Patent No. 6259889 Active symbolic self design method and apparatus
Patent No. 6259889
Active symbolic self design method and apparatus (La Due, Jul 10, 2001)
Abstract
A method for behavior modification and memory enhancement utilizing a central processing unit, comprising compiling a symbolic profile of a subject participant, interpreting the subject participant's stored symbolic constructs, instructing the subject participant using virtual reality means, evaluating and recording physiological parameters of the participant and delivering symbolic containers to the participant; and delivering symbolic prescriptions to the subject participant for behavior modification and memory enhancement. The methodology allows for accessing and recognition of stored memory symbolic constructs by isolating symbolic quests embodied within multiple multimedia virtual reality events, and delivering the multimedia virtual reality events to a user by artificial intelligence and multi-media means, applying the symbolic constructs to the user. Apparatuses for behavior modification and memory enhancement, comprising devices for evaluating and constructing a symbolic profile of a subject participant, interpretative apparatus, virtual reality instruction apparatus for instructing the participant in behavior and memory modification, apparatus for evaluating and recording physiologic parameters of the subject participant and delivering symbolic containers to the participant and delivery apparatus for delivering symbolic prescriptions to the participant are included.
Notes:
BACKGROUND
OF THE INVENTION
1. Field of the Invention
The present invention relates to methods and apparatuses designed to alter behavior
and memory. In particular, the present invention discloses such a methodology
which utilizes and combines apparatuses such as biofeedback machines, virtual
reality systems, head mounted displays, holograms, tactile data gloves, body
suites, wearable personal computers, and the like, for behavioral modification
and memory enhancement.
2. Description of Related Art
There are numerous methods and apparatuses which have been disclosed that purport
to create artificial behavioral modification environments. Devices such as immersion
or isolation tanks have contributed to the myth of various so-called new age
means and methods that are embodied in apparatuses such as brain machines, relaxation
machines and other such `suggestion software` technologies. The invention departs
from all prior art brain machines, for it uses virtual reality or telepresence
means that creates the illusion of being immersed in an artificial or mythological
world, or of being present in a remote location in the physical world. The present
invention may be described as a complete holographic "Mind Mirror" or psycosymbolic
mind matrix self-design system.
To enter virtual reality (VR), a person puts on a head-mounted display (HMD),
or enters the invention's `Egg Room-consciousness simulator`. The HMD contains
a pair of tiny television tubes, special optics and wide-angle lenses. There
is also a device that tracks the position of the subject's head mounted in the
HMD. When worn, the normal view of the outside world is substituted by a stenographic,
three-dimensional computer graphics depiction of a `world model` that exists
in a computer, and is created by a high speed multitasking-computer based VR
reality `engine.` Besides being immersed in the artificial world, the subject
is able to navigate within that world, and to manipulate it using hands and
fingers and other body movements. Up until now VR has primarily been used for
experimentation, medical instruction, entertainment and other commercial applications.
There has been some work towards a VR system that helps promote subject weight
reduction by visual, and tactile reinforcement of various weight loss self talk
or `suggestive` reinforcement concepts. There has also been work completed towards
VR being used for interactive novels, role-playing games, fantasy games such
as Dungeons and Dragons and other first-person role-playing related work that
are structured in a multiform narrative style. The invention uses revolutionary
role playing or psycho-dramatic immersion techniques, that in fact, change a
person's behavior based on fundamentally modifying how he relates to past memory
and life event trauma (LET).
The present invention is the first of its type to use VR and other technological
means to initiate, stimulate and re-arrange symbolic memory material within
the context of intense sensory immersion and realignment of how a person `talks
to himself` in the course of everyday life. The invention enables and provides
a unique process that utilizes the symbolic-construct (SC) inventory that is
stored in memory cluster material of the human brain. This symbolic construct
(SC) material is retrieved by special technological means. Then it is uniquely
re-arranged, re-constructed and fed-back to the patient in a `mind mirror` metaphorical-symbolic-construct
(SC) means and method. With ASSDM, the patient is truly a `participant.` The
participant in fact `participates,` and directs the, construction of his own
symbolic `prescriptions.` ASSDM provides a total integrative therapeutic approach.
