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1 S NEEURO MEMORIE: IMPROVING COGNITIVE WELL-BEING WITH GAMIFICATION AND EEG 1. RESEARCH ON COGNITIVE TRAINING Our cognitive abilities, such as reasoning skills, working memory and multitasking performance may diminish significantly throughout the span of our adult life. In fact, studies have revealed a linear relationship between the declines in our mental faculties and aging, as early as in our twenties [1-2]. Nevertheless, to slow down or even prevent the onset of cognitive aging is possible. Just as we are able to build up our muscles in the gym, our brains can, too, be exercised. Numerous studies and clinical trials have been conducted by scientists worldwide in an effort to try to understand the causes of cognitive decline and the corresponding preventive measures to combat them. These include reports that have shown cognitive training played a positive role in improving our fluid and crystalized intelligences [3-7] while also being sustainable [8-10] and transferable to our daily functions [11-26]. Perhaps most prominently, a large scale meta- study based on more than 250 high quality publications conducted by the National Institute

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Page 1: EEURO M BEING WITH EEG · IMPROVING COGNITIVE WELL-BEING WITH GAMIFICATION AND EEG 1.ESEARCH ON COGNITIVER TRAINING Our cognitive abilities, such as reasoning skills, working memory

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S

NEEUROMEMORIE:IMPROVINGCOGNITIVEWELL-BEINGWITHGAMIFICATIONANDEEG

1.RESEARCHONCOGNITIVETRAINING

Our cognitive abilities, such as reasoning skills,workingmemoryandmultitaskingperformancemaydiminish significantly throughout the spanofouradultlife.Infact,studieshaverevealedalinear relationshipbetween thedeclines in ourmental faculties and aging, as early as in ourtwenties[1-2].

Nevertheless,toslowdownorevenpreventtheonset of cognitive aging is possible. Just asweareabletobuildupourmusclesinthegym,ourbrainscan,too,beexercised.

Numerous studies and clinical trials have beenconducted by scientists worldwide in an effortto try to understand the causes of cognitivedecline and the corresponding preventivemeasures to combat them. These includereports that have shown cognitive trainingplayedapositiveroleinimprovingourfluidandcrystalized intelligences [3-7] while also beingsustainable [8-10]andtransferable toourdailyfunctions[11-26].

Perhapsmost prominently, a large scalemeta-study based on more than 250 high qualitypublicationsconductedbytheNationalInstitute

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ofHealth(NIH)confirmedcognitivetrainingasahighly effective protective factor in combatingcognitivedecline[29].

A person’s cognitive status can be assessed bystandard tests such as RBANS [27]. In a recentNPRarticle,aformerNRPcorrespondenttalkedabout her experience in taking a 20-day braintrainingprogram,whichtohersurprise,yieldedagainof75%intheassessment[28].

Whereas traditional measurements on theimpact of cognitive training were based solelyonassessments,today’sfMRIandneuroimagingtechniqueshaveallowedresearcherstoobservethe direct impacts the training has had onspecificpartsofthebrain.Theseadvancementshavealsogivenrisetothefieldneuroplasticity,givingcredencetothenotionthatourlivescanbe improved through the training andrefinementofourbrains[30-32].

In fact, cognitive training has demonstratedbenefitsacrossallagegroups, fromchildrenasyoung as to the elderly [33-44]. At the sametime, ithasalsobeenshowntobeaneffectivealternativetherapyforpatientssufferingmentalillnessorotherdiseases[45-64].

One particular study investigated the effectscognitive training had on a person’s life acrossthree distinct age groups (8-10, 18-26, 62-76yearsofage) inapreandpost-trainingdesign.Thestudyfoundthatthetransferableeffectsoftraining were observed in all age groups, withespeciallysignificantresultsamongsttheelderlyparticipants[65].

Overall, the overwhelming evidence found forthe effectiveness of cognitive training providesa strong scientific basis for brain exercise,especiallyfortheelderly.

2.GAMESFORBRAINEngaging in meaningful activities is crucial forpeopletoimprovequalityoflife.Forthosewhohave limited activity opportunities and areunder-stimulated, computer games offer ameans for them to stay active mentally andengage positive stimulations. Research hasshown that computer based brain trainingimprovesmemoryandperformanceofeverydaytasksinolderelderly[66-67].

Mobile applications and computer gamesbecomeincreasinglyinevitableintoday’sworld.Driven by US National Science Foundation,neuroscientistsandentertainmentexpertshaveinitiated the collaborationbeing [68]on futuredevelopmentofcomputergamesforfurtherourunderstandingofbrainfunctionsandtoprovidenew tools to foster brain plasticity, boostattentionandwell-being.Thegamingindustryison its way to bring potentially therapeuticgamestomarket[69].

