Invented by William George, Kevin Smith, Adobe Inc

The market for the use of biometric data for virtual reality content enhancement and user response is rapidly growing, and it holds immense potential for revolutionizing the way we experience virtual reality (VR) content. Biometric data refers to the physiological and behavioral characteristics of an individual, such as heart rate, eye movement, facial expressions, and brain activity. By incorporating this data into VR experiences, developers can create more immersive and personalized content while also gaining valuable insights into user responses. One of the key advantages of using biometric data in VR is the ability to enhance the overall user experience. By monitoring physiological signals like heart rate and brain activity, developers can tailor the content in real-time to match the user’s emotional state and engagement level. For example, if a user’s heart rate increases, the VR system can respond by intensifying the experience, making it more thrilling and engaging. This level of customization can significantly enhance the sense of presence and immersion, making VR experiences more realistic and captivating. Furthermore, biometric data can also be used to gauge user responses and preferences. By analyzing facial expressions and eye movements, developers can gain insights into what elements of the VR content are most engaging or enjoyable for the users. This information can then be used to refine and optimize future VR experiences, ensuring that they cater to the preferences and interests of the target audience. Additionally, biometric data can help identify potential issues or discomfort experienced by users, allowing developers to make necessary adjustments to improve user comfort and reduce motion sickness. The market for biometric data in VR is not limited to entertainment and gaming industries. It also has significant applications in fields such as healthcare, education, and training. In healthcare, VR experiences can be personalized based on biometric data to help patients manage stress, anxiety, or pain. In education and training, biometric data can be used to assess the effectiveness of VR simulations and identify areas where learners may be struggling or disengaged. As the market for VR continues to expand, the demand for biometric data integration is expected to grow exponentially. According to a report by MarketsandMarkets, the global biometric system market is projected to reach $65.3 billion by 2024, with a compound annual growth rate of 14.6%. This growth is driven by the increasing adoption of VR technology across various industries and the need for more personalized and immersive experiences. However, the use of biometric data in VR also raises concerns regarding privacy and data security. As biometric data is highly personal and sensitive, it is crucial for developers and companies to implement robust security measures to protect user information. Strict adherence to privacy regulations and obtaining informed consent from users are essential steps to ensure the ethical and responsible use of biometric data. In conclusion, the market for the use of biometric data for virtual reality content enhancement and user response is witnessing rapid growth and holds immense potential. By leveraging biometric data, developers can create more immersive and personalized VR experiences while gaining valuable insights into user responses. However, it is crucial to address privacy and security concerns to ensure the ethical and responsible use of biometric data in VR. With advancements in technology and increasing adoption of VR, the integration of biometric data is set to revolutionize the way we experience and interact with virtual worlds.

The Adobe Inc invention works as follows

The present disclosure contains methods and systems that provide virtual reality content based upon user biometric data. The disclosed systems and method can be used to modify virtual reality content in order to elicit desired user responses or actions. The disclosed systems and method generate biometric thresholds, and then determine user responses based on a comparison of biometric data to the biometric thresholds. The disclosed systems select virtual reality content according to the user’s response in order to direct the user towards a specific target user reaction and/or action. The disclosed methods and systems also tailor virtual content to the individual characteristics of a user. The disclosed systems and method, for example, select virtual reality content according to baseline biometric characteristics of a user and the corresponding response categories.

Background for Use of biometric data for virtual reality content enhancement and user response

In recent years, virtual reality has seen rapid growth. Due to technological advances, virtual reality devices can be used to manipulate sensory perceptions (such as hearing and sight) and simulate a physical presence in a digital world. Virtual reality devices are used by individuals and businesses in many different fields such as education, entertainment, and employment. Virtual reality devices, for example, can simulate experiences such as traveling to a different location, driving a vehicle in a simulated environment, shopping in an augmented store or listening to a teacher in a simulated classroom.

Although the virtual reality system has improved in recent years, it still has several major shortcomings. Although conventional virtual reality systems immerse the user in a virtual world, they are not well-suited to provide customized virtual reality content. Although conventional virtual-reality systems can offer a virtual-reality game, they are not able to customize it to reflect the unique responses, perceptions and reactions of each user. In the same way, while conventional virtuality systems can provide an environment for virtual shopping, they are not able to customize that experience according to individual user’s perceptions and reactions. There are many problems with conventional virtual reality systems.

