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.

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Published
2024-10-06
DOI
https://doi.org/10.1109/smc54092.2024.10831758
Primary Topic
Education and Learning Interventions
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article
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article

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

T. A. Suhail, A. P. Vinod, R Subasree
Education and Learning Interventions
article

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

T. A. Suhail, A. P. Vinod, R Subasree
article en

Abstract

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.

Singapore Institute of Technology (SG), Indian Institute of Technology Palakkad (IN), National Institute of Mental Health and Neurosciences (IN)
Quality Education
Openalex Percentile: Top 59%
Education and Learning Interventions
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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 — T. A. Suhail, A. P. Vinod, et al. · (2024) | TGRS Research Map | TGRS