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Study on the impact of audio-visual stimulation (AVS) with the "Laxman" on cognitive performance, psycho-vegetative tension, general mental state and sleep
- Summary -
Dr. med. A. Gabriel specialist for psychiatry and psychotherapy Psychiatric University Hospital of the Charité at St. Hedwig Hospital Große Hamburger Str. 5-11, 10115 Berlin
1. Introduction
Principal purpose of the study is to find out by means of neuropsychological tests and psychopathological rating procedures, whether and into to what extent a daily application of the AVS with the Laxman of Neurotronics GmbH, over a period of three weeks, leads to an improvement of cognitive performance, a reduction of psycho-vegetative tension and anxiety, an improvement of general mental state and sleep.
The tests were carried out with 20 test persons before and after the three-week application phase and evaluated afterwards.
In a preceding first investigation a positive trend could already be pointed out concerning the improvement in the aforementioned items. The following items were evaluated with 11 test persons before and after an AVS application with the Laxman: general mood, vitality, relaxation, concentration ability, anxiety, nervousness, depression. The test persons indicated improvements in all items, the improvement in relaxation was significant.
Stress, fears, and sleep disturbances, as well as concentration and attention deficits, are wide-spread problems in our society. They often lead to psychotherapeutical and medicamentous treatments. It is to be examined whether and into what extent the AVS represents an alternative treatment method resp. can support a primary treatment.
In particular, it is to be found out whether the AVS resp. the Laxman can be an answer to the stresses that accompany the rising complexity of our society. This includes the treatment and/or prevention of burnout as well as an up-to-date stress management. At the same time it is to be examined whether the AVS can parallelly lead to an improvement in cognitive performance, i.e. attention, concentration, and memory, in order to be able to provide an alternative method for complexity management for high performers.
2. Methods
The audio-visual stimulation device Laxman of the company Neurotronics GmbH was used for the investigation. The Laxman is a device which sends audio-visual impulses by means of color Ganzfeld glasses and earphones, and for this purpose uses varied audio contents.
Before and after an application phase of several weeks, neuropsychological tests and psychopathological rating procedures were carried out, which measure memory, attention and concentration performance, the psychomotoric speed, as well as the psycho-vegetative tension, anxiety, quality of life and sleep.
During the application phase a 20-minute application with an alpha session was carried out daily on six days per week. The study was conducted over three weeks.
2.1 Study Participants
Altogether 20 healthy test persons participated in the study (10 women, 10 men). The average age was 51 years. All test persons were interviewed about their medical history. Only study participants were recruited who showed no indication of preceding transient consciousness disturbances, synkopes or other evidence of epileptic seizures. The anamnesis was carried out by a neurologically and psychiatrically experienced physician.
In order to form a group of test persons as naturalistic as possible and exclude possible factors of influence, e.g. persons were excluded who successfully use daily relaxation techniques such as autogenous training or progressive muscle relaxation, as well as persons who regularly get psychiatric medication. Likewise excluded were test persons with serious internal or neurological psychiatric illnesses.
The tests carried out can be divided into two main groups: psychometric rating procedures and neuropsychological tests. The individual tests are briefly described in the following.
2.2 Psychometric Rating Procedures
The State Trait Anxiety Inventory(STAI) is a psychometric procedure for measuring anxiety. The two scales of the STAI with 20 items each serve to measure anxiety as a state (State Anxiety) and anxiety as trait (Trait Anxiety).
The General Health Questionnaire (GHQ-14) is a procedure to measure the general psychological health. The procedure is based on a self evaluation of the condition in the past week.
The Perceived Stress Scale (PSS) is a common questionnaire to measure generally perceived stress. Statements concerning requirements, joy, concerns, and internal strain are evaluated on a four-stage frequency scale.
The Munich Quality of Life Dimensions List (MLDL) is a full standardized procedure for the self evaluation of adults concerning the cognitive assessment of elementary components of the quality of life. The questionnaire consists of 20 elementary components of life which have to be evaluated on a scale from 0-10 concerning their satisfaction, importance, desire to be changed, as well as the belief of being able to bring about the change in the respective field.
2.3 Neuropsychological Tests
The Concentration Endurance Test (d2 Test) is a universal test to measure the attention and concentration performance, which has been standardized and validated in psychological diagnostics for many years. On a test sheet there are 14 lines, each with 47 marks made up of combinations of the characters 'd', 'p', and 'q', and one, two, three, or four lines. Each 'd' that has two lines is to be crossed out from the random order After 20 seconds the test person is asked to switch to the next line.