This special self-directed approach is delivered to the participant via special
artificial intelligence computers, televisor walls, VR hardware, software, and
unique fully integrated ASSDM system control. The participant is able to explore
his own specific life-event issues, and understand them in a more complete multi-dimensional
holographic reality, and thus learn how to `meta` or self-program around the
`embedded` psycho-symbolic obstacle, that in fact are his old life behavior
scripts.
The invention's immersion method contributes to the creation of a receptive
environment, for the cognitive realignment of human personality elements that
are structured around key traumatic events. This realignment is enabled via
the restructuring of symbolically connected `life event` memory material. The
invention provides the means to re-visit these events and therefore change one's
holographic perception that encompass the negative significance of these events.
The invention utilizes many conventional VR apparatus, while adding new processes;
via software, firmware, and hardware means. Additionally the invention uses
other apparatus such as biofeedback machines, electroencephalograph or EEG systems,
isolation tanks, and specially designed immersive room environments. For example,
there has been work completed in the late 1980s that teaches a technique of
causing music and sounds to play as a result of the automatic input of brain
wave measurements from an EEG device. This technique demonstrates and effectively
proves that the brain can act as an automatic electronic switch that can cause
selected multimedia systems to respond during the invention's processes and
procedures. However this prior art approach only tangentially touches upon the
present invention's means and methods and desired results.
The invention couples key sensory input elements together to create a totally
ground breaking approach. The approach completely stimulates and `frees up`
repressed memory, and causes a person whom becomes a participant, to truly assess
the complete meaning of, a traumatic event that has had a profound impact upon
his everyday behavior. The invention creates an interpersonal world that provides
the means and methods for enabling a participant to really examine his internal
feelings, which are caused by symbolic construct (SC) arrangements that are
embedded in the participant's memories. These symbolic constructs (SC) govern
a person's internal relationships with the self, and external relationships
with other people and society-at-large.
These unhealthy behaviors are often the result of experiences that have been
imprinted on our psyches during vulnerable moments when we were highly receptive
or suggestible, particularly in childhood. What ever life event (LE) is transpiring
during this suggestive state becomes imprinted as a `truth.` These truths become
an integral component of one's stored memory based symbolic behavior. These
truths are not really true but become the fundamental behavioral template of
life programs, that, we in fact `believe` to be true without knowing we believe
the program.
In Michael Hutchison's book `Mega Brain Power,` Chapter Eighteen; Rescripting,
Scripts and Imprints; pages 188 to 201, he relates, "All of us have certain
chronic or recurrent states and behaviors we would like to change. Some of these
may be harmful, self-defeating, self destructive, or habitual states and behavior
patterns. Or they may simply be states or behaviors that we have found to be
unfulfilling, or unrewarding, or that keep us from living up to our full human
potential.
These unsatisfactory states or behaviors are often the result of experiences
that have been imprinted on our psyches in moments when we were highly receptive
or suggestible, particularly during childhood and early adolescence. Knowing
what we do about mental imagery, and how the mind tends to work in terms of
a progression of mental images, plus, being raised as we have been in a world
of movies and television shows, it makes sense to speak of these internally
guided behaviors as `scripts.`
Many of our unwanted, harmful, or negative states and behaviors are the result
of life event trauma (LET) conditioning. If we could remember those childhood
experiences when the scripts were created, we could rationally go back and expose
the script as the false creation it is. "Oh yes, I remember it well, I was three
months old and I was just touching my penis. Well, Mommy was simply tired and
became angry; that doesn't mean I'm really bad; that doesn't mean it's really
naughty to experience sexual pleasure." However, it's extremely difficult to
remember those childhood experiences. They usually remain unconscious, because
they are state dependent or, even more resistant to memory, what the scientists
call "state bound." The invention is designed to disrupt this `state bound`
condition, and re-arrange the behavioral template that it has in fact become.
