to overcome depression 214a. Rewiring 219 of the first defective brain wiring 216a results in increased ability to disengage from negative self referential thoughts and engage in positive self referential thoughts. Rewiring 225 of the second defective brain wiring 216b results in strengthening and increasing number of positive memories.

Furthermore, the activity module 200 may display the information corresponding to the causes (genetic or environmental) that resulted in the defective brain wirings (defect) 216a, 216b.

Referring to the step (304) of enabling the user to play at least one digital game in the virtual world directed to rewire the first defective brain wiring 216a, the activity module 200 may select one or more digital games based on the capability of the digital games (ex: Game A 204a) to achieve the desired brain rewiring 219.

The activity module 200 may provide a choice (one or more games) of games, from which the user may select. The activity module 200 may even indicate the effectiveness of each of the games in achieving the desired brain rewiring 219 or an aspect of rewiring.

In an embodiment, the activity module 200 is configured to recommend a plurality of games 204, wherein the recommendation indicates each of the games' 204 effectiveness to achieve the desired brain rewiring 219 or an aspect of rewiring.

The activity module 200 allows the user to play the selected game. The logging module 208 may log the performance of the user. The assessment module 210 may determine the performance scores using the log in the logging module 208. Further, based on the respective rules 223, the user is either allowed or denied access to other levels of the game 204.

Referring to step 306, the activity module 200 verifies whether the user can proceed to performing one or more levels of real world activity/activities 220. Preferably, the activity module 200 recommends real world activities 220 after the user has performed to a desired extent in the digital game(s) 204. Desired extent of performance can be, as an example, levels completed, score reached and duration over which the game 204 was played.

In an embodiment, the activity module 200 recommends participating in a first level and a second level of real world activity 220 or a part thereof, after the user has performed to a desired extent in the digital game 204a. Likewise, the activity module 200 may recommend participating in a third level, a fourth level and a fifth level of the real world activity 220b or a part thereof, after the user has performed to a desired extent in the digital game 204b. Desired extent of performance can be, as an example, levels completed, score reached and duration over which the game(s) were played. one or more levels or part of real world activity (ex: level of real world activity 220) after the user has performed to a desired extent in a level of the digital game (ex: level of digital game 204a), wherein the level of the digital game prepares the user to participate in the level or part of the real world activity.

In an embodiment, the activity module 200 is configured to recommend a plurality of real world activities or sets of real world activities 220, wherein the recommendation indicates each of the real world activities' or sets of real world activities' 220 effectiveness to achieve the desired brain rewiring.

The logging module 208 may log the performance of the user. The assessment module 210 may determine the performance scores using the log in the logging module 208. Further, based on the rules 229, the user is either allowed or denied access to other levels of the real world activities or sets of real world activities.

Referring to step 310, the activity module 200 verifies whether the user can proceed to playing at least one or more other digital games in the virtual world directed to rewire the second defective brain wiring 216b. Rewiring 225 the second defective brain wiring 216b results in strengthening and increasing number of positive memories.

In an embodiment, the activity module 200 recommends participating in digital games directed to rewire the second defective brain wiring 216b after the user has performed to a desired extent in the digital game(s) directed to rewire the first defective brain wiring 216a.

The activity module 200, based on the verification, enables the user to play/participate in one or more other digital games 204b in the virtual world directed to rewire the second defective brain wiring.

In an embodiment, the activity module 200 recommends participating in one or more levels of real world activity 220 or part thereof after the user has performed to a desired extent in the digital game 204b.

In another embodiment, the activity module 200 recommends participating in digital game 204b after the user has performed to a desired extent in a level of the digital game 204a.

In an embodiment, the activity module 200 recommends participating in a level of real world activity 220 after the user has performed to a desired extent in a level of the digital game, wherein the level of the digital game prepares the user to participate in the level of the real world activity.

In an embodiment, the activity module 200 is configured to recommend a plurality of real world activities or sets of real world activities 220, wherein the recommendation indicates each of the real world activities' or sets of real world activities' 220 effectiveness to achieve the desired brain rewiring.

The logging module 208 may log the performance of the user. The assessment module 210 may determine the performance scores using the log in the logging module 208. Further, based on the rules 229, the user is either allowed or denied access to other levels of the real world activities or sets of real world activities.

Additionally, the activity module 200 may provide instructions to perform mind actions, physical actions and dietary actions.

Each of the physical and dietary actions may have effect on one or more hormones corresponding to one or more traits, among others. While executing the physical action the energy expended in the body is more compared to the energy expended while playing brain game. Similarly, the mind action may involve thinking about the specific trait in a way which may change the structure of the brain by changing the Axons, Receptors and/or the number of Neurons. The dietary action may include consuming specific foods which changes one or more hormone levels.