The concentration performance value (KL value), which is used in the evaluation, measures the overall performance. It is formed by the amount of characters crossed out correctly (d with two lines) minus the mistakes (type F2). Thus, the evaluation takes into account the psychomotric speed as well as the quality of the performance. The KL value is falsification-resistant, normally distributed and highly reliable.
The Verbal Learning and Memory Test(VLMT) is a test for learning serial word lists in five test runs with subsequent distraction and renewed delayed call. The test material consists of two word lists (A and B) comprised of 15 semantically independent words each. There are two parallel test forms in order to exclude a recognition factor in the after test. By means of the VLMT different parameters of the declarative verbal memory such as the supraspan, the learning and encoding efficiency can be measured.
The Digit span backward is a subtest of the Wechsler Memory Scale, which measures the capacity of the working memory. It concerns the short term storage of information. For this test the test person is first given a row of digits consisting of two digits which have to be repeated backwards. After each successful test run the number of digits in the row is increased until the correct reproduction does not succeed any longer.
The Digit Symbol Test is part of the Wechsler Intelligence Scale and measures the general cognitive processing speed. In the test sheet, digits from 1 to 9 are to be connected with a certain symbol with the help of an allocation pattern.
The Trail Making Test (TMTA) is a specific test procedure to assess the general cognitive speed as well as the attention. In this procedure the numbers of 1 to 25 are randomly distributed on a sheet of paper. The task is to connect them as fast as possible with a pencil. The test value is the time needed for the correct connection of the numbers.
3. Results
3.1 Cognition
As shown in Table 1, there was an improvement in all examined fields. The improvement in concentration and attention was particularly obvious (D2, Digit Span).
Table 1
Test
Field
Pre Value
Post Value
Improvement
D2
concentration/
attention/speed
155,16
180,79
14,2 %
TMTA
cognitive speed (time in seconds)
33,21
24,37
26,6 %
Wordlist VLMT
memory
48,05
54,6
12,0 %
Digit Symbol
psychomotoric speed/
working memory
55,67
61,37
9,3 %
Digit Span
concentration/ working memory
5,2
6,05
14,1 %
3.2 Psychometric Rating Procedures
Compared to the neuropsychological tests the conclusions of the psychometric rating resulted from the subjective experience of the test persons. An improvement could be determined in all examined psychometric dimensions. Predominant was a reduction of the individual stress feeling (by 21.6 per cent) as well as an improvement in the relaxation ability (by 21.5 per cent). Altogether the test persons indicated an improvement of the general psychological health by 27 per cent.
The first three rating procedures (PSS, STAI, GHQ) use 'negative' questions, i.e. a smaller value represents an improvement. The MLDL, including its subtests, uses 'positive' questions, which means a higher value represents an improvement.
Table 2
Scale
Dimension
Wert prä
Wert post
Verbesserung
PSS
Stress
23,85
18,7
21,6 %
STAI (State)
anxiety
39,95
34,05
14,8 %
GHQ
psychological health
14,05
10,2
27,4 %
MLDL
personal well-being
5,9
7,1
16,9 %
relaxation ability
5,65
7,2
21,5 %
total (item 1-20)
131,65
143,45
8,2 %
4. Discussion
The study at hand is currently the most comprehensive investigation of the effect of audiovisual stimulation on cognitive and psychometric fields. Despite the effort towards a standardized execution, certain motivational, daily-temporal, and projektive factors of influence cannot be excluded, as with all studies on the psychological situation. Although the absence of a control group limits the statistical power, a high degree of objectivity is ensured by the use of tests and rating procedures that have been validated for many years.
The consistent results concerning the improvement of concentration and attention (D2 and Digit Span) allow a valid interpretation, whereas the increase in cognitive speed by 26.6 per cent in the TMTA can be partially explained by a possible exercise effect. The improvement of the memory functions might be a secondary effect of the increase in concentration ability.
The fact that there was an increase in the general psychological health by 27 per cent, whereas the general life situation improved only by 8 per cent, is an indication of the problem of social desirability when filling out psychometric questionnaires.
5. Forecast
The version at hand is a first short evaluation of a multiplicity of data. These will be further edited for a publication. In this context the further sub scales and their correlations will be evaluated, as well as the sleep questionnaires to find out about the possible influence of an improved sleep quality on the test results.
Despite certain limitations concerning the explanatory power of the findings, the study at hand shows a clear tendency to an increased stress tolerance and relaxation ability connected with an improvement of the concentration and attention performance. To what extent a larger number of test persons of matched age groups in relation to a control group will confirm these improvements, is subject to further investigations.