There are many techniques known to those whom practice the therapeutic art that
have varying degrees of success. Such techniques or `mind tech methods` as neural
linguistic programming (NLP); with it's imagery `swishing techniques,` biofeedback
related therapy, acoustic field generators, color therapy, flotation, and other
related methods have had some degree of success. The invention provides the
first truly revolutionary breakthrough for integrating prior art therapeutic
techniques into a total hypertext, virtual reality immersive world, which creates
a complete holographic reality, produced by the invention's artificial intelligence
means, method and apparatus. The central problem with these prior art techniques
is that they depend upon an individual's visualization abilities. In fact these
prior methods fall seriously short of enabling and providing a truly effective
means of reprogramming human consciousness. The invention provides the means
and methods to suspend belief of prior programming. Then it enables a reconstruction
of a new belief system, created by specialized firmware, software and hardware
means that is fully integrated and controlled by the participant's physiological
responses. These measured responses act as real time feedback that, through
the invention's artificial intelligence means; further reinforces the participant's
`metaphorical-therapeutic-intent` that further serves to completely reinforce
a new self- belief mythological system.
New mind technologies clearly provide the most effective tools yet developed
for counteracting these deeply imbedded scripts. Like the body centered therapies,
`mind tech` works directly on the body-mind to slow brain-wave activity, activate
the right hemisphere, and alter limbic activity such as breathing patterns.
But new mind tools go far beyond the body-centered therapies by directly entraining
and slowing brain-wave activity into the appropriate theta frequency range,
effectively blocking out the distractions of normal life and the reminders of
adult consensus reality. In terms of the using of acoustic field generators,
flotation, and ganzfeld techniques, brain technology actively disrupts logical
and customary adult thought patterns and injects the user into a whole-body
nonlinear unpredictable reality. This experience triggers the emotional limbic
brain to resonate and activate the mind-molecule web of information, and permit
access to state-dependent and even state-bound childhood experiences.
In addition, brain technology permits the user or an associate to make use of
the powers of hypnosis to, in Rossi's words, "access and reframe state-dependent
memory." It is a process called "rescripting." The technique involves, first,
the uncovering of the scripts, second, the creation of counter-scripts which
present a more positive outcome, and third, the repeated presentation of the
counter-script, preferably while in a deeply relaxed or hypnotic state. The
L/S is used both to facilitate the uncovering and rescripting itself."
It is a primary object of the invention to release these `states` that exist
within or stored memory based programs, that are in fact linear and non-linear
arranged symbolic constructs (SC) that we associate with our own scripted-mythological
truths. These truths or programs are associated symbolic constructs (ASC). The
invention provides non-associated symbolic constructs (NSC) that act as new
programs or states. The invention provides symbolic quests (SQ) that are either
programmed and planned symbolic quests (PSQ) or randomly selected and applied
symbolic quests (RSQ) that are created via specially linked symbolic pathways
(SP). Symbolic pathways (SP) are defined as a group of symbolic constructs that
contain significant metaphorical content that relates to a specific psychological
intent or goal. This metaphorical intent or goal is embodied in the specially
selected symbolic constructs (SC).
These specially selected symbolic constructs `contain` the desired metaphorical
quality, due in fact to the special interrelationship between one or more symbolic
construct (SC) to one another. The embodied metaphor can have universal-mythological
connotations. The embodied metaphor can also have specific personal meanings
that symbolize events in a given participant's life. These life event scenarios
(LES) can have positive connotations or negative connotations. This connotative
aspect relates to the `intent` that is attached or `contained` within each symbolic
construct (SC), and the metaphorical connection between one or many symbolic
constructs (SC). For example the intent or goal can be based on the participant's
desire to release repressed memories. Once these memories are released then
the metaphorical intent changes for the purpose of placing these memories in
a more positive context in relation to the participant's present life goals.
Therefore each symbolic pathway (SP) contains the metaphorical-therapeutic-intent
of the participant. This special category of human intent or purpose is therefore
contained within the special arrangement of the symbolic constructs (SC), thus
creating unique symbolic containers (SCr).
