System for Incorporating Physiological Self-Regulation Challenge into Parcourse/Orienteering Type Games and Simulations

Health Medicine and Biotechnology
System for Incorporating Physiological Self-Regulation Challenge into Parcourse/Orienteering Type Games and Simulations (LAR-TOPS-276)
Incorporating physiological self-regulation challenges into games and simulations
Overview
NASA Langley engineers have created a software tool that operates on a smartphone and incorporates functions of physiological self-regulation or biofeedback with other gaming, training or simulation activities such as orienteering, parcourse training. The central distinguishing characteristic is the integrating of mobile brainwave and physiological monitoring technology with mobile geolocation technology in a smartphone/tablet computer application for biofeedback training and/or entertainment purposes. It makes biofeedback training fun and stimulating to do thereby enabling mastery of the techniques.

The Technology
Although biofeedback is an effective treatment for various physiological problems and can be used to optimize physiological functioning in many ways, the benefits can only be attained through a number of training sessions, and such gains can only be maintained over time through regular practice. However, adherence to regular training has been a problem that has plagued the field of physiological self-regulation limiting its utility. As with any exercise, incorporating biofeedback training with another activity encourages participation and enhances its usefulness.
Combat training course
Benefits
  • Fulfills an unmet need
  • Promotes and sustains the use of biofeedback for training
  • Useful for a broad variety of applications

Applications
  • Orienteering
  • Physical conditioning
  • Combat simulation
  • Flight training
  • PTSD Therapy
  • Parcourse training
Technology Details

Health Medicine and Biotechnology
LAR-TOPS-276
LAR-18880-1 LAR-18880-1-CON
11,903,719 11,141,092
Similar Results
Provided by inventors Alan Pope and Chad Stephens, "Alan and I used DALL-E 3 (https://openai.com/dall-e-3) to generate copyright-free and royal-free images"
Pervasive Biocybernetic Adaptation
The system seamlessly integrates into real-life environments, including homes, cars, or cockpits for pilots. This enables users to train within their daily routines as they move through various work and leisure settings. The technology provides continuous physiological feedback, motivating users to regulate their cognitive and emotional states, with rewards being reflected in the environment. For instance, a driver or pilot can monitor alertness and see changes in their dashboard once a desired state is reached. The system comprises three key components: Talisman: Biofeedback sensors worn on the user's body. Artifacts: Receivers placed in the environment to receive biofeedback signals from the talisman. Software elements that facilitate changes in the operation and appearance of the environment. A pattern comparator stores physiological pattern templates and calculates the proximity of the user's current physiological activity to desirable or undesirable patterns. The reward calculator uses this data to determine when and what rewards are introduced or removed from the user's experience, both qualitatively and quantitatively. As of now, the system has a Technology Readiness Level (TRL) of 3, indicating it is a concept with proof-of-concept analysis.
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Biocybernetic VR/AR Training System for De-Escalating Conflict
NASA’s biocybernetic system is a cutting-edge technology designed to cultivate emotional regulation skills. It leverages the concept of biocybernetic adaptation, where the trainee engages with virtual entities, such as characters in VR/AR/MR environments, whose behavior dynamically responds to the trainee's physiological signals. This responsive system provides real-time feedback, incentivizing the trainee to attain a calmer physiological state. The key components of this VR innovation include: · Head-mounted display hardware · Physiological monitoring hardware, tracking heart rate, breathing, sweat, breath, and brain waves · Software, powered by the Biocybernetic Loop (BL) Engine, integrating physiological data into the VR simulation · Character response avatars · Integration of the trainee's biofeedback data with the VR environment This technology relies on two functional elements working in unison to adapt the behavior and appearance of VR/AR/MR characters. Inference of the trainee's emotional state from physiological signals requires the implementation of advanced machine learning and modeling techniques. A pattern comparator stores templates of physiological patterns and continually assesses the proximity of the trainee's real-time physiological activity to the desired patterns. The pattern comparator calculates a closeness score in relation to one or more reference patterns, transmitting this data to the VR/AR/MR environment components. Consequently, the level of threat or cooperation presented by virtual characters is dynamically adjusted in response to the closeness score, creating an immersive and adaptive training experience.
Golfer lining up a put
ZONE (Zeroing Out Negative Effects)
The system uses perturbation feedback to help the athlete get into the zone through an original method of ZONE. The method allows a trainee to learn physiological self-regulation in order to modify the difficulty of the performance task and/or environment in which training is conducted. For example, better concentration leads to a variety of easier conditions on a training putting green. The technology incorporates software and hardware to provide real-time feedback to the athlete about how close his or her arousal and emotive responses are to an optimal state required to successfully perform the athletic task. This innovation presents the capability to extend current sports training and psychological practices of guided imagery visualization and cognitive reinforcement learning by systematically providing demonstrable and relevant feedback through the use of closed-loop, cybernetic feedback principles that provide immediate reinforcement of pyschophysiological self-regulation and translate into better skill-based performance.
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Computer-Brain Interface for Display Control
The basis of the NASA innovation is the brain signal created by flashing light, referred to as a Visually-Evoked Cortical Potential (VECP). The VECP brain signal can be detected by electroencephalogram (EEG) measurements recorded by electrode sensors placed over the brain’s occipital lobe. In the case of the NASA innovation, the flashing light is embedded as an independent function in an electronic display, e.g. backlit LCD or OLED display. The frequency of the flashing light can be controlled separate from the display refresh rate frequency so as to provide a large number of different frequencies for identifying specific display pixels or pixel regions. Also, the independently controlled flashing allows flashing rates to be chosen such that the display user sees no noticeable flickering. Further, because the VECP signal is correlated with the frequency of the signal in specific regions of the display, the approach determines the absolute location of eye fixation, eliminating the need to calibrate the gaze tracker to the display. Another key advantage of this novel method of brain-display eye gaze tracking is that it is only sensitive to where the user is focused and attentive to the information being displayed. Conventional optical eye tracking devices detect where the user is looking, regardless of whether they are paying attention to what they are seeing. An early-stage prototype has proven the viability of this innovation. NASA seeks partners to continue development and commercialization.
Two young women playing video games
Game and Simulation Control
The technology is constructed to allow modulation of player inputs to a video game or simulation from a user interface device based on the players psychophysiological state. The invention exploits current wireless motion-sensing technologies to utilize physiological signals for input modulation. These include, but are not limited to, heart rate, muscle tension, and brain wave activity. The current capability has been successfully prototyped using the Nintendo Wii console and wireless Wii remote. The experience of electronic game play may also be enhanced by introducing a multiplayer component in which various players collaboratively pursue the goals of the game. The device can also enhance multiplayer experiences such as a video game tournament, in which the skill set required in competitive game play is increased by allowing players to interact with the game, and compete with one another, on a psychophysiological level. This system is compatible with the Nintendo Wii, and prototypes have been designed and are being developed to extend this capability to the PlayStation Move, Xbox Kinect, and other similar game platforms.
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