3.EEG-BASEDCOGNITIVETRAININGIn a 2013 study published in Natureinvestigating the impact of specially tailoredcomputergamesonmultitaskingability,theuseof electroencephalogram (EEG) by itsresearchers in brainwave capture proved aneffective method in determining the cognitiveabilitiesofitsparticipants[1].

In fact, numerous studies have reportedassociations between EEG biomarkers andcognitive functioning. For instance there is ahigh correlation between the level of thetaactivity (4–7 Hz) within the brain and one’sworking memory [70-71] while sensorimotorrhythm (SMR) activity (12–15 Hz) is generallyassociated with one’s attention level [72-73]. Engaging individuals in tasksthatenhance

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suchbrainactivities(termed‘neurofeedback’inneuroscience)canpossiblyhelp todramaticallyimprove their cognitiveperformance throughaclosed-loopfashion.

With regards to the possibility of diminishingcognitivegainsduring trainingdue to cognitiveoverload, the use of an adaptive real-timemonitoringsystemusingEEGbiomarkerswhichcaneffectivelycontrolformentalfatiguewouldbeable todeliverasignificant improvementtotheresultsoftraininginterventions[74].

As demonstrated in [75], subjects who playedthe game with an inbuilt EEG-basedneurofeedback functionality showed significantgains in attention/cognitive skills as comparedto those who did not/the control group.Inanother study conducted by [76], researchersconcluded that normal healthy individualspossess the ability to intensify a specificcomponent of their brain activity, which mayfacilitate semantic processing in working-memory-dependenttasksandtoalesserextent,those requiring focused attention. In a furtherstudy [77] focused on spatial tasks, subjectswho were able to increase their upper alphapower (responders) performed better onmentalrotationsafterEEG-basedtraining.

In conclusion, the use of EEG in facilitatingclosed-loop cognitive training provides suchexercises with real-time measurements of aparticipant’smentalstate,ensuringanadaptivetraining program working to effectivelymaximizeitsbenefits.

4.NEEUROMEMORIENeeuro Memorie mobile application equippedwithNeeuroEEGheadband,SenzeBandoffersauniquesolutionforbraintraining,whichcanbedoneinafunmanner,anytimeandanywhere.

PYRAMIDSOLITAIREUnlike the classic pyramid solitaire whereunused cards are promptly disposed of,Memorie’s version allows the player to storethese temporarily unused cards separately forfutureuse.Thesestoredcardsarestoredfaceddown,posingachallengetotheplayertorecallthecards’valuesfrommemory,andanywrongguesses,resultsinascorepenalty.Thesesimpleexercises have indeed been demonstrated toimprove cognitive functions [78], and researchhas shown that such procedural long-termmemories remain robust even in cases ofAlzheimer’sdisease[79].

Toeffectively tackle theonsetofmemory-loss,enhancing short-term memory retentionremains key. With the introduction of cardstorage, players are now required to accesstheir short-term memories, remembering theexact placement and value of the stored cardsand retrieving this information wherenecessary.Inadditiontoimprovingtheplayer’sworkingmemory, the need to constantly task-switch– focusinghis/herattentionnotonlyonthecurrentarrangementofcardsontheboardbut also the cards’ corresponding relevance tothosefaceddown-hasbeenshowntopromotecognitiveflexibility[80].

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Improvements to players’ strategic decisionmaking is another key aspect of our gamedesign.Withnewresearchshowingevidenceofafour-itemworkingmemorylimit[81],itwouldbeunwiseforplayerstostoretoomanycardsatonce. Instead, they are encouraged to thinkstrategically about card storage, lest one runsinto the risk of forgetting values of the cardsstoredandincurringascorepenalty.

With recent studies linkingneuroplasticitywithintellectual stimulation [82]andconfirming thetransfer effects of video games aimed atimproving cognitive functions [83], thismodifiedversionoftheclassicgameofsolitaireis likewise able to provide the playerswith anavenue for brain stimulation and ultimatelyserve as a viable solution to preventing theonsetofmemoryloss.

SUSHIRECALLSushi Recall is a fun version of an N-back task[84],anassessmentincognitiveneurosciencetomeasureapartofworkingmemory.Duringthegame, theplayer ispresentedwitha sequenceof sushi plates supplied from a conveyor belt.The player needs to indicate the type thatmatches the one fromnplates earlier in thesequence.Thestepfactorn(rangefrom1to4)and types of sushi (range from 2 to 5) areincreasedtomakethetaskmoredifficultwhentheplayerisupgradedtothenextlevel.