One or several embodiments of this disclosure provide benefits or solve one or multiple of the problems mentioned above or in the prior art by providing virtual reality content using biometric data from the user. In one or more embodiments the disclosed systems monitor biometric data that corresponds to a user using a virtual reality tool. The systems and method then use the biometric data in order to select and present virtual reality content via the virtuality device to the user. The disclosed systems and method can, for example, monitor biometric information of a user to modify virtual reality content in order to elicit the desired user response or action.

In one or more embodiments the disclosed systems receive biometric data that corresponds to a user who uses a virtual reality gadget. The disclosed systems and method also determine the baseline biometric characteristics for the user of the virtuality device using the biometric data. The systems and methods also determine a stimulus group for the virtual reality device user based on baseline biometric data. The systems and methods select and provide virtual content to the virtual device user based on this stimulus category.

By selecting and providing virtual-reality content based upon biometric data the disclosed systems provide customized content that is specific to each user’s unique response profile (e.g. stimulus category) as well as their real-time reaction to the content. The disclosed systems and method can also modify virtual reality content in order to drive actions and responses (e.g. to elicit an intended user response). The disclosed systems and method can control and customize a user’s experience in a virtual environment.

The following description will include additional features and benefits of some embodiments. These will either be apparent from the description or can be discovered by practicing these example embodiments.

One or more embodiments include a digital virtual reality system that delivers virtual reality content on the basis of user biometric data. In one or more embodiments the digital biometric system monitors the biometrics of the user of the virtual reality device, and uses the biometrics to select and/or change virtual reality content. The digital biometric virtuality system, for example, identifies user responses or actions that are targeted and then determines biometric thresholds for those responses or actions. The digital biometric VR system monitors biometrics from users, compares them to biometric thresholds and then provides modified virtual content to meet the biometric thresholds. The digital biometric virtuality system can select virtual content based upon real-time or nearly real-time biometric information corresponding to the user in order to elicit targeted user responses and/or actions.

For instance, in one embodiment or more, the digital biometric VR system manages a virtual content repository (i.e. a repository that contains a variety virtual content). The digital biometric virtual system also determines biometric thresholds that correspond to one or several target user responses. The digital biometric system receives the biometric data from a user using a virtuality device, and then provides virtual reality content to the user through the virtuality device. The digital biometric virtuality system determines the user’s response by comparing biometric data with biometric response thresholds that correspond to a desired user response. The digital biometric system provides modified virtual content from the virtual content repository in response to the determined user’s response.

The digital biometric virtuality system uses biometric data to modify or select virtual reality content that is tailored to the user’s real-time emotions and attitudes. As mentioned above, the digital virtual reality system monitors user biometric data, and compares it to biometric thresholds in order to determine the user response. The digital biometric virtuality system also provides virtual reality content that is based on user responses. The digital biometric virtuality system can then provide virtual reality content that is specific to the user’s response at a certain time.

The digital biometric virtuality system also provides customized content for virtual reality to elicit specific target user responses. The digital biometric virtuality system, for example compares the biometric data of a user to a biometric threshold and then provides virtual reality content that modifies the user’s condition and biometric data. By comparing biometrics with a biometric threshold, the digital biometric VR system can determine that a user has become bored. The system then provides modified virtual content to engage and/or excite the user. The digital biometric virtuality system can also determine that a user has been overstimulated, e.g. stressed, and provide modified virtual content to help the user relax. The digital biometric virtuality system then provides virtual reality content that is based on the real-time biometric information of a particular user in order to elicit the desired response from the target user.

The digital biometric virtuality system can also provide customized virtual content to encourage or discourage certain user actions. The digital biometric virtuality system, for example, determines the correspondence between biometric data (e.g. for a specific user) and user actions and generates biometric response thresholds that correspond to a user action target. The digital biometric VR system monitors biometrics for a particular user, compares it to the biometric threshold that corresponds to the target action and then provides modified virtual content to encourage this target action.

Furthermore the digital biometric system enhances the performance on devices that implement the digital biometric system. In fact, the digital biometric system not only enhances the virtual experience but also saves memory and processing power by removing unwanted and unnecessary virtual reality content. The digital biometric virtuality system, for example, can determine, based upon biometric data that a particular virtual reality is not appealing to a certain user and exclude it. The digital biometric virtuality system can also identify the virtual reality content a user wants more quickly, thereby avoiding wasting resources on unwanted virtual content.

