A Study on the Efficacy of an Online Neurofeedback Game Using Consumer-Grade EEG on Enhancing Attention Skills in Stroke and Mild Cognitive Impairment Patients
The burden of cognitive impairment is increasing worldwide and the rehabilitation of patients with such disorders is a major concern. Neurofeedback training (NFT) is emerging as a promising non-pharmacological intervention for enhancing cognition in healthy and cognitive-deficit patients. In this paper, we examine the efficacy of a real-time neurofeedback game using a four-channel consumer-grade Electroencephalography (EEG) system on enhancing overt and covert attention skills in Stroke and Mild cognitive impairment (MCI) patients. The game works based on navigating a car on a computer screen using the player's attention level computed from EEG signals streamed in real-time. The proposed NFT is conducted across 18 patients (10 Stroke and 8 MCI). The attention score significantly improved from the first session to the final session by 1.25-12.55% in the stroke group and 1.84-44.14% in the MCI group. The experimental results demonstrate that the proposed neurofeedback game using consumer-grade EEG is an effective tool for enhancing overt and covert attention skills in patients with cognitive impairment. To our knowledge, this is the first EEG-Brain Computer Interface study for improving overt and covert attention on the cross-sectional stroke-MCI patients.
Authors
- T. A. Suhail
- A. P. Vinod (ORCID: https://orcid.org/0000-0001-9408-1275)
- R Subasree
Institutions
- Singapore Institute of Technology (SG)
- Indian Institute of Technology Palakkad (IN)
- National Institute of Mental Health and Neurosciences (IN)
Publication Details
- Published
- 2024-10-06
- DOI
- https://doi.org/10.1109/smc54092.2024.10831758
- Primary Topic
- Education and Learning Interventions
- Type
- article
- Field-Weighted Citation Impact
- 0.00