ABSTRACT
Technological products for training the mind that support subjective well-being are gaining popularity in our daily lives. Using Electroencephalographic (EEG) signals for neurofeedback is helpful for learning and a promising approach to train the mind. We introduce MindTrain, a novel, gamified neurofeedback training environment that allows users to learn the skill to voluntarily self-regulate their brain activity in Virtual Reality (VR). MindTrain combines the concept of implicit control with a mobile consumer EEG-wearable in an interactive and immersive VR-environment for visualising the feedback. We tested the feasibility of MindTrain for training to control states of relaxation and concentration. Our results prove that MindTrain is a promising novel method that warrants further investigation within a larger study. Furthermore, the use of the mobile EEG-wearable demonstrates the potential for bringing MindTrain out of the laboratory into a real-world context.
- Kai Keng Ang, Zheng Yang Chin, Haihong Zhang, and Cuntai Guan. 2008. Filter bank common spatial pattern (FBCSP) in brain-computer interface. In 2008 IEEE International Joint Conference on Neural Networks (IEEE World Congress on Computational Intelligence). IEEE, 2390--2397.Google Scholar
- Benjamin Blankertz, Laura Acqualagna, Sven Dähne, Stefan Haufe, Matthias Schultze-Kraft, Irene Sturm, Marija Ušćumlic, Markus A Wenzel, Gabriel Curio, and Klaus-Robert Müller. 2016. The Berlin brain-computer interface: progress beyond communication and control. Frontiers in Neuroscience 10 (2016), 530.Google ScholarCross Ref
- Sophie Bostock, Alexandra D Crosswell, Aric A Prather, and Andrew Steptoe. 2019. Mindfulness on-the-go: Effects of a mindfulness meditation app on work stress and well-being. Journal of occupational health psychology 24 (2019), 127--138.Google ScholarCross Ref
- HTC Corporation. 2015. VIVE VR SYSTEM. https://www.vive.com/us/product/vive-virtual-reality-system/Google Scholar
- John Gruzelier. 2009. A theory of alpha/theta neurofeedback, creative performance enhancement, long distance functional connectivity and psychological integration. Cognitive processing 10, 1 (2009), 101--109.Google Scholar
- Headspace. 2019. Headspace - Your guide to health and happiness. Retrieved June 6, 2019 from https://www.headspace.com/Google Scholar
- Joerg Hipp and Markus Siegel. 2013. Dissociating neuronal gammaband activity from cranial and ocular muscle activity in EEG. Frontiers in Human Neuroscience 7 (2013), 338.Google ScholarCross Ref
- Annika Howells, Itai Ivtzan, and Francisco Jose Eiroa-Orosa. 2016. Putting the 'app' in happiness: a randomised controlled trial of a smartphone-based mindfulness intervention to enhance wellbeing. Journal of Happiness Studies 17, 1 (2016), 163--185.Google ScholarCross Ref
- Interaxon. 2014. Muse. https://choosemuse.com/Google Scholar
- Ilkka Kosunen, Mikko Salminen, Simo Järvelä, Antti Ruonala, Niklas Ravaja, and Giulio Jacucci. 2016. RelaWorld: neuroadaptive and immersive virtual reality meditation system. In Proceedings of the 21st International Conference on Intelligent User Interfaces. ACM, New York, NY, USA, 208--217. Google ScholarDigital Library
- Christian Kothe. 2018. Lab streaming layer. https://github.com/sccn/labstreaminglayer.Google Scholar
- Natasha Kovacevic, Petra Ritter, William Tays, Sylvain Moreno, and Anthony Randal McIntosh. 2015. 'My virtual dream': Collective neurofeedback in an immersive art environment. PloS ONE 10, 7 (2015), e0130129.Google ScholarCross Ref
- Jason Kowaleski. 2019. BlueMuse. https://github.com/kowalej/BlueMuse.Google Scholar
- Laurens R Krol, Sarah-Christin Freytag, and Thorsten O Zander. 2017. Meyendtris: a hands-free, multimodal tetris clone using eye tracking and passive BCI for intuitive neuroadaptive gaming. In Proceedings of the 19th ACM International Conference on Multimodal Interaction. ACM, New York, NY, USA, 433--437. Google ScholarDigital Library
- Anatole Lécuyer, Fabien Lotte, Richard B Reilly, Robert Leeb, Michitaka Hirose, and Mel Slater. 2008. Brain-computer interfaces, virtual reality, and videogames. Computer 41, 10 (2008), 66--72. Google ScholarDigital Library
