Effective Neurofeedback Training of Large Electroencephalogram Signals Using Serious Video Games

被引:1
|
作者
Huang, Haitao [1 ,3 ]
Shin, Min-Chul [1 ,4 ]
Lee, Jieun [2 ]
Yoon, Seung-Hyun [1 ]
机构
[1] Dongguk Univ, Dept Multimedia Engn, Seoul 04620, South Korea
[2] Hansung Univ, Div Comp Engn, Seoul 02876, South Korea
[3] Univ Elect Sci & Technol China, Chengdu Coll, Dept Comp Applicat, Chengdu 610056, Sichuan, Peoples R China
[4] Suinjae Brain Sci, Seoul 02792, South Korea
基金
新加坡国家研究基金会;
关键词
Neurofeedback; biofeedback; comprehensive attention test (CAT); attention deficit hyperactivity disorder (ADHD); auto thresholding; serious video game; EEG; DESIGN; ADHD;
D O I
10.1109/ACCESS.2023.3322932
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Neurofeedback can be utilized to treat various neuropsychiatric disorders in children. However, therapists primarily set threshold values for neurofeedback training. Thus, the training effect becomes subjective owing to the experience of the therapist. A clinically inexperienced therapist could set inappropriate thresholds, rendering the training ineffective. In this study, an effective neurofeedback system that includes signal processing of large amount of electroencephalogram (EEG) data and auto thresholding and provides various training contents was developed. The system uses a method that determines optimal threshold values, which are significant for an effective neurofeedback system. The success or failure of the activation and inhibition of specific EEG frequencies was determined based on these threshold values. The system determined an optimal threshold value to obtain the target success rate using a numerical optimization technique. The success or failure feedback for the reward and inhibit EEG frequencies was generated using auto thresholding. This feedback was sent to the training contents by the inter-process communication module to control the contents. Most training content was implemented as serious video games by using a commercial game engine. Success feedback on reward EEG frequency leads to game progress. By contrast, failure feedback on inhibiting EEG frequency hinders game progress. Consequently, the user gains the self-regulation ability to enhance the reward EEG frequency and suppress the inhibit EEG frequency. A pilot study involving five children with attention deficiency was conducted to demonstrate the effectiveness of the developed system. The results demonstrated that the childrent's attention improved after neurofeedback training.
引用
收藏
页码:112175 / 112188
页数:14
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