System and method for incorporating artificial intelligence into a biofeedback training system

Inactive Publication Date: 2007-08-23
COLLURA THOMAS F +2
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0005]In this invention, the feedback game is endowed with intelligence in the form of goal-seeking and decision-making behavior, providing an additional element of context, activity, and quality in the feedback. In this invention, the level of intelligence evident in the game is controlled (“modulated”) as an additional dimension of the training feedback, providing a deeper level of information and guidance.
[0007]In biofeedback and neurofeedback, it is possible to modulate games that the trainee plays, as described for example in U.S. Pat. No. 6,450,820 to A. Pope et. al. Such interaction requires motor movements and attention, and can subvert the goal of the training, which may include stillness and relaxation, rather than activation. Such systems also may introduce muscle and other artifacts, as a result of the required playing activities. Therefore, games that “play themselves” are of specific value in biofeedback and neurofeedback, in providing an informative and engaging display, that nonetheless allows the trainee to influence the progress and success of the game display. The trainee watches the progress of the game, and watches the “player” move and act toward the goal of the game, without having to use keyboard or joystick controls, for example, to control the game progress. In other words, the level of intelligence in the game is used as a biofeedback variable.
[0008]In this invention, the trainee does not have to interact with the game in any manner other than by producing the biological signals. This allows the trainee to remain still, and to focus their attention on the game, as the only means or method necessary to control the game, as well as to modulate the behavior of the game. If the game has perceptible hindrances or shortcomings, then these are in principle under the possible control of the trainee, who can influence the intelligence and efficiency evident in the game, by addressing their ability to make progress in the biofeedback training.
[0009]Humans are able to perceive and interpret complex information such as high-level behavior of a system, and to use that information in the pursuit of learning. Humans are also prone to become bored with repetitive or constant experience, and seek novelty and improvement. Such novelty and improvement constitute powerful rewards, and a system that incorporates such novelty and improvement will benefit by providing additional interest, incentive, and information to the trainee. The result is the ability to perform the training with increased interest, with increased perception and understanding, and for longer periods of time. An additional result is the ability to perceive qualitative changes (improvement or degradation) either within a session or across sessions, as an additional index of progress.
[0010]In this invention, the existence of decision-making rules and other abilities within the embedded game player are introduced and controlled as additional types of feedback variables, in addition to the traditional “stop / go” or “faster / slower” modulation in the feedback. Such abilities would typically be controlled in a gradual fashion, so that abilities and capabilities appear and disappear as the game progresses, and represent additional rewards in the training progress. The achievement of a rule or ability constitutes a reward on its own, and in addition further facilitates progress and speed in the game, providing satisfaction and a sense of accomplishment, as well as a sense of power and ability on the part of the trainee. For example, in a maze type game, the following types of abilities may be introduced and modulated by the systems and methods of this invention:The ability to make an advantageous decision upon hitting a “wall”.The ability to see goals that lie in the existing path, and to stay on that path.The ability to “see” adjacent goals, and to change course to pursue them.The ability to “see” nearby goals, and to change course to pursue them.The ability to “know” where distant goals lie, and to change course to pursue them.The ability to “know” where and when special goals exist, and to pursue them.The ability to “know” where obstructions lie, and to avoid them.The ability to “know” where “enemies” lie, and to avoid them.The ability to predict the course of “enemies” and to avoid such routes.The ability to defend oneself against “enemies” by becoming immune to their effects.The ability to restrict the movement of “enemies”, thus avoiding their effects.The ability to change course without having to hit a wall.The ability to change course in the absence of immediately “visible” rewards.The ability to change course based upon planning of the eventual route.The ability to change course to avoid unnecessary long routes.The ability to change course to acquire nearby rewards first, to avoid roundabout routes.The ability to adjust the speed with which the agent runs the maze.The ability to travel at a faster speed.The ability to go faster when there are no goals being acquired, in order to seek distant goals more quickly.The ability to use random choice, to provide variability in running the maze.These constitute examples of intelligence and abilities which can be incorporated into a maze type game in accordance with the principles and concepts of the invention.
[0013]As a result of this method, it is possible to construct gamelike biofeedback systems and displays that have one or more of the following representative properties:Provide a wide range of feedback performance, rather than a simply scaled variable.Provide qualitatively different feedback, depending on the trainee's progress.Provide intuitive visual indicators of the trainee's progress.Provide feedback in which the level of perceived intelligence in the game reflects the quality of the trainee's performance.Provide feedback in which the game “player” provides an analog of the trainee.Provide feedback in which the game “player's” evident intelligence and performance.Provide a representative of the internal state of the trainee.Provide feedback in the form of intelligence and empowerment, which reward the trainee.Provide the reward of seeing the game played differently, or better, as training progresses.Provide an element of novelty, as the rules and decision-making of the embedded agent change.Provide a fast visual assessment of the trainee's progress by watching the game progress.Provide a fast visual assessment of the trainee's state by viewing the current display.Incorporate assessment directly into the training system or method.

Problems solved by technology

This is useful in providing interest value, but lacking lasting or deeper information of potential value to the trainee and to the feedback administrator.
Such systems also may introduce muscle and other artifacts, as a result of the required playing activities.

Method used

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  • System and method for incorporating artificial intelligence into a biofeedback training system
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  • System and method for incorporating artificial intelligence into a biofeedback training system

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Embodiment Construction

[0017]The systems and methods of the invention can be embodied in a form that includes a biofeedback monitoring system, a suitable automated processor or computer, and a display that is capable of presenting material of a graphical, auditory, or vibrotactile nature. The system is basically comprised of an overall Decision Rule Application System. This includes the Biofeedback Monitoring System that monitors the Trainee's physiological data. The Biofeedback Monitoring System is interfaced to the Biofeedback Software Processor element via a communication channel. The Biofeedback Software Processor is responsible for the control of the system based upon the Trainee's physiological state.

[0018]With reference to FIG. 1, there is illustrated the basic components necessary for a biofeedback session utilizing the system and method of the present invention. The Trainee 1 is connected to the Biofeedback Monitoring System 3 via. a link 2 that conveys physiological information to the system. Th...

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Abstract

A biofeedback training system and method which utilizes biological signals from a trainee to influence actions and events in an activity or game displayed to the trainee. A level of intelligence in a displayed activity or game is used a biofeedback variable. Decision-making rules or other abilities within an embedded game player are introduced and controlled as additional types of biofeedback variable, and represent awards in a training process. The methods and systems can be applied to any activity or game that includes goal-seeking behavior and that can be configured for automatic play by goal-oriented rules. The action and content of game-like biofeedback displays may be influenced or dictated by biological signals from a trainee viewing the display.

Description

RELATED APPLICATION[0001]This application is a conversion of U.S. Provisional Patent Application No. 60 / 774,593, filed Feb. 21, 2006.FIELD OF THE INVENTION[0002]The invention is in the general field of biofeedback and systems and methods for generating and controlling biofeedback stimuli.BACKGROUND OF THE INVENTION[0003]Biofeedback and neurofeedback function by virtue of conditioning, either classical conditioning, operant conditioning, or combinations thereof. Classical conditioning occurs when an organism is presented with two events that are conjoined, such as the case of Pavlov who conditioned dogs to respond with a digestive response (salivation) that was associated with the ringing of a bell. Operant conditioning occurs when an organism learns that one or more of their behaviors (including producing biological signals) consistently results in an external event (such as the ringing of a bell). In both cases, the organism learns the association, and the result is learning. Biofe...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA61B5/486
Inventor COLLURA, THOMAS F.COLLURA, TERRI M.MRKLAS, WILLIAM
Owner COLLURA THOMAS F
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