With
Video Games!
NASA’s latest software technology transforms ordinary
video game play into highly effective treatment for
attention deficit, hyperactivity, and autistic spectrum
disorders. Programming specific to your child trains
flexibility of focus and attention. Enhanced ability to
learn occurs naturally while playing favorite video
games - XBox, PlayStation, and more, with S.M.A.R.T.
BrainGamesTM
The Center for Advanced
NeuroTherapy has specialized in precise assessment and
proven clinical treatment of ADD/ADHD and depression for
over a decade, earning us exclusive rights to offer this
breakthrough treatment. Learn more at
smartbraingames.com

Self Mastery
And Regulation Training
S.M.A.R.T. BrainGames
Transforming the video game experience and improving
brain function.
Mission
Our mission is to develop state of the art devices and
systems for the improvement of brain functioning and
mental awareness, and to make these products available
for widespread use in a fun and enjoyable way.
NASA Video
Working jointly with
NASA, CyberLearning Technology, LLC has developed new
brain technologies using off the shelf videogames that
measure brain function. Our first product, S.M.A.R.T.
BrainGames is designed to work with a Sony PlayStation
One or PlayStation 2.
Simply playing your
favorite video games like Gran Tourismo, Tony Hawk
Skateboarding and Spyro the Dragon can now be used to
improve mental awareness. NASA research has found
improvements in pilots engagement to task, and indicates
this fun engaging training may be helpful in improving
attention in children.
Parents no longer need
to worry about the negative effects or wasted time
playing videogames.
S.M.A.R.T. BrainGames
transforms the fun pastime of playing a video game into
a positive experience.
Brief Description of
Products and Services We develop EEG?]based equipment,
using patented NASA technology, directed toward the
emerging fields of neurofeedback, mental fitness, peak
performance, and brain modification technology.
Neurofeedback
Neurofeedback training
uses a computer assisted EEG (Electroencephalogram)
which accurately measures Brainwave activity through
sensors, safely placed on the surface of the head. This
brainwave activity can then be monitored visually and
auditorally.
Through this
sophisticated feedback system, individuals are taught,
in a game-like format, to effectively exercise their
brain, leading to increased awareness and
differentiation of mental states.
BEG Neurofeedback
naturally empowers the brain to effortlessly
develop increased control and strength, much like the
effects of weight lifting to develop muscle strength or
jogging to improve cardiovascular fitness.
Go-No-Go Vs.
Video Games
Neurofeedback training
systems provide visual and auditory feedback of the
measured state of brain activity. The purpose of this
feedback is to identify and learn the differences
between these different states of awareness.
Most neurofeedback
systems provide a direct measurement and feedback of a
particular brain wave pattern. In an attempt to make
this feedback more engaging, some type of visual display
or animation is used. When the trainee displays the
appropriate brain state, the animation moves along a
pre-determined path. One training system uses a Pac-Man
display moving through a maze. Others use a plane moving
up and down on a computer screen, or flying through a
canyon on a predetermined path. There is no
interactivity or user control over the "game" itself.
When the trainee
displays the appropriate brain state, Pac-Man moves a
space. When the trainee is not displaying the
appropriate state, Pac-Man does not move. This type of
feedback is called "Go-No-Go" feedback. It was designed
to provide a more interesting and engaging form of
feedback,
rather than simply looking a frequency pattern, or a
line or bar graph representing changes in brain
activity.
Enter NASA and
S.M.A.R.T. BrainGames
Using patented NASA
technology, S.M.A.R.T. BrainGames provides the only true
interactive training experience. Real video games,
played on a PlayStation replace the non-interactive
Go-No-Go feedback of other systems.
As the user enters and
maintains the desired brain state, full control of the
game controller is enabled. the game player is able to
play the video game seamlessly. If the user does not
maintain the desired state, speed and steering control
decrease.
Imagine playing a race
car game. You are racing in time trials or against other
players. As you improve your focus, your car goes
faster. If your focus wanders you lose ground to the
other racers. Your brain is the accelerator, your
calmness the steering
Research
NASA and Eastern
Virginia Medical School conducted a research study to
determine the effectiveness of video game neurofeedback
on ADHD. Berkeley Medical Journal
In one research group
kids received standard neurotherapy for the treatment of
ADHD. In the other research group, kids played brain
wave enabled video games.
Both the videogame and
standard neurofeedback groups improved significantly on
most main ADHD outcome measures. No significant
difference in treatment change was seen in group
comparisons.
Parents' appraisal of
treatment effect on ADHD was more positive for the
videogame group. The treatment was rated significantly
more enjoyable by both parents and children.
Trends on pre-post QEEG
change maps indicate that the videogame training may
have advantages in creating more quantitative EEG effect
in the therapeutic direction. |