8,017 research outputs found
EEG biofeedback
Vznik EEG aktivity v mozku, rozdělení EEG vln podle frekvence, způsob měření EEG, přístroje pro měření EEG. Dále popis biofeedback metody, její možnosti a návrh biofeedback her. Popis zpracování naměřených EEG signálů.EEG generation, brain rhythms, methods of recording EEG, EEG recorder. Description of biofeedback, potentialities of biofeedback, proposal of biofeedback games. Description of processing measured EEG signals.
Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum
Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced
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A Systematic Review of The Potential Use of Neurofeedback in Patients with Schizophrenia.
Schizophrenia (SCZ) is a neurodevelopmental disorder characterized by positive symptoms (hallucinations and delusions), negative symptoms (anhedonia, social withdrawal) and marked cognitive deficits (memory, executive function, and attention). Current mainstays of treatment, including medications and psychotherapy, do not adequately address cognitive symptoms, which are essential for everyday functioning. However, recent advances in computational neurobiology have rekindled interest in neurofeedback (NF), a form of self-regulation or neuromodulation, in potentially alleviating cognitive symptoms in patients with SCZ. Therefore, we conducted a systematic review of the literature for NF studies in SCZ to identify lessons learned and to identify steps to move the field forward. Our findings reveal that NF studies to date consist mostly of case studies and small sample, single-group studies. Despite few randomized clinical trials, the results suggest that NF is feasible and that it leads to measurable changes in brain function. These findings indicate early proof-of-concept data that needs to be followed up by larger, randomized clinical trials, testing the efficacy of NF compared to well thought out placebos. We hope that such an undertaking by the field will lead to innovative solutions that address refractory symptoms and improve everyday functioning in patients with SCZ
MindMusic: Brain-Controlled Musical Improvisation
MindMusic explores a new form of creative expression through brain controlled musical improvisation. Using EEG technology and a musical improviser system, Impro-Visor (Keller, 2018), MindMusic engages users in musical improvisation sessions controlled with their brainwaves. Brain-controlled musical improvisation offers a unique blend of mindfulness meditation, EEG biofeedback, and real-time music generation, and stands to assist with stress reduction and widen access to musical creativity
Bacteria Hunt: Evaluating multi-paradigm BCI interaction
The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated
Games and Brain-Computer Interfaces: The State of the Art
BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control
Neural markers of performance states in an Olympic athlete: An EEG case study in air-pistol shooting
This study focused on identifying the neural markers underlying optimal and suboptimal performance experiences of an elite air-pistol shooter, based on the tenets of the multi-action plan (MAP) model. According to the MAP model’s assumptions, skilled athletes’ cortical patterns are expected to differ among optimal/automatic (Type 1), optimal/controlled (Type 2), suboptimal/controlled (Type 3), and suboptimal/automatic (Type 4) performance experiences. We collected performance (target pistol shots), cognitive-affective (perceived control, accuracy, and hedonic tone), and cortical activity data (32-channel EEG) of an elite shooter. Idiosyncratic descriptive analyses revealed differences in perceived accuracy in regard to optimal and suboptimal performance states. Event-Related Desynchronization/Synchronization analysis supported the notion that optimal-automatic performance experiences (Type 1) were characterized by a global synchronization of cortical arousal associated with the shooting task, whereas suboptimal controlled states (Type 3) were underpinned by high cortical activity levels in the attentional brain network. Results are addressed in the light of the neural efficiency hypothesis and reinvestment theory. Perceptual training recommendations aimed at restoring optimal performance levels are discussed
Extended attention span training system
Attention Deficit Disorder (ADD) is a behavioral disorder characterized by the inability to sustain attention long enough to perform activities such as schoolwork or organized play. Treatments for this disorder include medication and brainwave biofeedback training. Brainwave biofeedback training systems feed back information to the trainee showing him how well he is producing the brainwave pattern that indicates attention. The Extended Attention Span Training (EAST) system takes the concept a step further by making a video game more difficult as the player's brainwaves indicate that attention is waning. The trainee can succeed at the game only by maintaining an adequate level of attention. The EAST system is a modification of a biocybernetic system that is currently being used to assess the extent to which automated flight management systems maintain pilot engagement. This biocybernetic system is a product of a program aimed at developing methods to evaluate automated flight deck designs for compatibility with human capabilities. The EAST technology can make a contribution in the fields of medical neuropsychology and neurology, where the emphasis is on cautious, conservative treatment of youngsters with attention disorders
The effect of heart rate variability biofeedback training on stress and anxiety: a meta-analysis
BACKGROUND: Some evidence suggests that heart rate variability (HRV) biofeedback might be an effective way to treat anxiety and stress symptoms. To examine the effect of HRV biofeedback on symptoms of anxiety and stress, we conducted a meta-analysis of studies extracted from PubMed, PsycINFO and the Cochrane Library. METHODS: The search identified 24 studies totaling 484 participants who received HRV biofeedback training for stress and anxiety. We conducted a random-effects meta-analysis. RESULTS: The pre-post within-group effect size (Hedges' g) was 0.81. The between-groups analysis comparing biofeedback to a control condition yielded Hedges' g = 0.83. Moderator analyses revealed that treatment efficacy was not moderated by study year, risk of study bias, percentage of females, number of sessions, or presence of an anxiety disorder. CONCLUSIONS: HRV biofeedback training is associated with a large reduction in self-reported stress and anxiety. Although more well-controlled studies are needed, this intervention offers a promising approach for treating stress and anxiety with wearable devices
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