Discussion about entry
NASA, Video Games and the Force Within
This is discussion about NASA, Video Games and the Force Within.
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Discussion about entry
NASA, Video Games and the Force Within
This is discussion about NASA, Video Games and the Force Within.
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Response to your entry
Thanks for your entry. It prompts some questions.
I understand that your device offers the tools that produce biofeedback. In selling it directly to consumers, do you package alongside a kit or curriculum that helps a player understand what s/he might do (e.g. with brain or body) to change his/her mental state from problematic to optimal? Your video helped me to gain some understanding of what a player encounters in using your tool but I wouldn't see what aid it offers in helping a player learn the skills for moving from one "state" to another. (You do allude to "training from clinicians"; further clarification would help...)
Is the device you sell to consumers exactly the same device you sell to medical providers? if so, I'd like to better understand the role clinicians have.
You suggest that your technology and business are based on quantitative measurements proving the tool works. Might you provide some of that? (Presumably this research would demonstrate not only that players can alter their brainwaves during play but that they're able to transfer those skills to occasions where they're no longer playing games.)
You mention that organizations like the US military, the Dept of Ed, NIMH and some from the juvenile justice sector are in the midst of testing your device. Can you let us know when results of that work is likely to become available? (and will you provide links to it all on your website?)
I look forward to hearing your responses.
Best,
diane
Changemakers
entry questions
Hi Diane,
Thanks for your questions. I'll answer them in order.
1) "In selling it directly to consumers, do you package alongside a kit or curriculum that helps a player understand what s/he might do (e.g. with brain or body) to change his/her mental state from problematic to optimal?"
Our consumer version comes pre-programmed with three different sets of training Profiles that are explained in the manual. The first is for improving focus and attention. It is the same Engagement Index researched at NASA. The second profile is for calm focus that teaches an outward attentive focus while training an inner calm state. This is targeted to the more impulsive and hyper individual. The third is a peak performance training that focuses on reinforcing fast wave brain activity for improved processing of information.
Neurofeedback is based on a trial and error learning paradigm. The individual learns through practice to produce the 'correct' brain wave patterns. The reinforcement over time produces a conditioning effect much like physical exercise and strength training or cardio training.
Using videogames as the feedback creates a competitive training environment where the individual strives to get their car to go faster or the character to jump higher and can accomplish this only by producing the brainwave patterns reinforced in the Protocol.
2) "Is the device you sell to consumers exactly the same device you sell to medical providers? If so, I'd like to better understand the role clinicians have."
No, although the hardware is identical in terms of the components, it is programmed differently, (the consumer receives programmed profiles and the professional version has unlimited programmability). Also, the software is entirely different in terms of ability to program profiles, view data, etc. In the consumer version the individual can only select from the pre-programmed Profiles describe above. The Professional systems have over 30 pre-programmed Profiles and unlimited programming capability to reinforce any brainwave pattern. Upon a clinical or educational evaluation, the professional is able to select from multiple training Profiles and change site placements effectively targeting underlying functional brain areas. Our consumer device is like purchasing a treadmill and using it at home. You will derive benefits from its use. You can also seek out a personal trainer to develop a workout routine designed to meet specific goals and criteria- this is the role a professional provider using our system would play.
3) "You suggest that your technology and business are based on quantitative measurements proving the tool works. Might you provide some of that? (Presumably this research would demonstrate not only that players can alter their brainwaves during play but that they're able to transfer those skills to occasions where they're no longer playing games.)"
There exists a large body of research clearly defining the effectiveness of neurofeedback in the treatment of many disorders. Please reference the journal: Child and Adolescent Psychiatric Clinics of North America, 14 (2005) as it has an excellent review by multiple authors of the depth of research and applications for neurofeedback. The research clearly shows the ability to externalize the benefits of neurofeedback training. A research study conducted at Eastern Virginia Medical School used a comparative design to test the effectiveness of traditional neurofeedback to videogame neurofeedback and found comparative outcomes although noted greater physiologic change in the videogame group.
I would be pleased to email back channel any of these studies for review.
4) "You mention that organizations like the US military, the Dept of Ed, NIMH and some from the juvenile justice sector are in the midst of testing your device. Can you let us know when results of that work is likely to become available?"
These are all in progress. The US Dept of Ed funded study is through the National Center for Technology Innovation. The research study is IRB approved so we cannot discuss details at this time. The military Program: SBIR Topic Num:N06-100 (Navy) Title: Advanced Equipment Maintenance Training Using Revolutionary Video Game Technology is in Phase I. The others are in progress and results will be posted as projects complete.
Regards,
Domenic
Response to your 20 Sept Response
Thanks for your responses, Dominic. I'm still unclear on two things
First: is the preprogrammed device the consumer purchases standardized or individualized? Given how many maladies your device promises to address and given how many different profiles you have to address them (in the professional version), I'd have thought you'd need to individualize the consumer tool to ensure that the included profiles suited the precise needs of the individual player. I also wonder: can the consumer tool be upgraded or changed as a result of the subsequent Clinical Evaluation, or is that something that's intended to occur only with the professional device, for use in a professional's office?
Second: you mentioned research that has demonstrated that neurofeedback works. What interests me more is research that your particular device -- your application or use of biofeedback -- works. Does research of that sort exist? and what did it show?
I look forward to hearing your responses.
Best,
Diane
Changemakers
Hi Diane, The preprogrammed
Hi Diane,
The preprogrammed consumer device has 3 standardized Profiles. The Profiles are for improving concentration, attention, calm focus and Peak Performance. These profiles have been designed based upon years of research and testing that has found that the general population will benefit when using the profiles that have been placed within the consumer device.
