US2007197292A1PendingUtilityA1

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

Individually held — no corporate assignee on recordPriority: Feb 21, 2006Filed: Feb 21, 2007Published: Aug 23, 2007
Est. expiryFeb 21, 2026(expired)· nominal 20-yr term from priority
A61B 5/486
36
PatentIndex Score
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Cited by
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Claims

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.

Claims

exact text as granted — not AI-modified
1 . A system for creating and providing automated visual, auditory, or vibrotactile information for the purposes of biofeedback training via classical and/or operant conditioning, comprising:
 sensors for interface with a trainee user of the system that detect biological activity such as EEG brainwaves, skin electrical activity, electrical skin resistance, body temperature, or other physiological variables of the trainee;   the system providing a game for the trainee which includes visual, auditory, and/or vibrotactile stimulation or displays, the game further including an element of intelligence selected from the group of: goal-seeking behavior, decision-making, or other discernible actions;   an embedded agent which plays the game in the form of movement, decision-making, and other goal-seeking behavior, that is determined by signals from the sensors.   
   
   
       2 . A system for control and change of the perceived level of intelligence, goal-seeking, or decision-making in a game, which reflects the changes and state of the recorded biological activity of a trainee playing the game,
 the system operative to control and change game output variables which are perceived by the trainee such as brightness, contrast, speed, clarity, color, loudness, intensity, or other attributes of an output of the game in response to biofeedback signals received by the system from the trainee.   
   
   
       3 . The system of  claim 2  operative to enable a game administrator and/or the trainee to observe and measure change or progress in biofeedback training of the trainee by the system by observing and discerning the level of intelligence, goal-seeking, or decision-making evident in the game output. 
   
   
       4 . The system of  claim 2  operative to enable the trainee to observe a level of intelligence, goal-seeking, or decision-making behavior, and to perceive and train targeted training variables of the game. 
   
   
       5 . The system of  claim 2  operative to enable the administrator and/or trainee to assess momentary progress of biofeedback training of the trainee by the system by observing a particular decision made by the output system. 
   
   
       6 . The system of  claim 2  operative to enable any observer of the game to assess momentary progress of the trainee, relative to predetermined training goals, by observing a particular decision made by the output of the system. 
   
   
       7 . The system of  claim 2  operative to enable the administrator and/or trainee to assess the momentary progress of biofeedback training of the trainee by the system by observing momentary success of intelligence, goal-seeking, or decision-making in connection with the game. 
   
   
       8 . The system of  claim 2  operative to enable an observer of the game to assess the momentary progress of the trainee, relative to the training goals by observing momentary success of the intelligence, goal-seeking, or decision-making within the game. 
   
   
       9 . The system of  claim 2  operative to enable an administrator and/or trainee to assess the progress of the training by observing cumulative success of the intelligence, goal-seeking, or decision-making within the game. 
   
   
       10 . The system of  claim 2  operative to enable an observer to assess a state of the trainee relative to recorded biological activity and training goals of the trainee by observation or recording of cumulative success of intelligence, goal-seeking, or decision-making within the game. 
   
   
       11 . The system of  claim 2  wherein a level of intelligence in a game is utilized as a biofeedback variable. 
   
   
       12 . The system of  claim 2  wherein a level of speed evidenced in a game is utilized as a biofeedback variable. 
   
   
       13 . The system of  claim 2  wherein a level of attention evidenced in a game is utilized as a biofeedback variable. 
   
   
       14 . The system of  claim 2  wherein a level of focus evident in a game is utilized as a biofeedback variable. 
   
   
       15 . The system of  claim 2  wherein a level of relaxation evident in a game is utilized as a biofeedback variable. 
   
   
       16 . The system of  claim 2  wherein a level of distractibility evident in a game is utilized as a biofeedback variable. 
   
   
       17 . The system of  claim 2  wherein a level of irritability in a game is utilized as a biofeedback variable. 
   
   
       18 . The system of  claim 2  wherein a level of consistency evident in a game is utilized as a biofeedback variable. 
   
   
       19 . The system of  claim 2  wherein a level of reliability evident in a game is utilized as a biofeedback variable. 
   
   
       20 . The system of  claim 2  wherein a level of accuracy evident in a game is utilized as a biofeedback variable. 
   
   
       21 . The system of  claim 2  wherein a level of performance in a game is utilized as a biofeedback variable. 
   
   
       22 . A method of biofeedback training which utilizes a feedback game, wherein actions and events within the feedback game are influenced by biological signals from a trainee observing the feedback game. 
   
   
       23 . The method of  claim 22  wherein decision-making rules and abilities applicable to an embedded game player are introduced and controlled as types of feedback variables to the trainee. 
   
   
       24 . The method of  claim 23  wherein abilities of an embedded game player which may be introduced to the trainee and modulated are comprised of the group of:
 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;   the ability of the player to know where the target lies;   the ability of the player to know the movement of the target;   the ability of the player to move in pursuit of a moving target;   the ability of the player to move more quickly in pursuit of a moving target;   the ability of the player to shoot the ball at an opportune time;   the accuracy with which the player shoots the ball;   the ability of the player to anticipate the position of a moving target, and to shoot the ball appropriately;   the ability of the player to acquire additional balls to shoot at the target, and   the ability of the player to recover quickly from one shot, in order to make the next.   
   
   
       25 . The method of  claim 22  wherein the feedback game produces a plurality of possible displays selected from the group comprising:
 a display of a wide range of feedback performance, rather than a simply scaled variable;   a display of qualitatively different feedback, depending on the trainee's progress;   a display of intuitive visual indicators of the trainee's progress;   a display of feedback in which the level of perceived intelligence in the game reflects a quality of the trainee's performance;   a display of feedback in which the game “player” provides an analog of the trainee;   a display of feedback in which the game “player's” evident intelligence and performance;   a display of feedback representative of a status of the trainee;   a display of feedback in the form of intelligence and empowerment reward to the trainee;   a display of feedback to provide the reward of seeing the game played differently, or better, as training progresses;   a display to provide an element of novelty, as the rules and decision-making of the embedded agent change;   a display to provide a fast visual assessment of the trainee's progress by watching the game progress;   a display to provide a fast visual assessment of the trainee's state by viewing the current display, and   a display which includes an assessment related to the training method.

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