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System and program for cognitive skill training

A skill and training module technology, applied in the field of cognitive skill training systems and programs, can solve problems such as it is difficult for users to repeatedly manage brain activities for a long time, neurofeedback will not be isolated, and training is time-consuming and laborious.

Inactive Publication Date: 2018-08-31
ATENTIV LLC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Obvious limitations of neurofeedback are that training is time consuming and relies on a subject matching his or her EEG signal to a "normal" population template, which depends on wide complex variability
While the subject's attempts to modulate their brain activity may reinforce the most affected parts of ADHD, it is difficult for users to repeatedly manage their brain activity over extended periods of time and, most importantly, neurofeedback does not isolate and target the causes of learning and academic performance. Key Cognitive Processes Underlying Achievement in Executive Function

Method used

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  • System and program for cognitive skill training
  • System and program for cognitive skill training
  • System and program for cognitive skill training

Examples

Experimental program
Comparison scheme
Effect test

example 1

[0167] Example 1 Attention Hold Game Component

[0168] image 3 An example of the environment and task type in which "attention retention" skills are trained and assessed is provided. The user avatar 1 advances along the path at a velocity derived from the user's attention state level measured by the EEG headset and transmitted to the computer or tablet 2 . A timer 3 records the duration of the journey and a progress meter shows the distance to the end of the path. In this example, the user must use self-regulation to persevere until the end of the path and focus hold to achieve a faster completion time. Distracting objects and creatures 4 appear in the path, and the user must ignore the distracting objects to maintain his or her elevated attention state level and speed through the section. "Ability Table" 5 measures the user's level of attention-sustaining skill; this table is populated at a rate that reflects the combination between the level of attention state and perfo...

example 3

[0171] Example 3 Selective Attention Game Component

[0172] Figure 5 An example of the environment and task type in which the "selective attention" skill is trained and assessed is provided. A group of objects 6 with specific visual characteristics appears above the path and moves towards the user avatar. A target object list 7 appears in the user's display screen. In this example, the user has to utilize selective attention to identify an object in a group of objects that matches a certain goal, and then select that object. Ability Meter 5 in this context measures the user's level of selective attention skill; the ability meter fills up faster when the user makes correct actions on groups of objects, and when the user makes many consecutive correct actions. The ability sheet has the minimum success points required to advance to the next mission.

example 4

[0173] Example 4 Alternating Attention Game Component

[0174] Figure 6 and Figure 7 Examples of environments and task types are provided in which "alternating attention" skills are trained and evaluated. A group of objects 6 with specific visual characteristics appears above the path and moves towards the user avatar. A list of target objects appears in the user's display, sometimes showing one visualization parameter, such as a symbol 7, and other times showing a different visualization parameter, such as a shape 8 . In this example, the user must identify objects that match the parameters shown, and use alternating attention to select objects that match that relevant parameter, even if the relevant parameter changes rapidly. Ability Meter 5 in this environment measures the user's alternating attention skill level; the ability meter fills up faster when the user makes correct actions on objects, and when the user makes many consecutive correct actions. The ability shee...

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PUM

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Abstract

This invention enables targeting, personalized measurement, and management of cognitive skills development by users, clinicians, teachers, and parents. The invention features a game based virtual learning curriculum for targeting and developing the underlying cognitive skills of executive functions. The methods and systems of the invention provide an effective and rapid video game-based training curriculum to improve the cognitive skills such as focused attention, sustained attention, cognitive inhibition, behavioral inhibition, selective attention, alternating attention, divided attention, interference control, novelty inhibition, delay of gratification, inner voice, motivational inhibition, and self-regulation. This curriculum utilizes: (i) each of the cognitive processes that underlie attention control and impulse inhibition; (ii) the identification of measurable and trainable cognitive skills; and (iii) game design and game mechanics that effectively train and enable retention of those skills. The game-based system provides a medical professional, clinician, parent, teacher and user with the ability to measure and manage training of targeted cognitive skills to reach a desiredperformance goal.

Description

Background technique [0001] Executive function is the cognitive process that enables us to accomplish tasks such as organizing our thoughts, making future plans, and engaging in problem solving. Executive function skills have been shown to be the foundation of critical learning and academic achievement. [0002] During infancy and normal early childhood development, neural networks of executive functions develop naturally in young children and gradually grow and refine into distributed neural networks. Difficulties in the development of executive functions, such as attentional skills stemming from impairment of cognitive processes in neural networks, are largely due to genetic inheritance following experiential events (Casey et al., DevPsychobiol 40(2002):237-254). Underdevelopment of these cognitive skills prevents children from being able to function in a coordinated way, such as receiving and comprehending new information or completing school tasks. Basic abilities such a...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A61B5/16A61B5/296A61B5/375
CPCA61B5/744A61B5/168G09B5/06A61B5/369A61B5/375A63F13/46A63F13/67A63F13/69A63F13/85G09B5/02G09B19/00
Inventor A.F.麦德莫特E.B.戈登J.G.索伊贝尔N.A.格里斯比
Owner ATENTIV LLC
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