Human brains are only capable of storing alimited amount of information in their short-termmemories. InanN-backtask,theworkingmemory buffer needs to be updatedcontinuously tokeep trackofwhat thecurrentstimulus must be compared to. To accomplishthis task, the subject needs to both maintain

and manipulate information in workingmemory.

Although it remains controversial ifn-backtraining produces real world improvements toworking memory [85], several studies haveshown that a proper training will benefit thecognitive processes required for memory. In[86],corticalthicknessandcorticalsurfacearea(the brain regions support working memory)weremeasured before and after completing achallengingadaptivecognitivetrainingprogrambasedonthen-back task,apositiveeffectwasobserved. Interestingly, it was found that thetrainingwasmorebeneficialforlowintelligenceindividuals. Another study suggests thatadaptiven-backtrainingdoesnotimprovefluidintelligence but may enhance visuospatialprocessing[87].

DOTCONNECTDot Connect is a gamewhich aims to improvevisual-spatial abilities. The player is given aninitialpictureofvariableshapesrepresentedbya series of connected dots and then asked toreproduce it in either of the following cases:rotatedorflipped(includesmirrored).

While visual-spatial ability (one’s ability tomanipulate 2D/3D figures) is seldom discussed

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relative to short-termmemory loss in cases ofcognitive decline, it remains an importantsubset of our general intelligence [88]. Visual-spatial ability is in fact fundamental to dailyfunctioning, with elderly persons experiencingdecline in thisdepartmentreportingdifficultiesindriving,navigatingnewroutesandforgettingtheplacementofeverydayitems[89].

Our game seeks to alleviate the onset of suchsymptoms by taking advantage of themalleability of spatial skills [90], improvingplayers’abilitiesthroughaseriesofincreasinglymore difficult puzzles. A color guide isimprovised in the earlier stages to familiarizeelderlyplayerswiththerulesofthegame,afterwhich later stages provide a greater challengewithnocolor-coding.

The improvisation of multiple shapes on thesame2Dplaneseekstotargetmultipleaspectsofaplayers’spatialvisualizationability.There-orientation of a singular object requires theplayertoutilizehis/heregocentricspatialability[91] by taking on a different perspective inspace to theone initially shown.Subsequently,the player would find it much easier toreference the placements of the other twoobjects through an analysis of the picture as awhole, developing his/her allocentric spatialabilityintheprocess.

At thesametime,EEGsensorsareattached toour players to evaluate the players’ level ofvisual spatial attention as well as the focus oftheir spatial attention [92], providing accuratemeasurementsintrackingtheiroverallprogress.

MINDCOPTERIn the Mind Copter game, the helicopter iscontrolled by the brainwave captured by thefrontal EEG sensors. Theplayer needs to focusin order to lift the helicopter up and fly toperform the rescue mission. At higher gamelevels, the helicopter becomes heavier andmoreobstaclesareintroducedtochallengetheplayersincontrollinghis/herbrainstate.

Studies have shown the association betweenEEGbiomarkerandattentionlevel[72,73].Theuse of EEG in facilitating attention trainingprovidesexercisewithreal-timemeasurementsof a participant’s attention level, ensuring anadaptivetrainingprogramworkingtoeffectivelymaximizeitsbenefits.

Each of Memorie’s games is designed to trainone or two specified core cognitive capacities,including Attention, Memory, Spatial, Multi-tasking andDecisionMaking. These games canbeusedtowardsatrainingprogramwhichcouldbe personalized based on the cognitive profile

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and personal needs in a particular cognitivearea.

Moreover, the EEG headgear, SenzeBandtogether with the Neeuro Memorie mobileapplication provides real-time monitoring of aplayer’s cognitive state. Analyzing EEG-basedbrainwavenotonlygivesanextradimensiontogame scoring, but also tailors a personalizedguidance to engage players enhancing theirbrain activities, which will improve theircognitiveperformance.

5.CONCLUSIONWe are in aworldofrapid information growthand unprecedented longer lives. Both factors

place great challenge for us to maintaincognitive fitness through life. To enhance ourcognitive well-being and prevent cognitivedecline, it’s important toengageamplementalexercisesinadditiontoahealthylifestyle.

The effectiveness of brain training has beenadvocated by decades of scientific research. Inthe meantime, mobile applications andcomputergamesbecomeincreasinglyinevitablein today’s world. Mobile games paired withlightweight EEG sensors make it possible tofacilitate closed-loop cognitive training in dailylife, offering adaptive, handy and powerfultraining programs for effective brain exerciseforeveryone,anytimeandanywhere.

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