NeuroXRFitness: A game-changing artificial intelligence (AI)-enabled and gamified extended reality (XR) technology for digital mental health using music therapy

Lead Participant: MEDIPROSPECTSAI LIMITED

Abstract

According to WHO data, 30% of adults and 85% of adolescents worldwide are considered to be inactive due to societal factors and lifestyle changes. Although exercise is frequently viewed as a dull activity, people show increasing interest in sedentary forms of entertainment like video games. Simultaneously, across the world, approximately 264m people are also experiencing depression and anxiety disorders.

To alleviate the consequences of these issues, MediprospectsAI proposes to develop an XR-based solution that enables the 13+ teenagers and older demographics to step into immersive worlds and partake in physical activity exercise to promote a positive state of mind along with neurofeedback-based music therapy to provoke the best emotional impact.

Our solution provides immense health benefits through an application connected to 3 devices, an AI-powered head-mounted display, an Emotiv EPOC EEG device, and an XR hand controller to address the abovementioned challenges by helping the 13+ population:

Games:

* a neurofeedback session: ten music snippets that last 30 seconds each are presented in order. A selection of similar instruments, each slightly animated, together with visual effects like fireworks shown on the head-mounted display for each song. The neurofeedback agent identifies the song with the greatest emotional impact, monitoring the user's emotions while exposed to the 10 songs.
* an XR boxing game - the user should punch flying fireballs coming towards them and squat to avoid approaching barrels,
* an XR rowing game - the player needs to perform rowing motion to steer a boat, available in two versions (a) boating in a relaxing environment for stress release, (b) a rowing race environment which can be played in a multiplayer setting, and

Both games will be created with the music chosen during the neurofeedback session.

Exercises:

* Lists of various fitness exercises with workout plans generated by AI; an XR-based aerobics session

Using the neurofeedback method, we modify the user's playlist to favour the song that is included in the games and has the most potential to affect the user. Our environment's neurofeedback feature allows us to customize each user's emotional experience. Moreover, the app incorporates calorie calculation and heart rate - a rare component for AI-based XR exercise gaming applications.

Our service will be accessible without barriers such as affordability. The impact on our consumer demographic will be measured, evidenced, and reported through users' involvement and usability testing to refine and improve the solution's performance incrementally.

Lead Participant

Project Cost

Grant Offer

MEDIPROSPECTSAI LIMITED £100,000 £ 70,000
 

Participant

SIMPLY CARE (WORLDWIDE) LIMITED

Publications

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