- Choon Guan Lim, Tih Shih Lee, Cuntai Guan, Daniel Shuen Sheng Fung, Yudong Zhao, Stephanie Sze Wei Teng, Haihong Zhang, and K Ranga Rama Krishnan. 2012. A brain-computer interface based attention training program for treating attention deficit hyperactivity disorder PloS ONE 7,10 (2012), e46692.Google Scholar
- Mindfulness Everywhere Ltd. 2019. Buddhify: Meditation & Mindfulness App. https://buddhify.com/Google Scholar
- NeuroSky. 2004. NeuroSky - Body and Mind. Quantified. http://neurosky.com/Google Scholar
- Fabian Pedregosa, Gaël Varoquaux, Alexandre Gramfort, Vincent Michel, Bertrand Thirion, Olivier Grisel, Mathieu Blondel, Peter Prettenhofer, Ron Weiss, Vincent Dubourg, et al. 2011. Scikit-learn: Machine learning in Python. Journal of machine learning research 12 (2011), 2825--2830. Google ScholarDigital Library
- Sebastian Raschka. 2019. Sequential Feature Selector. http://rasbt.github.io/mlxtend/user_guide/feature_selection/SequentialFeatureSelector/.Google Scholar
- Alaa Tharwat, Tarek Gaber, Abdelhameed Ibrahim, and Aboul Ella Hassanien. 2017. Linear discriminant analysis: A detailed tutorial. AI communications 30, 2 (2017), 169--190.Google Scholar
- Bastian Venthur, Sven Dähne, Johannes Höhne, Hendrik Heller, and Benjamin Blankertz. 2015. Wyrm: A brain-computer interface toolbox in python. Neuroinformatics 13, 4 (2015), 471--486.Google ScholarCross Ref
- Oculus VR. 2018. Oculus Go. https://www.oculus.com/go/Google Scholar
- Oculus VR. 2019. Oculus Rift - S. https://www.oculus.com/rift-s/Google Scholar
- Jonathan R Wolpaw and Dennis J McFarland. 2004. Control of a two-dimensional movement signal by a noninvasive brain-computer interface in humans. Proceedings of the national academy of sciences 101, 51 (2004), 17849--17854.Google ScholarCross Ref
- Sarah Wyckoff and Niels Birbaumer. 2014. Neurofeedback and brain-computer interfaces. The Handbook of Behavioral Medicine 1112 (2014), 275--312.Google ScholarCross Ref
- Maryam Binte Zafar, Khadija Akbar Shah, and Hassan Adnan Malik. 2017. Prospects of sustainable ADHD treatment through Brain-Computer Interface systems. In 2017 International Conference on Innovations in Electrical Engineering and Computational Technologies (ICIEECT). IEEE, 1--6.Google ScholarCross Ref
- Thorsten O Zander and Christian Kothe. 2011. Towards passive brain--computer interfaces: applying brain--computer interface technology to human--machine systems in general. Journal of neural engineering 8, 2 (2011), 025005.Google ScholarCross Ref
- Nan Zeng, Zachary Pope, Jung Lee, and Zan Gao. 2018. Virtual reality exercise for anxiety and depression: A preliminary review of current research in an emerging field. Journal of clinical medicine 7, 3 (2018), 1--13.Google ScholarCross Ref
Index Terms
- MindTrain: How to Train Your Mind with Interactive Technologies
Recommendations
2009 Special Issue: The MindGame: A P300-based brain-computer interface game
We present a Brain-Computer Interface (BCI) game, the MindGame, based on the P300 event-related potential. In the MindGame interface P300 events are translated into movements of a character on a three-dimensional game board. A linear feature selection ...
Non-immersive Versus Immersive Extended Reality for Motor Imagery Neurofeedback Within a Brain-Computer Interfaces
Extended RealityAbstractA sensory feedback was employed for the present work to remap brain signals into sensory information. In particular, sensorimotor rhythms associated with motor imagery were measured as a mean to interact with an extended reality (XR) environment. ...
Sublime: a hands-free virtual reality menu navigation system using a high-frequency SSVEP-based brain-computer interface
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and TechnologyIn this work we present Sublime, a new concept of Steady-State Visually Evoked Potential (SSVEP) based Brain-Computer Interface (BCI) where brain-computer communication occurs by capturing imperceptible visual stimuli integrated in the virtual scene and ...
Comments