The invention provides for eight or more linked symbolic pathways (SP).
When combined, the eight linked symbolic pathways (SP) create the desired symbolic
quest (SQ). Each symbolic pathway (SP) can embody multiple symbolic containers
(SCr). Each symbolic construct (SC) can have its own positive or negative polarity
or quality. This quality relates to the participant's past life event scenario
(LES), and or the goal of the participant in terms of his intention to change
the metaphorical significance of a past life event scenario (LES).
These symbolic containers (SCr) contain associated symbolic constructs (ASC),
and/or non-associated symbolic constructs (NSC), that are specifically delivered
with the invention's artificially and technologically derived; ASSDM Multimedia
Virtual Reality Events (AMV). These AMV events are completely created, governed,
managed and delivered to the participant via the inventions unique artificial
intelligence means, methods and apparatus. The invention provides symbolic containers
(SCr) that become the embodiment of a person or participant's mental tool to
extract the old program, and then rescript and reinsert a new program or script
to live by. Each individual singular symbolic container (SSC) when joined together
become a plurality of metaphorical symbols that when specially arranged and
reconstructed to; fulfill a participant's metaphorical-therapeutic-intent; that
in fact becomes the symbolic-embodiment comprised of; a plurality of symbolic
constructs (SC). These specially arranged symbolic constructs (SC) create the
metaphorical-polarity (MT) that is embodied in the symbolic containers (SCr)
that in fact becomes a symbolic pathway (SP), that, when linked together create
the desired symbolic quest (SQ)
The invention creates the full cognitive missing link and technical connection
to a person's stored symbolic constructs (SC), which are in fact his memory
clusters. The invention uses technical means to integrate a person's internal
processes with; (1) present day behavior, (2) how it connects to dysfunctional
behavior, and (3) how memory fabric governs both. The invention provides complete
holographic symbolic quests (SQ), that, are linked together via the invention's
artificial intelligence means. The invention's artificial intelligence means
creates individual symbolic path workings or symbolic pathways (SP). These pathways
are specially comprised and arranged symbolic containers (SCr) that are in fact
constructed of `symbolic constructs (SC),` that are used to revisit and transform
life event traumas (LET), and other memories that shape present day attitudes
about present day life experiences.
Human consciousness on all levels is intrinsically tied to how it interprets,
quantifies and qualifies symbolic constructs (SC). From colors, to, familiar
objects such as chairs, clothing, buildings, architectural styles, and mythological
images. Natural elements such as trees, flowers, bodies of water and other familiar
natural and man-made forms are also symbolic constructs (SC). Such personal
symbolic constructs (SC) as body language, facial expressions, voice fluctuations,
and vocal intonations. Such symbolic constructs (SC) as familiar music that
triggers old memories, and familiar olfactory stimulators that trigger old memories,
are used by the present invention to revisit memories and restructure them.
The invention utilizes all relevant symbolic elements, to reprogram a person's
memory material, by re arranging its connotative relevance. The invention does
not erase memory, ASSDM broadens its elements and creates an inner environment
of consciousness flexibility.
The language of human cognitive processes, and the brain itself is comprised
of symbolic constructs (SC). There are symbolic constructs (SC) that are associated,
and those that have no present day direct association, to stored memory fabric.
The invention provides terminology that clearly and directly connects to its
unique technical processes and procedures. There are three main concepts that
the invention utilizes. (1) Associated symbolic constructs (ASC), and (2) non-associated
symbolic constructs (NSC) and symbolic containers (SCr). These terms represent
the multilayered complex concepts that are connected to the processes and procedures
that make up the dynamic framework of human cognition and behavior.
A basic example of associated symbolic constructs (ASC) relates to observed
phenomenon that is familiar, such as driving your own automobile down a familiar
road near your home town. The trees along the roadside are familiar, the lake
in the back ground, the sky is blue and other related experience. An example
of a non-associated symbolic construct (NSC) is as follows. Say you travel to
China, nothing is familiar: the people, the topography, physical landmarks and
other such phenomenon. Except in fundamental ways, there is not much that you
are familiar with. Another example is like all of a sudden waking up on another
planet where familiar physical laws and cultural do not apply to your prior
experience.