Concerning the medical use of the AVS we plan the publication of data from clinical post marketing surveillance studies. By request the complete data records of the test results can be made available as file.
Dr. med. A. Gabriel
Specialist for psychiatry and psychotherapy
Psychiatric University Hospital of the Charité at St. Hedwig Hospital
The "Force Trainer" wasn't the only new product unveiled at CES 2009 that uses Neurosky's new EEG neurofeedback system. Even the toy mammoth Mattel has decided to test the waters with this new technology.
Mind Flex is a game featuring an obstacle course that you must use your mind to navigate a small sphere through. The headset looks slightly different than the one included with the "Force Trainer" - it has one sensor that rests against your forehead and two more that clip onto your earlobes. Apparently the sensors use only theta-wave activity to control the sphere around the course - most likely triggered only during concentration and focus. The headset is wireless and transmits signals to the game using radio frequencies.
The sphere moves around the course using a small fan activated by your brainwaves. The fan actually makes the ball appear to levitate as it navigates through a series of hoops around the mouse-trap like course.
Let's hope Mattel actually follows through with this thing into production. They plan on selling it for only $80!
The "Force Trainer" from Uncle Milton Industries will be one of the first mainstream EEG neurofeedback toys on the market. This revolutionary new game monitors brainwave activity and allows you to control a small ball that moves through a 10 inch training tower using focus and concentration.
Uncle Milton unveiled their new toy at CES 2009. With a fall 2009 release date, it will one of the first products using NeuroSky's neurofeedback hardware. The headset included with the toy appears to be simple and unobtrusive.
Let's hope they do it right so that more products from other manufacturers will follow. We're excited to see EEG neurofeedback being used in a toy. Expect some serious innovaction as more people become aware of EEG and this technology hits mainstream.
We'll keep you updated with any new information about this and other new products using similar technologies.
A theory of alpha/theta neurofeedback, creative performance
enhancement, long distance functional connectivity and
psychological integration.
Gruzelier J. Department of Psychology, Goldsmiths, University of London,
Lewisham Way, New Cross, London, SE14 6NW, UK,
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Professionally significant enhancement of music and dance
performance and mood has followed training with an
EEG-neurofeedback protocol which increases the ratio of theta to
alpha waves using auditory feedback with eyes closed. While
originally the protocol was designed to induce hypnogogia, a state
historically associated with creativity, the outcome was
psychological integration, while subsequent applications focusing
on raising the theta-alpha ratio, reduced depression and anxiety in
alcoholism and resolved post traumatic stress syndrome (PTSD). In
optimal performance studies we confirmed associations with
creativity in musical performance, but effects also included
technique and communication. We extended efficacy to dance and
social anxiety. Diversity of outcome has a counterpart in wide
ranging associations between theta oscillations and behaviour in
cognitive and affective neuroscience: in animals with sensory-motor
activity in exploration, effort, working memory, learning,
retention and REM sleep; in man with meditative concentration,
reduced anxiety and sympathetic autonomic activation, as well as
task demands in virtual spatial navigation, focussed and sustained
attention, working and recognition memory, and having implications
for synaptic plasticity and long term potentiation. Neuroanatomical
circuitry involves the ascending mescencephalic-cortical arousal
system, and limbic circuits subserving cognitive as well as
affective/motivational functions. Working memory and meditative
bliss, representing cognitive and affective domains, respectively,
involve coupling between frontal and posterior cortices, exemplify
a role for theta and alpha waves in mediating the interaction
between distal and widely distributed connections. It is posited
that this mediation in part underpins the integrational attributes
of alpha-theta training in optimal performance and psychotherapy,
creative associations in hypnogogia, and enhancement of technical,
communication and artistic domains of performance in the arts.
Release Date: Summer 2009 Number of Electrodes: 16 Electrode Type: Pure Neural Signals / EEG Movements: Head Rotation through two-axis gyros Estimated Cost: $299 SDK Available? YES
The ThinkGear from NeuroSky
Release Date: Will be released OEM only from 3rd party software/game developers Number of Electrodes: 1 Electrode Type: Pure Neural Signals / EEG Movements: Estimated Cost: Available only to companies developing games or software. SDK Available? YES
The NIA from OCZ
Release Date: May 2008 Number of Electrodes: 3 (Front) Electrode Type: Uses Biopotentials from forehead. Mixture of muscle, skin & nerve activity (sympathetic and parasympathetic) Movements: Multiple mapped profiles Estimated Cost: $160 SDK Available? NO
The release of the much anticipated Emotiv Systems Epoc is delayed until next year, according to Big Download. They were told by a Emotiv PR representative that the device is being delayed so that it works as planned when released.
