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Dec 24, 2013

Speaking and cognitive distractions during EEG-based brain control of a virtual neuroprosthesis-arm

Speaking and cognitive distractions during EEG-based brain control of a virtual neuroprosthesis-arm.

J Neuroeng Rehabil. 2013 Dec 21;10(1):116

Authors: Foldes ST, Taylor DM

BACKGROUND: Brain-computer interface (BCI) systems have been developed to provide paralyzed individuals the ability to command the movements of an assistive device using only their brain activity. BCI systems are typically tested in a controlled laboratory environment were the user is focused solely on the brain-control task. However, for practical use in everyday life people must be able to use their brain-controlled device while mentally engaged with the cognitive responsibilities of daily activities and while compensating for any inherent dynamics of the device itself. BCIs that use electroencephalography (EEG) for movement control are often assumed to require significant mental effort, thus preventing users from thinking about anything else while using their BCI. This study tested the impact of cognitive load as well as speaking on the ability to use an EEG-based BCI. FINDINGS: Six participants controlled the two-dimensional (2D) movements of a simulated neuroprosthesis-arm under three different levels of cognitive distraction. The two higher cognitive load conditions also required simultaneously speaking during BCI use. On average, movement performance declined during higher levels of cognitive distraction, but only by a limited amount. Movement completion time increased by 7.2%, the percentage of targets successfully acquired declined by 11%, and path efficiency declined by 8.6%. Only the decline in percentage of targets acquired and path efficiency were statistically significant (p < 0.05). CONCLUSION: People who have relatively good movement control of an EEG-based BCI may be able to speak and perform other cognitively engaging activities with only a minor drop in BCI-control performance.

Case hand prosthesis with sense of touch allows amputees to feel

Via Medgadget

There have been a few attempts at simulating a sense of touch in prosthetic hands, but a recently released video from Case Western Reserve University demonstrates newly developed haptic technology that looks convincingly impressive. Here’s a video of an amputee wearing a prosthetic hand with a sensor on the forefinger, while blindfolded and wearing headphones that block any hearing, pulling stems off of cherries. The first part of the video shows him doing it with the sensor turned off and then when it’s activated.

For a picture of the electrode technology, please visit:http://www.flickr.com/photos/tylerlab/10075384624/

NeuroOn mask improves sleep and helps manage jet lag

Via Medgadget

A group of Polish engineers is working on a smart sleeping mask that they hope will allow people to get more out of their resting time, as well as allow for unusual sleeping schedules that would particularly benefit those who are often on-call. The NeuroOn mask will have an embedded EEG for brain wave monitoring, EMG for detecting muscle motion on the face, and sensors that can track whether your pupils are moving and whether they are going through REM. The team is currently raising money on Kickstarter where you can pre-order your own NeuroOn once it’s developed into a final product.

The Creative Link: Investigating the Relationship Between Social Network Indices, Creative Performance and Flow in Blended Teams

The Creative Link: Investigating the Relationship Between Social Network Indices, Creative Performance and Flow in Blended Teams

Andrea Gaggioli, Elvis Mazzoni, Luca Milani, Giuseppe Riva

Computers in Human Behavior. 01/2014; Forthcoming publication. DOI:10.1016/j.chb.2013.12.003

This study presents findings of an exploratory study, which has investigated the relationship between indices of social network structure, flow and creative performance in students collaborating in blended setting. Thirty undergraduate students enrolled in a Media Psychology course were included in five groups, which were tasked with designing a new technology-based psychological application. Team members collaborated over a twelve-week period using two main modalities: face-to-face meeting sessions in the classroom (once a week) and virtually using a groupware tool. Social network indicators of group interaction and presence indices were extracted from communication logs, whereas flow and product creativity were assessed through survey measures. Findings showed that specific social network indices (in particular those measuring decentralization and neighbor interaction) were positively related with flow experience. More broadly, results indicated that selected social network indicators can offer useful insight into the creative collaboration process. Theoretical and methodological implications of these results are drawn.

Evaluation of neurofeedback in ADHD: The long and winding road.

Evaluation of neurofeedback in ADHD: The long and winding road.

Biol Psychol. 2013 Dec 6;

Authors: Arns M, Heinrich H, Strehl U

Among the clinical applications of neurofeedback, most research has been conducted in ADHD. As an introduction a short overview of the general history of neurofeedback will be given, while the main part of the paper deals with a review of the current state of neurofeedback in ADHD. A meta-analysis on neurofeedback from 2009 found large effect sizes for inattention and impulsivity and medium effects sizes for hyperactivity. Since 2009 several new studies, including 4 placebo-controlled studies, have been published. These latest studies are reviewed and discussed in more detail. The review focuses on studies employing 1) semi-active, 2) active, and 3) placebo-control groups. The assessment of specificity of neurofeedback treatment in ADHD is discussed and it is concluded that standard protocols such as theta/beta, SMR and slow cortical potentials neurofeedback are well investigated and have demonstrated specificity. The paper ends with an outlook on future questions and tasks. It is concluded that future controlled clinical trials should, in a next step, focus on such known protocols, and be designed along the lines of learning theory.

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review.

Miller KJ, Adair BS, Pearce AJ, Said CM, Ozanne E, Morris MM. Age Ageing. 2013 Dec 17. [Epub ahead of print]

BACKGROUND: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity. OBJECTIVE: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation. METHODS: a systematic review searching 12 electronic databases from 1 January 2000-10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality. RESULTS: fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (≥70%) and adherence (≥64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported. CONCLUSIONS: existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.