ZONE (Zeroing Out Negative Effects)

instrumentation
ZONE (Zeroing Out Negative Effects) (LAR-TOPS-4)
Biofeedback training for optimal athletic performance
Overview
NASA's Langley Research Center has developed ZONE, an innovative method for improving athletes responses to stress, anxiety, and loss of concentration during competition. In the training environment, when the user successfully attains an optimal target state of psychophysiological functioning, the technology informs and/or rewards that user through real-time physical changes in the athletic equipment. For example, in the training setting, a golfer can work toward optimal concentration in the act of putting, leading to improved performance in real situations.

The Technology
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.
Golfer lining up a put Effect of concentration brainwaves on putting hole size in ZONE training setting
Benefits
  • Improves responses to stress, anxiety, and loss of concentration during competition
  • Appeals to users by embedding biofeedback training in actual athletic task required to perform better
  • User simultaneously masters muscle skill and optimal mental state for executing in real situations

Applications
  • Sports psychology improving skill-based performance -- golf, tennis, baseball, football, hockey, basketball, lacrosse
  • Marksmanship training improving aim and concentration
  • Video gaming mental game technology leveraging motion sensor controllers
  • Defense special forces training
Technology Details

instrumentation
LAR-TOPS-4
LAR-16256-1 LAR-16256-1-CON
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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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Player preparing to practice putt wearing the VRZONE headset.
Apparatus and Method for Biofeedback Training
Measured values of physiological signals may be associated with physiological states and may be used to define the presence of such states. For example, in a physiological state of anxiety, adrenaline diverts blood from the body surface to the core of the body in response to a perceived danger. As warm blood is withdrawn from the surface of the skin, the skin temperature drops. Similarly, in a physiological state of stress, perspiration generally increases making the skin more conductive to the passage of an electrical current, thereby increasing the galvanic skin response. It is well known in the field of performance psychology that the peak performance of a task, such as, for example, putting in golf, foul shooting in basketball, serving in tennis, marksmanship in archery or on a gunnery range, shooting pool, or throwing darts, requires the presence of a physiological state, comprising one or more optimal measured values of physiological signals, coincident with the physical performance of the task. The presence of such an optimal physiological state in athletics is colloquially referred to as being in the zone. The technology provides: an apparatus and method of performance-enhancing biofeedback training that has intuitive and motivational appeal to the trainee, by tightly embedding the biofeedback training in the actual task whose performance is to be improved; and, an apparatus and method of performance-enhancing biofeedback training that is operational in real-time, precisely at the moment when a task or exercise, such as an athletic or military maneuver, is required to be performed. The feedback behavior of the physical environment provided by the present invention has the added benefit of providing aids to visualization that the trainee can use in the real-world skill performance setting.
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