Even though all human facial expressions and body languages have universal significance,
a mother's facial expressions have singular significance to the child of that
mother. No one else can relate to and experience his mother's facial expressions
like that child. The child then grows and matures to adulthood. The adult walks
down the street, and passes a woman whom has a facial expression that triggers
a memory of his mother's approving or disapproving facial expression. In another
related scenario the person's supervisor can remind him of his mother, because
of her demeanor, facial shape, voice, body language and other factors.
Because of earlier experiences he can in fact `act out` behavior that is based
upon earlier trauma that occurred with the mother and transfer it to the boss.
Depending upon the significance of the memory, this encounter can shape the
person's perceptions of other associative symbolic constructs (ASC), i.e. encounters
with other people that relate to this particular memory stored symbolic construct
(SC). This encounter can effect his feelings either positively or negatively
throughout the remainder of the day, even without him consciously recognizing
the effect of the ASC in connection with the prior-stored memory based (SMB)
SSCs.
The invention embodies an innovative approach to applying symbolic manipulation
means and methods within the framework of artificial intelligence means via
computer hardware, firmware, and software. The invention utilizes head-mounted
displays, body suits, natural environment simulators, and other conventional
apparatuses in a unique and innovative ways. Other graphic and cinematic based
media are used by the invention.
Additionally, the invention applies a unique use of retrieved neural signal
inputs, various computer input systems, and programs that control what symbols,
visual sequences, cymatic sound, music, and tactile stimulation means to be
applied to the instant ASSDM immersion experience. Devices such as tactile transducers
and other `vibratory apparatus` are used unique by the invention. The invention
also provides for full integration of biofeedback systems, electroencephalogram
(EEG), and other related apparatus used for psychometrics and human physiological
system measurements. These psycho-biological measurement systems are used by
the present invention to measure key `metaphorical tension` that is produced
within the consciousness of the participant while immersed in the inventions
means and methods.
There are apparatuses and procedures that teach how to control computers with
neural signals. These apparatuses enable the use of electrical impulses from
nerves and muscles, and how they can command computers directly. These prior
art methods also teach that by using eye movements, based upon visual input
from observing a computer screen that are monitored via by measuring signals
in the brain, a handicapped person can communicate with the rest of the world.
The invention uses a completely improved approach to these technological means
and method
SUMMARY OF THE INVENTION
To achieve the foregoing objects, and in accordance with the purposes of the
invention as embodied and broadly described herein, an artificial intelligence
means and method that provides software, firmware and hardware control of selected
integrated apparatus, which enable, a completely innovative approach to human
behavior modification. The invention provides a preprogrammed and automatic
insertion of specially created symbolic quests (SQ) that have embodied metaphorical
symbolism that creates psychological tension and change.
These symbolic quests (SQ) can take the linked multimedia formatted and pre-planned
artificially programmed symbolic pathways (SP) that are linked together via
artificial intelligence means to create; programmed and planned symbolic quests
(PSQ), and/or randomly applied symbolic quests (RSQ), that embody manipulated
symbolic-containers (SCr), that are constructed of specially designed and formatted
symbolic-constructs (SC).
These carefully arranged symbolic constructs (SC) enable cyber-psycho-symbolic-sequences
that re-enact and integrate individual personalized experiences; via an assortment
of artificially constructed and applied human sensory input means. The invention
provides these symbolic quests (SQ) that embody narrative and non-narrative
sequences that are specially arranged cyber-psychodramatic scenarios that are
comprised of specially selected symbolic containers (SCr).