As mentioned above, one or more embodiments of the digital biometric VR system provide virtual reality content that is unique to each user based on biometric data. In one or more embodiments the digital biometric VR system creates and applies biometric thresholds based upon the biometric data for individual users. The digital biometric virtuality system, for example, monitors biometric data to determine baseline biometric characteristics. In one or more embodiments the digital biometric system virtual reality identifies the stimulus category that corresponds to a particular user using the baseline biometric features. The digital biometric virtuality system, for example, can use baseline biometric features to determine if a user is easily exciteable. The digital biometric VR system can select virtual reality content according to the stimulus category. (For example, selecting less stimulating virtual content for an easily excitable person).

In addition, in some embodiments, the virtual biometric reality system creates stimuli categories. In one or more embodiments the digital biometric system collects data on biometrics from multiple users and creates stimulus categories using the data. The digital biometric virtuality system, for example, can analyze baseline biometric features of a number of users to create stimulus categories. For example, the digital virtual reality system could cluster users according to one or more biometric baseline characteristics and then generate stimulus categories for each cluster.

As mentioned above, a digital biometric virtual-reality system can also deliver virtual reality content that is based on biometric information to elicit the desired user response. In one or more embodiments the digital biometric VR system can generate biometric thresholds that correspond to user responses. (For example, a specific heart rate, breathing pattern, and/or an eye movement that corresponds to a smile). The digital biometric system can monitor the biometrics of a person and compare the biometrics to biometric thresholds. The digital biometric virtual system, for example, can determine that the user is not afraid by comparing biometric information (e.g. low perspiration and slow eye movements, low heart rates, low breathing rates) with biometric response thresholds that indicate biometric data levels that are indicative of a scared user (e.g. increased perspiration and rapid eye movements, elevated heart rates, increased breathing, etc .).

Furthermore the digital biometric virtuality system can provide modified content in virtual reality to elicit an intended user response. The digital biometric virtuality system, for example, can modify virtual reality content if it determines that the user is not afraid. This will elicit an frightened response. The digital biometric virtuality system, for example, can change the music (e.g. play a sinister sound track), or the lighting (make it darker). The digital biometric virtuality system can also provide new virtual content (e.g. add a terrifying virtual reality avatar, or play a sequence of virtual video). The digital biometric VR system can continue to monitor biometric data in order to determine when the user has met a biometric threshold that indicates a scared response.

In one or more embodiments the digital biometric virtual system generates biometric thresholds in addition to using biometric thresholds. In one or more embodiments the digital biometric system can generate biometric thresholds using biometric data collected from multiple users. For example, the digital virtual reality system could provide virtual reality content known to elicit certain responses (e.g. fear, sadness or happiness) to multiple users through virtual reality devices. The digital biometric system can monitor biometrics corresponding to virtual reality content, and analyze biometric data in order to determine biometric thresholds.

The digital biometric virtual-reality system can also generate different biometric response thresholds that correspond to different stimulus categories. A stoic person who is not easily excited can experience different physical traits and generate different data from an individual who is easily excited. “As mentioned above, the virtual biometric system can generate different response categories as well as different biometric thresholds for different stimulus categories.

The digital biometric system can also aggregate data to identify a correlation between biometrics and user actions. Based on this correspondence, it then provides virtual content. The digital biometric virtuality system, for example, can aggregate biometric information and determine that users who are easily excitable (e.g.) will engage in certain actions (e.g. turn off a virtual reality game), based upon certain biometrics (e.g. heart rate falling below a certain level for a longer period of time). The digital biometric VR system selects virtual content based on correspondence (e.g. modifies virtual content to increase heart rates when users in a particular stimulus category have heart rates that are sufficiently low for a certain time period).

Furthermore in one or more embodiments the digital biometric virtuality system monitors the biometric data of an individual over time, and uses the historical biometric information to select virtual content for the individual. The digital biometric virtuality system, for example, can generate individual biometric thresholds specific to an individual based on their historical biometric data. The digital biometric VR system can also determine a correlation between biometric data specific to a user, and the actions of that user. It then selects virtual content based on this determined correspondence.

By measuring biometric information of a person and delivering virtual reality content that is based on this data, the digital virtual reality system creates a more personalized, interactive and responsive virtual experience. The digital biometric system, for example, can create virtual games that are more entertaining and emotive, virtual shopping that is targeted and more responsive, or virtual education that is engaging and informative.

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