CogniDron-EEG: A system based on a brain-computer interface and a drone for cognitive training

被引:5
|
作者
Cervantes, Jose-Antonio [1 ]
Lopez, Sonia [1 ,4 ]
Molina, Jahaziel [2 ]
Lopez, Francisco [1 ]
Perales-Tejeda, Monica [1 ]
Carmona-Frausto, Jesus [3 ]
机构
[1] Univ Guadalajara, Dept Comp Sci & Engn, Ameca 46600, Mexico
[2] Univ Guadalajara, Lab Neuropsychol, Ameca 46600, Mexico
[3] Inst Tecnol Ciudad Victoria, Tecnol Nacl Mexico, Div Grad Studies & Res, Victoria City 87010, Mexico
[4] Univ Guadalajara, Rd Guadalajara Ameca Km 45-5, Ameca 46600, Mexico
来源
关键词
Brain-computer interface; Unmanned aerial vehicles; Neurofeedback; Attention deficit-hyperactivity disorder; ATTENTION-DEFICIT/HYPERACTIVITY DISORDER; SERIOUS GAMES; CHILDREN;
D O I
10.1016/j.cogsys.2022.11.008
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The need for engaging treatment approaches in mental health care has led to the developing of new applications based on serious game approaches. These approaches have facilitated the development of promising tools for dealing with attention deficit hyperactivity disorder. This paper presents a novel system called CogniDron-EEG. This system is based on a brain-computer interface for flying indoor a drone for cognitive training purposes. We conducted a controlled trial with ten healthy children aged 7-14 to test the functional suitability and usability of the CogniDron-EEG system. Also, this study allowed us to evaluate the preference between our system and another system based on video games. Therefore, participant subjects used our CogniDron-EEG system and a system called Nexus to identify the users' preferences concerning these two systems. The findings suggest that participants were satisfied with the CogniDron-EEG and provide the basis for further development and research on the CogniDron-EEG system. Therefore, the proposed system in this paper opens a new branch of research on drones to study their advantages and disadvantages of using them for cognitive training purposes. Additionally, implications for developing human-robot interaction and serious games in the mental health context are discussed.
引用
收藏
页码:48 / 56
页数:9
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