The symbolic container (SCr) is in fact a special arrangement of key metaphorical
symbolic constructs (SC), that in fact create a `numinous tension` within the
consciousness of the participant by providing crucial `metaphorical polarity.`
This `metaphorical polarity` is embodied with the narrative structure of the
symbolic quest (SQ) which are specially linked symbolic pathways (SP), that
embody a plurality of linked symbolic containers (SCr) that are created from
the special arrangement of key symbolic constructs (SC). These symbolic containers
(SCr) are metaphorically structured to provide an intense paradoxical conflict
within the consciousness of the ASSDM participant.
A primary object of the invention is to provide software and firmware means
that enables randomly programmed and applied symbolic quests (RSQ), and planned
and programmed and applied symbolic quests (PSQ). Said symbolic quests (SQ)
are stored in the inventions ASSDM multimedia virtual reality (AMV) transport,
and symbolic quest storage apparatus. These apparatuses include computer digital
hard drives, static memory, digital video disc (DVD), compact read-only memory
disc (CD-ROM), recordable digital discs, digital video tape decks (DV), digital
audio sampling storage and sound segment delivery systems. Said applied symbolic
quests (SQ) are delivered to the participant via the analysis of artificial
intelligence means embodied in one or more main ASSDM system main computers,
media computers and private personal computers (PPC) that are connected to a
centralized control management hub called the ASSDM cyber center. This specialized
cyber center is connected to private personal computers (PCC) via the internet
world wide web (WWW). The inventions cyber center expands the inventions means
and methods to a worldwide bases, where anyone, anywhere can access, participate
and benefit from immersing himself in the invention's means and methods.
At a centralized ASSDM facility, upon command initialized by an ASSDM facilitator,
the main computer accesses a plurality of data files that contain unique digital
instruction sets. These instruction sets cause the main computer(s) software
to select eight or more separate symbolic pathways (SP), that are individually
created and arranged `metaphorical paradoxical stories.` These mythological
stories are in fact embodied in selected symbolic containers (SCr) that are
comprised of multiple symbolic constructs (SC), that are delivered to the participant's
sensorium via linear and multiform montage cinematic narrative and non-narrative
techniques. Said symbolic constructs (SC) can also be delivered in non-linear,
abstract-spatial relationships that cause a plurality of human conscious responses
based on the law of psychological paradox and the metaphorical tension created
by the symbolic paradox embodied in the inventions technological processes and
procedures.
This aforementioned input phenomenon is the core of the invention's ASSDM multimedia
VR technological event (AMV), which embody the invention's symbolic quest (SQ)
means and methods. Said symbolic quests (SQ) are the core sensorial fabric of
AMV events that include but are not limited to; designed and scripted virtual
reality-cinematic-sensory immersion sequences that are; designed non-linear
cinematic-symbolic constructs (SC) that include; orchestrated-integrated; cymatic
sound arrangement, music, tactile-kinetic vibrations, filmic vignettes, and
psycho-symbolic sequences that create the desired `metaphorical tension.`
The participant is directly interfaced with; computer displays, HDTV systems,
3-D holograms, head-mounted displays (HMD), body suits, tactile data gloves,
body position controls, olfactory stimulators, tactile transducers, computer
displays, projection screen television, flight simulators, the inventions egg
room, and the delivery of the event to the participant's sensory experiences
in order to create the desired `metaphorical tension.` The invention also provides
the means and methods for orchestrating pre-programmed algorithms that automatically
control the impacts of the AMV event via its sensory intensity and the desired
symbolic-thematic content that embodies the desired `metaphorical tension.`
These specialized processes and procedures can occur at a specially constructed
ASSDM psycho-symbolic ASSDM facility, and or, via the internet world wide web
(WWW) and the participant's private personal computer (PPC).
A primary object of the invention is to provide sensory experiences that are
artificially recreated to emulate and approximate past traumatic memories contained
within a designated AMV event; for the expressed purpose of re-experiencing
said memories in order to reassess the impact of the particular related traumatic
event. These traumatic memories are released and triggered by the inventions
`metaphorical tension,` embodied in the inventions programmed and selected symbolic
paradoxes by the inventions artificial intelligence means.
