NASA Patents (NASA Patent #'s 5,377,100 & 6,450,820)
What is the connection with NASA, Neurofeedback and SmartBrain Technologies?
NASA scientists are encouraged to find ways of translating their core research areas into applications that benefit life here on earth. SmartBrain Technologies is a NASA Spin-off that brings this ideal into reality.
Scientists at NASA Langley Research Center researched and developed technologies using EEG brain activity measures for assessing sustained attention, engagement, awareness and pilot stress, in laboratory flight simulators. The research found overall improvement in pilots' attention and engagement to task. Emerging from this NASA research was the recognition that these flight simulators were very similar to a sophisticated video game. NASA conducted additional research at Eastern Virginia Medical School using off the shelf video game Neurofeedback to help improve the attention of children. As a result, the SmartBrain Technologies invention was born. Very sophisticated Neurofeedback technology is embedded into off-the-shelf video game consoles like Sony PlayStation® to help improve attention, learning and memory.
What is Neurofeedback? Go to our articles website.
SmartBrain Technologies is the only Neurofeedback technology tested, patented and developed at NASA. SmartBrain Technologies maintains an exclusive license to use NASA’s patented inventions, turning years of NASA biomedical and scientific research into an effective and powerful experience for children and adults. The patent numbers are as follows:
NASA Research Study with ADHD Children
NASA conducted a research study at Eastern Virginia Medical School with ADHD children. View the research video to find out how kids playing video games can drastically improve their awareness and attention.
Dr. Alan Pope
"The biofeedback video game concept (patented by NASA) evolved from a physiologically-adaptive simulator system that was developed in NASA flight deck research. With this system, brainwaves controlled the level of automation in a simulator flight deck.
This "closed-loop" testing setup was used to determine what level of automation kept pilots engaged best in the flight task.
It was soon realized that, given enough practice, pilots could probably turn the testing system into a training system; that is, they would learn to control their brainwaves to set the level of automation where they wanted.
This becomes essentially a brainwave biofeedback training situation. It differs from conventional brainwave biofeedback in that the feedback and reward are not explicit on a display, but implicit in the subject's control of the task's difficulty with his brainwaves.
If the flight simulator is replaced with a video game, as it was in the spin-off technology, the system becomes an entertaining way to deliver brainwave biofeedback training.
NASA scientists are encouraged to look for these kinds of spin-offs from their core aerospace research."
Source: Pope, A. T., and Bogart, E. H. Indentification of Hazardous Awareness States of Monitoring Environments.
SmartBrain Technologies and its parent company CyberLearning Technology, LLC are not affiliated with any other company claiming to use NASA Based technology and video games to improve attention. CyberLearning Technology, LLC has an exclusive license from NASA to provide this exciting technology to the public.