Mind-controlled Nintendo Wii 2.0 set to rock Mario's console galaxy?
The Nintendo Wii may have revolutionised gaming but we wouldn't bet against it further upping-the-ante, should a mind-controlled Wii 2.0 ever grace our living rooms.
Our awesome artist's impressions, part of the future tech feature in the new issue of T3 Magazine, showcase a Wii headset accessory that uses brainwaves to control characters and also feature immersive in-ear headphones. Sweet.
We've also imagined a streamlined Wii Remote with just the one button. You point and press, your frontal lobes do the rest.
Brain-wave technology is already becoming a reality with Emotiv pioneering in-game systems, but our crystal ball of gadge is advising us to stick a few quid on Nintendo knocking-out the first mind-controlled console on the market.
Hopefully we'll have more info on this soon. Some more images:
Hey you. Yeah, you, listen in close; we've seen the future here at CeBIT. If you thought that the idea of controlling your gaming rig with only your mind was just a bit too Tomorrowland, then you haven't laid eyes on the "brain-computer interface" developed by Austria's Guger Tecnologies (g.tec).
We're happy to report that in a game of thought-control vs. Engadget man-editor, we were totally pwned at Pong. 10-to-4 if you must know. Our competition sat smug in his stool thinking about where he wanted his paddle to go, as we flailed about helpless with mouse and keyboard in a wake of alpha waves. At least we didn't have to smear gel on our scalp and wear a funny hat -- ha! The system works by cleverly measuring fluctuations in electrical voltage in the brain and then translating them into computer commands. The technology has already been commercialized into the size of an iPAQ Pocket PC for hospitals and research institutes. It costs about $5,000 with a 99 - 100% level of accuracy for "trained subjects." We had our hat handed to us by a person who just started using the system, yesterday. Hell, that's a shorter learning curve than Graffiti.
Although the technology shows great promise in controlling prosthetics and assisting the disabled with communications, we found ourselves (and our new best scientist friends, Christoph Guger and Ingo Niedermayer) eagerly discussing its use as a Second Life controller and of course, in robotics. Be sure to click the read link below for all the details; check the gallery for the gore.
I just wanted to drop a big note
apologizing for the lack of updates to the blog - I have a lot of
catching up to do. We were busy moving into our new office and
finishing construction. I'll try to post any news that we may have
missed during the past two weeks.
NextFest is Wired Magazine's four-day festival of innovative products and technologies. We blogged about MindBall last year, which is the commercialized version of Brainball. BrainBall is a game created by Interactive Institute. Players of the game have EEG sensors connected to their forehead with a strap. The electrodes in the strap read the players' brainwaves.
Brainball is a game that goes against the conventional competitive concept, and also reinvents the relationship between man and machine. Instead of activity and adrenalin, it is passivity and calmness that mark the truly successful Brainball player. Brainball is unique amongst machines since it is not controlled by the player's rational and strategic thoughts and decisions. On the contrary, the participants are dependent on the body's own intuitive reactions to the game machine.
At first glance, Brainball seems similar to a traditional two player game - two people challenge one and other and take their respective positions at each end of a table that is laid out with two goals and a little ball. The rest of the game's equipment is more special. Both players wear a strap around their forehead that contains electrodes and is wired up to a biosensor system. This system, that is used to measure the body's biological signals, is tightly fastened to the frontal lobes and registers the electrical activity in the brain - so called EEG (electroencephalogram). The players brain activity is graphed in a diagram on a computer screen so that the public can easily follow the players mental processes during the match.
Here's a picture of Buzz Aldrin beating Wired Magazine publisher Jay Lauf in a BrainBall match.
.."BrainPaint extracts a new metric on the complexity of the EEG and feeds that back visually in a language the brain functions in. Our brains and BrainPaint are complex systems -- BrainPaint takes information communicated directly from the brain and creates real-time fractal images that the brain appears to understand."
An Image Gallery of BrainPaintings can be found here
A company called Ambient has developed a device that intercepts signals sent to the voice box from the brain via a sensor laden neck band. They claim to be able to decode these signals and match them to a pre-recorded series of words - even when the words are voiced out-loud. Theses 'words' can then be used to control things via a computer.
They are currently using this system to direct a motorized wheelchair, allowing a paralysed person to navigate without moving or speaking out-loud. Ambient is developing the technology with the Rehabilitation Institute of Chicago to help people with neurological problems operate computers and other electronic equipment despite their problems with muscle control.
