What is your signature innovation in one sentence?
Use of Off-the-shelf PlayStation, XBox, PC videogames modulated by brain activity improving cognitive issues like ADHD, LD, Autism, affects of Aging.
Describe your innovation. What makes your idea unique and different than others doing work in the field?
Our technology uses already proven consumer video games in place of developing expensive game content. This low cost, award winning, NASA Neurofeedback technology measures brain activity in an engaging, immersive way and sends signals to the game controller interface, i.e., joystick, modulating the action potential. In a race car game for example, the speed of the car is dependent upon the type of brain activity being produced. Steering control will be lost if the player becomes over-aroused or stressed in the competition of the game. Our technology can be used directly by consumers at home to improve cognition and it is also used by schools and medical providers treating conditions like ADHD, Learning Disabilities, Autism and Brain Injuries, etc. A major differentiation is the actual conditioning of the brain's neural network through direct feedback of brain activity rather than the more typical 'external physical therapy' like the practicing effect of games like "Brain Age".
What barriers exist that are creating the problem your innovation is hoping to address/change?
There are a number of existing barriers that our technology overcomes by focusing on greater simplicity, lower cost, and enhanced convenience of service delivery. The use of proven, entertaining commercial videogames coupled with our neurofeedback system creates an unmatched brain training tool. Videogames increase the entertainment value creating greater compliance of use. Our SmartBrain technology can be used in a home environment significantly increasing convenience while lowering the cost.
Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing.
Our delivery model is based on a unique cross channel design. We sell our SmartBrain neurofeedback technology to medical and educational professionals and direct to the consumer. Professionals use our technology in offices and schools providing supervision for its use treating medical and learning disorders. Our inexpensive consumer system is available for use at home and can be taken to a professional at anytime for supervision. Professionals and institutions using other neurofeedback systems with simplistic graphics charge $4,000-$8,000 for 40-60 in office training sessions. Using off-the-shelf videogames creates high compliance of use and provides the professional or parents the ability to conduct a more cost effective home training. Clinically supervised training can take place at home completing close to 100 trainings at half the cost of in-office services. Compensation to the professional is dramatically increased while consumers achieve greater results more quickly.
How do you plan to scale your innovation?
Leveraging the NASA brand in PR and conferences has lead to national/international exposure driving traffic/sales to our web site. Consumers can purchase our technology for general 'peak performance' cognitive benefits or seek professional supervision for medical/learning disorders at any time. As more consumers seek out our technology, it drives the demand for professional support. As more professionals use our technology it drives the demand for consumer sales. This circular demand for the SmartBrain Technology continues to drive sales for all target markets. Increasing numbers of research projects using our technology are underway including an SBIR with the military, US Dept of Education, Juvenile Justice System and NIMH research. Hospitals and residential treatment programs have implemented programs and learning centers/schools are using the SmartBrain system as a part of special ed. learning programs which continues to 'spread the word '.