Another related object of the invention is to provide statistical measurements
of the psycho-biological impact of the AMV event in the context of the participant's
experience of `metaphorical paradox.` These measurements are detected, retrieved
and used in real time control by artificial intelligence means of; exactly what
type of psycho-symbolic experience that is embodied and designated by the symbolic
quest (SQ). This symbolic quest (SQ) is comprised of multiple symbolic pathways
(SP), that are linked by the content of the embodied symbolic container (SCr),
that are comprised of metaphorically linked symbolic constructs (SC); that are
created by the inventions artificial intelligence means, that in fact creates
the embodied AMV event. These AMV events can be experienced at a specially designed
and constructed ASSDM psycho-symbolic therapeutic center or via the internet
world wide web (WWW), the invention's cyber center and the participant's private
personal computer (PPC).
Furthermore, the invention selects computer based artificial intelligence means;
that control and monitor, and statistically evaluate psycho-biological measurements
that include; Alpha, Beta, Theta, Delta and Mu brain waves, and occipital lobe
flash rates, and heart-pulse rates, that are measured by; electroencephalogram
(EEG), galvanic skin response (GSR), human nervous system based frequency modulation
(FM) radio signals, electroocular-symbolic pulses, emitted from the human nervous
system, and the brain's occipital lobe, and muscle tissues. The aforesaid measurements
directly influence control of the selection of specialized AMV event content.
This event content is created, preprogrammed and selected via multi-media computer
intelligence means of just how, and, by what medium, the embodied symbolic quest
(SQ), that is comprised of multi-linked symbolic pathways (SP), that in fact
embody specially created and linked symbolic containers (SCr), that are comprised
of specially selected symbolic constructs (SC), that must be applied to the
participant's senses; while immersed in a complete ASSDM Stage experience; in
order to achieve the desired `metaphorical tension.` Also, the invention measures
exactly what level of sensory intensity the participant can tolerate while experiencing
AMV event immersion-sensory-stimuli techniques.
Another object of the invention is to provide unique computer hardware and software
based systems that automatically insert the aforementioned AMV event as result
of the response that is automatically attuned to specific types of psychometric-
and physiological measurements. These measurements include but are not limited
to biofeedback analysis of brain wave states, and optical analysis of eye-cornea-retinal
activity while the participant is immersed in the AMV environment. This specially
measured and applied cornea-retinal activity result in the invention's special
electrooculosymbolic signal measurements. The invention modifies this conventional
electrooculographic means and methods, and transforms these conventional methods
to create complete revolutionary electrooculosymbolic means and methods. These
measurements derive from `flashes` that transpire during the corneal reflex;
and the voltages that are generated between the retina and cornea and sent to
the occipital lobes of the brain via synaptic and neuron circuitry that are
recorded as EEG traces.
The peak electrooculosymbolic measurements can be used to pinpoint exactly what
symbolic construct (SC) contained within a linked and selected symbolic container
(SCr), that is contained and linked to a symbolic pathway (SP), that is embodied
in a selected symbolic quest (SQ) and delivered to the participant via a designated
AMV event. The participant immerses himself within this AMV hypertext event
,and focuses his attention to the symbolic constructs (SC) and symbolic containers
(SCr). Depending upon what level the `metaphorical tension` has been attained
within the psychological and physiological reactions of the participant; the
effect results in, and is aligned with, the desired metaphorical-therapeutic-intent.
This measured reaction can indicate that additional associated symbolic constructs
(SC) must be introduced to the participants senses immediately via; visual,
and/or auditorial, and/or tactual, and/or olfactory, and/or tactile-position,
and other means.
Participant brain activity is measured in detail while experiencing `metaphorical
symbolic tension.` Participant brain waves are carefully mapped. These waves
are currently defined as alpha waves, beta waves, theta waves, delta waves and
mu waves. The invention utilizes conventional electroencephalogram (EEG) systems
in unique and innovative ways. EEG systems can be used to track the activity
of the five categories of brain waves. Metabolic measurements of participant's
breathing rates, measurements of heart beat rates, measurement of pulse, and
measurement of muscle stress.
