NASA NTRSDate not supplied
A recent spin-off from flight deck adaptive automation research at NASA Langley Research Center is a biocybernetic invention referred to informally as MindShift. When using the MindShift technology, a person is able to play off-the-shelf Nintendo Wii games enhanced with biofeedback, which is used to improve self-regulation of physiological functioning. Therefore, the user experiences the challenge of regulating their physiological responses during gameplay in addition to the intended challenges presented in the video game. The research projects being conducted under the supervision of Dr. Alan Pope and Chad Stephens at NASA Langley Research Center examine the effects of interacting with the MindShift invention technology on subjects' self-regulation of heart rate and brainwave activity, performance in the games, performance on cognitive tasks, and subjective experience of effort (i.e., workload). The MindShift invention's effects are being compared to the effects of interacting with the games without the MindShift technology and to the effects of interacting with commercial-off-the-shelf (COTS) brain-computer interface (BCI) technology, specifically the Mattel Mind Flex and the Uncle Milton Star Wars Force Trainer. A 32-channel electroencephalograph system is used to record subjects' brainwave and electrocardiographic activity. The potential for biofeedback game system applications is wide-ranging - from a more engaging form of clinical biofeedback training to a new challenge for avid gamers. Consequently, research needs to be conducted to fully understand the effects that these new games have on a person's physiological and psychological functioning. Biocybernetic technology like MindShift developed from the idea that operators of critical systems such as aerospace systems could hone their stress management and attention skills in biofeedback-augmented leisure activities while off-the-job in order to positively affect their on-the-job performance. This human performance enhancement technology is applicable to skill training on manually controlled critical tasks, such as unmanned aerial vehicle teleoperation, thus enabling the training of cognitive skills to be concurrent with manual skills. Furthermore, this type of technology can apply to medical and clinical uses of biofeedback by serving as an additional form of clinical biofeedback training that may be particularly useful for those with ADHD.