Our neurofeedback device is the size of a large ipod, runs on 2 AA batteries and has its own microprocessor so it does not require a PC while training. The device is currently capable of holding 3 training Profiles and the individual chooses the desired Profile by a simple press of a button. There is no capability in the device itself of changing its internal programming. That can only be accomplished through software. The software we provide to the consumer has no programming capabilities. The consumer can upload their training data from the device and track their progress and also email their data to a professional.
The professional versions of our software have virtually unlimited capability of programming training Profiles. These Profiles can be downloaded to the neurofeedback device replacing the consumer Profiles.
When used under the supervision of a professional any diagnosed condition addressed through neurofeedback can be programmed into our neurofeedback device. Our consumer version is limited to training Profiles that improve attention, calming and overall cognitive performance.
A consumer can purchase our technology and use independently at home training with the pre-programmed attention and calming Profiles. At anytime they can seek out professional evaluation and supervision and pay only for the professional services as they can use the device hardware they already own as it can be re-programmed by the professional. Under professional supervision the consumer may work with the professional in their office and may also train at home using the new Profiles programmed by the professional.
We designed our technology to have flexibility of use. Whether it is used for general attention like purchasing home exercise equipment, or for treatment of a diagnosed condition by a professional (seeking out a personal trainer), the actual hardware is identical. What allows the SmartBrain Technologies system to work so effectively is the use of off-the-shelf videogames.
Domenic Greco, Ph.D.
Addendum
Thanks for your email.
I added a second question to my last query (after submitting it once to the website); it might not have made the email to you (if you're getting email alerts), so I pose it again.
You mentioned research that has demonstrated that neurofeedback works. What interests me more is research that your particular device -- your application or use of biofeedback -- works. Does research of that sort exist? and what did it show?
I look forward to hearing your response.
Best,
diane
Changemakers
research
Hi Diane,
NASA conducted a comparative research study of kids with ADHD at Eastern Virginia Medical School. Although this study did not use our current technology, it used the prototype developed at NASA that is essentially the same as our consumer device. The study used a comparative design to test the effectiveness of traditional neurofeedback to videogame neurofeedback and found positive comparative outcomes on core ADHD symptoms although noted greater physiologic change in the videogame group.
An independent double blind crossover study using our technology was conducted in two elementary schools by Roger deBeus, Ph.D. Although the study has yet to be published, the results have been presented at the American Psychiatric Association Conference. The study showed significant results on core ADHD symptoms using our videogame technology.
I don't see a way of attaching to the posts here, but if you would like to provide an email address I could forward these studies to you.
Regards,
Domenic
Domenic Greco, Ph.D.
Consumer Model
Thanks for your helpful responses. I just want to be sure I understand... Are you saying that your basic consumer device is helpful to the typical child with ADHD -- and that that population of kids constitutes the target market for your consumer device? I know that you also regard kids with LD and autism as people who can also benefit from your device(s). Would a child with LD or autism then need to work with a clinician, who could outfit his professional device with profiles best suited to a child with LD (for in-office use) or profiles best suited to a child with autism (for in-office use)?
I look forward to hearing from you.
Best
Diane
Changemakers
Consumer Model
Hi Diane,
The target market for our consumer device is anyone who wishes to improve concentration, focus, developing and more inner calm and outward focused attention. It will also assist with improving overall cognitive processing. So to answer your question, one of our target markets for the consumer device is all school aged children although someone with attention and learning challenges can benefit the most. Under professional supervision any diagnosed condition that can be effectively addressed with neurofeedback, i.e., ADHD, LD, Autism, Mild Brain Injury, can be treated using our videogame technology. The clinician has the option of using our technology for treatment in the office or programming our technology and sending it home and providing a supervised home training in more of a telemedicine application.
Consumer Model
Thanks for your helpful responses. I just want to be sure I understand... Are you saying that your basic consumer device is helpful to the typical child with ADHD -- and that that population of kids constitutes the target market for your consumer device? I know that you also regard kids with LD and autism as people who can also benefit from your device(s). Would a child with LD or autism then need to work with a clinician, who could outfit his professional device with profiles best suited to a child with LD (for in-office use) or profiles best suited to a child with autism (for in-office use)?
I look forward to hearing from you.
Best
Diane
Changemakers
http://www.changemakers.net/node/1885
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Domenic Greco, Ph.D.
Does it work?
Diane,
Yes it does work. As the father of a boy with ADHD, we struggled everyday with his behavior, school work and social adaptation. Tried medication, but after three weeks we heard about the dangers of Adderall and Canada's ban on the medication. With no where else to go, we tried regular neurofeedback. After much money was spent we had little in the way of results. My son hated going to the doctor and staring at a screen trying to keep a line at a certain level.
While watching a Science News show, saw a story on the NASA system that was being studied by U of Richmond. I spent the next two years googling NASA, ADHD, for any updates. Finally we got a hit. A link to SMARTBRAINGAMES.COM came up and I felt like I reached the promised land. I contacted a provider in the region and made an appointment.
After some testing and a consultation, we decided to give it a try. We purchased the system, had the settings adjusted to the areas we thought our son needed the most improvement in and went home to train every other day.
After one month, we drove back to the doctor's office (which was a six hour drive) Within two months we started seeing a change in our boy. He was less apt to get angry, he was procrastinating less when it came to homework, and just overall in such a better state of mind. It has been two years since we began our journey, and the results have exceeded our expectations. Unlike regular neurfeedback, he likes to train while playing video games.
We make our six hour trip monthly to visit the doctor for a conference and a tweaking of the system to maximize the results. Our son is a Ritalin free, normal everyday boy. We recommended it to our cousin who's son is also afflicted by ADHD. He is on Ritalin, and after three months of SMARTBRAINGAMES they have cut his medication dose in half, with the hope they can eliminate the Ritalin completely.