Invented by Evelyn Chan, Paul Leong, Smileyscope Pty Ltd

The market for virtual reality (VR) apparatus has been steadily growing over the past few years, with more and more consumers embracing this immersive technology. Virtual reality apparatus, such as headsets and controllers, offer users a unique and interactive experience that transports them to a virtual world. One of the main drivers of the market for VR apparatus is the gaming industry. Gamers are always looking for new and exciting ways to enhance their gaming experience, and virtual reality provides just that. With a VR headset, gamers can step into the shoes of their favorite characters and explore virtual worlds like never before. This has led to an increase in demand for VR apparatus, as more game developers are creating VR-compatible games. Another factor contributing to the growth of the VR apparatus market is the increasing adoption of VR in other industries. Virtual reality has proven to be a valuable tool in fields such as healthcare, education, and training. For example, medical professionals can use VR to simulate surgeries and train in a safe and controlled environment. Similarly, educators can use VR to create immersive learning experiences for students, allowing them to explore historical sites or dive into scientific concepts. The affordability and accessibility of VR apparatus have also played a significant role in its market growth. In the past, VR technology was expensive and limited to high-end gaming setups. However, with advancements in technology, VR headsets have become more affordable and user-friendly. Companies like Oculus and HTC have released consumer-friendly VR headsets that cater to a wider audience. This has opened up the market to more consumers who are eager to experience virtual reality. Furthermore, the COVID-19 pandemic has further accelerated the demand for VR apparatus. With people staying at home and looking for ways to entertain themselves, virtual reality has become a popular choice. VR allows users to escape the confines of their homes and explore new worlds, providing a much-needed sense of adventure and escapism during these challenging times. As the market for VR apparatus continues to grow, we can expect to see further advancements in the technology. Companies are constantly working on improving the resolution, comfort, and overall experience of VR headsets. Additionally, the development of wireless VR headsets and accessories will make virtual reality even more accessible and convenient for users. In conclusion, the market for virtual reality apparatus is experiencing significant growth due to the increasing demand from gamers, the adoption of VR in various industries, affordability, and the impact of the COVID-19 pandemic. As technology continues to advance, virtual reality will become an integral part of our daily lives, offering endless possibilities for entertainment, education, and beyond.

The Smileyscope Pty Ltd invention works as follows

Provided are a virtual-reality (VR) device system and framework that generates VR continuum experiences choreographed with a procedure, incorporating at least a procedural action associated to a sensation of physical pain or anxiety. The VR continuum can alter the perception of anxiety and pain associated with a procedure. The virtual reality device allows device control by an operator other than wearer via a device interface. The virtual reality device is configured to allow device control via a device user interface accessible to an operator other than the wearer (i.e.

Background for Virtual reality apparatus

Virtual reality is a computer-based technology that utilizes head mounted goggles, a screen placed in front of a wearer’s eye and optionally speakers and headphones to simulate a user’s experience in an imaginary world. Virtual reality headsets (VR) track the user’s movements to enable them to “look around” “A virtual three-dimensional world.

VR devices are currently available in a variety of sizes, with gyroscopes, motion sensors, headphones, or speakers. Some smart phones come with head mounts that allow them to experience VR. The VR software is installed on the smart phone, which uses its processor, display and other features such as gyroscopes. The smart phone is held in the head mount so that it can be divided into two displays, either one for each eye or both. The smartphone software then displays stereo images, which the user perceives as three-dimensional.

Virtual reality is currently used in gaming and simulation training. VR allows users to experience a virtual reality. The simulated environment is appealing for fantasy gaming. Virtual reality allows one to experience events as if they were real. Virtual reality can make events feel’real’. It is particularly useful to train in a virtual environment, where you can practice your skills safely and in an environment which feels like reality.

Virtual reality is used in some medical applications. It’s mainly for training medical professionals through simulation. Virtual reality is thought to be useful in the treatment of anxiety disorders and behavioural therapy. Virtual reality systems designed for gaming and simulator training, however, are usually controlled by the wearer. They are not well-suited for interactive clinical scenarios.

The invention provides a virtual reality apparatus that can be mounted on the head of a wearer. It also allows the device to be controlled by an operator other than the user. This operator is able to control the device calibration, virtual reality experience start, and device calibration while the apparatus is being worn.

The device could be configured to calibrate the wearer’s headset and launch a VR experience upon a single input of initialisation from the operator. In one example, the VR experience is selected by the user via the device interface prior to the initialisation input. “An alternative example is that the VR experience has been predefined.

The at least one VR experience can be designed in a way that allows the wearer to re-imagine a physical procedure.

In some VR experiences, the context of the sensations felt by the wearer is reframed.

In some embodiments, the VR experience can be designed to further coordinate the timing of the operator for the physical procedures with the VR experience.

In some embodiments, the VR experience is affected by the wearer?s interaction with VR.

In some embodiments, the VR experience can be generated by a VR continuum framework that includes an order of execution of actions in a physical procedure, including at least one action associated with physical sensations and potentially causing an anxiety or pain reaction, and for each action, defining characteristics of VR transpositions to modify perception of either pain, anxiety, or presence.

The device may include a mobile handset that provides processing, memory and visual display functionality, as well as motion sensing, audio, and user interface, and a headset to support the mobile. In some embodiments, the mobile is loaded with VR software applications configured to limit the functions of the phone to VR functionality when the VR software is running.

In one embodiment, the VR software application provides a touchscreen interface that is displayed simultaneously with the VR experience display. The headset is designed to prevent the user from viewing the touchscreen interface.

Accordingly, another aspect provides a framework for creating a virtual continuum (VR), experience that is choreographed with a specific physical procedure and incorporates at least one action that is associated with a particular physical sensation or could potentially induce an anxiety response. The framework comprises:

In some embodiments, each VR transposition can be defined by the presence requirements, the aspects of an action that induces physical sensations, and the target direction of modification for one or more of presence perception, anxiety, and pain perception.

In some embodiments, a VR transposition can be characterised by re-framing the physical interaction so that it is consistent with the physical sensation caused by the action. This encourages an altered perception of the sensation.

In some embodiments, a VR transposition mimics the duration and attributes associated with the physical sensation to choose a representation within a VR context. This is done by using an interaction that is usually associated with less anxiety or pain than the actual physical act.

In certain embodiments, a virtual experience can be created by selecting from a library VR experience components that share a common theme a component of VR experience fulfilling the characteristics of each defined VR Transposition, and combining the selected VR components into a virtual experience based on an action sequence for the procedure.

Accordingly, another aspect provides a system for generating virtual reality (VR), comprising:

Accordingly, another aspect provides a method for generating a virtual-reality continuum (VR), choreographed with a physical procedure that incorporates at least one action associated with a sensation and could potentially induce an anxiety or pain reaction. The method comprises the following steps:

The VR experience component may be selected from a VR Transposition Resource Library. In addition or alternatively, obtaining a virtual experience component may involve creating a component based on characteristics of a defined VR transposition.

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