The real world, mind, physical and dietary activities are carried out in a real environment. Automated instructions are provided as to when and how the activities may have to be carried out. Further, there may be instructions that one or more of the real world activities may have to be carried out simultaneously with the brain games and one or more of the activities may have to be carried out prior to or after engaging in brain game (digital games) and performing to a desired extent.

In an embodiment, upon selecting depression, the activity module 200 provides a scale operable by the user to select a position on the scale. The position may be indicative of the user's perception of depression. Alleviation of depression resulting from the rewiring of the brain achieved by the performance of the activities (virtual games or real world activities) enabled by the activity module 200 is reflected on the scale. Degradation of the alleviation of depression resulting from the degradation of the rewiring of the brain due to premature halt in performance of the activities (virtual games or real world activities) enabled by the activity module 200 is also reflected on the scale.

The games and the real world activities change the neural connections in the brain. When these activities are carried out repeatedly, new neural connections are formed (brain plasticity) but if one stops carrying out these activities prematurely then slowly the neural connections die.

The processes described above is described as sequence of steps, this was done solely for the sake of illustration. Accordingly, it is contemplated that some steps may be added, some steps may be omitted, the order of the steps may be re-arranged, or some steps may be performed simultaneously.

The example embodiments described herein may be implemented in an operating environment comprising software installed on a computer, in hardware, or in a combination of software and hardware.

Although embodiments have been described with reference to specific example embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the system and method described herein. Accordingly, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense.

Many alterations and modifications of the present invention will no doubt become apparent to a person of ordinary skill in the art after having read the foregoing description. It is to be understood that the phraseology or terminology employed herein is for the purpose of description and not of limitation. It is to be understood that the description above contains many specifications, these should not be construed as limiting the scope of the invention but as merely providing illustrations of some of the personally preferred embodiments of this invention.

Claims

1. A system for enabling a user to overcome depression, the system comprising an activity module configured to:

enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual failing to disengage from negative self referential thoughts;
enable the user to engage in at least a second activity in a virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories; and
provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real world environment, wherein the activity is directed to rewire the first and the second defective wiring of the brain.

2. The system of claim 1, wherein the activities in the virtual environment are digital games.

3. The system of claim 1, wherein the activity module is further configured to provide the automated instructions to engage in the activity directed to rewire the first defective wiring and the second defective wiring, to be performed in the real world environment, after the user has at least participated in at least one of the first activity and the second activity.

4. The system of claim 1, wherein the activity module is further configured to enable the user to engage in the second activity, after the user has at least participated in the first activity.

5. A method for enabling a user to overcome depression, the method comprising:

enabling the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual failing to disengage from negative self referential thoughts; and
enabling the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories, wherein symptom of the first and the second defective wirings is depression.

6. The method of claim 5, further comprising providing automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real world environment, wherein the activity is directed to rewire the first and the second defective wirings of the brain.

7. The method of claim 6, wherein the automated instructions to engage in the activity directed to rewire the first and the second defective wirings, to be performed in the real world environment, is provided after the user has at least participated in at least one of the first activity and the second activity.

8. The method of claim 7, wherein the automated instructions to engage in the activity directed to rewire the first and the second defective wirings, to be performed in the real world environment, is provided before the user has participated in at least one of the first activity and the second activity.

9. The method of claim 6, wherein the user is enabled to engage in the second activity, after the user has at least participated in the first activity.

10. A system for enabling a user to overcome depression, the system comprising an activity module configured to:

enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in an individual failing to disengage from negative self referential thoughts; and
enable the user to engage in at least a second activity in a virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories, wherein symptom of the first and the second defective wirings is depression.

11. The system of claim 10, wherein,

the first activity is directed to rewire the first defective wiring to increase ability to disengage from negative self referential thoughts and engage in positive self referential thoughts; and
the second activity is directed to rewire the second defective wiring to strengthen and increase the number of positive memories.
Patent History
Publication number: 20170173452
Type: Application
Filed: Dec 21, 2015
Publication Date: Jun 22, 2017
Applicant: DHARMA LIFE SCIENCES LLC (Sleepy Hollow, NY)
Inventors: Jonnalagadda Sasidhar (Sleepy Hollow, NY), Pranav Kumar Mishra (Burdwan), Manisha Naresh Nagpal (Bangalore)
Application Number: 14/975,881
Classifications
International Classification: A63F 9/24 (20060101);