It is another object of the invention to provide the means of collecting the
aforesaid measurements, and store and process the measurements in such a way
as to create a unique statistical engine. This statistical engine in turn provides
data to the inventions artificial intelligence means that governs the symbolic-construct
(SC), symbolic container (SCr), and symbolic quest (SQ) output of the ASSDM
apparatus during an AMV event. This AMV event is the physical embodiment, which
contains the invention's psycho-symbolic process. These processes are therefore
created by the special arrangement of symbolic constructs (SC), that are embodied
in the invention's symbolic container (SCr), and are further embodied in the
inventions symbolic pathway (SP) that create and comprise the invention's symbolic
quest (SQ).
It is another object of the invention to provide individual symbolic quest (SQ)
`prescriptions` for home or office use. These symbolic quest (SQ) prescriptions
are carefully constructed multiple AMV events that can be delivered via digital
videodisc (DVD), compact disc read only memory mediums (CD-ROM), videotapes
and laser disc (LD). Furthermore these individual symbolic quest (SQ) prescriptions
can be delivered to individual participants via the internet and their personal
computers. These computers are located at home or at the office. The participant
can be supplied with the inventions `consciousness machine` (CM) that is a specially
created VR based portable or wearable system that includes; HMDs, televisors,
data gloves, audio headphones, wireless EEG transmitters, and wireless EEG receivers.
This system is provided so that a remote immersive AMV experience can be enabled
away from the main ASSDM facility.
Another feature of the inventions conscious machine (CM) is that it embodies
special wireless communications means. Such wireless networks as cellular, personal
communications (PCS) systems, and satellite networks can deliver text messages,
real time video images, still video images, sound and other psycho-symbolic
programming means. Furthermore the invention provides for subdermal sensors
that communicate with special wrist and legbands, that are communicatively linked
to the consciousness machine (CM) via radio waves and other wireless means.
These sensors can be used to monitor blood content; such as sex hormones, adrenaline,
drug levels, alcohol levels and other metabolic data.
Another important object of the invention is to provide an internet based cyber-psycho-symbolic
(CPS) interactive system. This CPS interactive system comprises of the specially
programmed private personal computer (PPC) that are linked via the inventions
multi-media cyber center via the internet world wide web. The cyber-center is
the central hub for providing real time video interactive sessions that embody
the inventions specialized psycho-symbolic means and methods. Furthermore, the
invention provides unique cyber-psychodramatic therapy whereby; multi-participant's
from around the world can engage role playing for acting out issues that are
tied to internal mythologies; facilitated by a trained ASSDM therapist facilitator.
The facilitator can be either a real person, or a computer generated based character.
The human facilitator can don many computer generated psycho-symbolic `masks`
from an archetypal-mythological character to a wild animal; whatever is symbolically
necessary to achieve the desired psycho-symbolic goal or theme. Furthermore,
the invention can provide for participant `morphing` of archetypal masks for
his own psychological benefit, as well as the other participant's benefit during
a cyber-symbolic session in real time. Another object of the invention is to
record these real time multi-participant sessions, archive them and then reuse
these in real time sessions for other ASSDM multi stage purposes.
Additional objects and advantages of the invention will be set forth in part
by the description that follows, and in part will be obvious from the description,
or may be learned by practice of the invention. The objects and advantages of
the invention will be realized and attained by means of the elements and combinations
particularly pointed out in the appended claims.
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Additional
object and advantages of the present invention will readily occur to those skilled
in the art. The electrooculosymbolic system can be utilized by television advertiser's
in order to gauge what a viewer is watching at a particular time. In addition,
the invention will measure how he is emotionally responding to the programming
content. This is accomplished by mapping the received brain wave information.
Is the viewer experiencing pleasure or not? The results can be transmitted via
the internet to data collection center. Therefore, the invention in its broader
aspects is not limited to the specific details, representative devices, and
illustrative examples shown and described. Accordingly, departures may be made
from such details without departing from the spirit or scope of the general
invention's means and methods defined by the appended claims and their equivalents.
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