This is the first time (that I know about, anyway) that a device has been able to convert electrical impulses from the brain into actual words. This is different from traditional EEG, which measures brainwaves, as it is analyzing signals outside the brain on their way to the larynx.
Audeo is currently selling a developer kit that allows researchers to develop new applications with their technology. If this works as well as they claim, the possibilities are endless.
Check out the rest of this article for a video presentation of the device.
Nancy Leo, a senior at Arizona's Hamilton
High School, had her science fair research project selected as one
of 18 projects to be presented at the Sixth World Congress on
Stress in Austria.
Leo's study focuses on HRV (heart rate variability) and salivary
cortisol changes that occur during stressors in the laboratory
while using biofeedback. She found that an increase in stress
resulted in less heart rate variability and an increase in salivary
cortisol. She also found that the stress response could be changed
significantly with biofeedback.
Hungarian researchers are using GSR Biofeedback in a new study using video games.
Laszlo Laufer and Bottyan Nemeth from the Budapest University of Technology and Economics are using GSR Biofeedback (Galvonic Skin Response, or skin conductance) in a study where they've shown that a gamer's actions can be predicted up to two seconds before they occur.
Laufer says "There are quite a few situations in life where there would be a need to provide a support for making a good decision at a good time. I have military applications (pilots) in mind, but surely we can find others as well." He also sees it being used in video games "Another application I have in mind could be called a frustration game" This type of game could detect when a player was going to act and change gameplay to throw off the player. This type of technology could be integrated into game controlers easily.
This type of technology (GSR Biofeedback) should be used in more video games, but I'm not too sure that it would be very successful if used in a manner that would frustrate game players! It could definitely be used to help speed up a person's reaction time while playing a game.
You may have already seen this, but it is new to me. Ken Wilbur narrates a video of his own experience using neurofeedback while navigating various meditative states.
From YouTube:
'We asked Ken to do a short 10-minute commentary on these various meditative states and the corresponding brain-wave patterns that are shown on the EEG machine in the video. Ken enters four meditative states (nirvikalpa closed eyes, nirvikalpa open eyes, sahaj, and mantra-savikalpa), each of which has a very distinctive brain-wave pattern. In his commentary, Ken emphasizes that the patterns shown on this machine may or may not be typical, but they do emphasize that profound consciousness states can be evoked at will, and these show immediate correlation in brain-wave patterns.'
A company called Omneuron aims to use MR
Imaging for neurofeedback purposes, although they aren't calling
it neurofeedback.
The company is using fMRI (real-time functional magnetic resonance
imaging) to measure blood flow to different parts of the brain and
use it to teach sufferers of chronic pain, depression, addiction
and other psychological conditions to see which parts of the brain
are activated while performing different tasks.
It is essentially neurofeedback using fMRI instead of EEG.
Another company called No Lie MRI is trying to sell similar
technology to companies and agencies in the government as a
replacement to the polygraph.
A game studio called Frozen North
Productions in Canada has created an off-shoot of Tetris that
they call Biobox. Their Biofeedback version of Tetris uses pulse
rate to determine the speed of the following blocks. Like many
biofeedback games, the object is to relax while playing - and the
incentive is ease-of-play.
Here is a great video from YouTube featuring the work of Rae Tattenbaum and Susan Othmer using neurofeedback for peak performance. This shows the neurofeedback applied using the CARE model. Here is a great video from YouTube featuring the work of Rae Tattenbaum and Susan Othmer using neurofeedback for peak performance.
Living in a more connected and tech-focused world can result in
added stress, and MindBall's biofeedback system may soon become a
regular way to monitor and manage stress levels.
If you're going to win MindBall, a game designed by the
Interactive Institute, you've got to be relaxed. Two players sit
across from each other at a table wearing headbands that monitor
their brain activity. Their brainwaves control a ball on the table,
and the most relaxed player wins.
The MindPlace PreSage biofeedback system is coming soon!
The release date has been pushed forward a bit, but we're
expecting it to be available sometime in October or before.
The PreSage is a very accurate (16 bits minimum) and fast (up to 20
samples/second) system which is capable of acquiring up to four
channels of biofeedback information simultaneously. It will include
free PreSage Monitor software for PCs, which allows information to
be saved and displayed as bar graphs and line chart formats.
PreSage also includes a unique, RGB front panel display. The
PreSage will also connect to our Procyon system for Light &
Sound Biofeedback sessions. More info soon!