Active symbolic self design method and apparatus

Education and demonstration – Audio recording and visual means

Reexamination Certificate

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Details

C434S310000, C434S322000, C434S323000, C434S236000, C434S238000

Reexamination Certificate

active

06259889

ABSTRACT:

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

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