Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Machado, Fabiana Santos Vieira
Orientador(a): Frizera Neto, Anselmo lattes
Banca de defesa: Andrade, Kleber de Oliveira lattes, Palacios, Ester Miyuki Nakamura lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal do Espírito Santo
Mestrado em Engenharia Elétrica
Programa de Pós-Graduação: Programa de Pós-Graduação em Engenharia Elétrica
Departamento: Centro Tecnológico
País: BR
Palavras-chave em Português:
EEG
Área do conhecimento CNPq:
Link de acesso: http://repositorio.ufes.br/handle/10/14178
Resumo: Attention Deficit Hyperactivity Disorder (ADHD) is a neuropsychiatric disorder, which is treated with the administration of psychostimulants, and cognitive behavioral approaches. The use of the medication may have side effects; thus, neurofeedback can be used to teach the user how to regulate their own brainwaves to help correct its dysfunctional patterns. NFB has a repetitive aspect and can be long lasting. Therefore, “serious games” can be integrated into training to maintain interest throughout the process. This research presents the development of a neurofeedback system based on serious games for neurorehabilitation of children with ADHD. For the brain data acquisition, a 20 dry-electrode wireless EEG headset. The Neurofeedback Space serious game, developed in Unity platform, was developed to be used throughout the NFB sessions and to provide immersion and engagement. In the preliminary validation and algorithm’ selection, 5 volunteers were asked to watch a video with attention and non-attention tasks. Then, an SVM classifier was trained and tested with the collected data to choose between five brain regions and four algorithm versions with the best performance. The best results were achieved by (training accuracy of 98.12% and test accuracy of 93.88%) region 4 (F3, F7, C3 and T3) and version 2. Two experiments with 5 volunteers each, 5 sessions, and with an interval of 2 months between them were done to test the complete NFB system. The main difference between experiments was to fix game level 2 so that all metrics could be compared between volunteers. Three evaluation metrics were used to analyze the improvement in the performance: game’s metric, brain signal’s frequency bands power metric, and concentrated attention test metric. The analyzes show a divergence between the results obtained in both experiments. All volunteers improved in performance in the concentrated attention test. In Experiment 1, the Volunteers improved in the performance of the game metrics and reported feeling more concentrated throughout the week. In Experiment 2, the results of attention, score and sustained attention had large oscillations. Brain data results were inconclusive. Also, fixing level 2 showed no learning effect as perceived in experiment 1. Therefore, it is not possible to declare conclusive results for the developed NFB system, even with the improvement of some metrics presented. Factors that may have affected NFB training are number of sessions, duration of serious game, number of volunteers, game genre, and EEG dry electrodes headset.
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spelling Frizera Neto, Anselmohttps://orcid.org/0000000206873967http://lattes.cnpq.br/8928890008799265Machado, Fabiana Santos Vieirahttps://orcid.org/0000-0003-0996-8651http://lattes.cnpq.br/2705690076290294Andrade, Kleber de Oliveirahttp://lattes.cnpq.br/1498251399219988Palacios, Ester Miyuki Nakamurahttps://orcid.org/0000-0002-2196-2490http://lattes.cnpq.br/12365732055548332024-05-30T00:48:58Z2024-05-30T00:48:58Z2020-04-14Attention Deficit Hyperactivity Disorder (ADHD) is a neuropsychiatric disorder, which is treated with the administration of psychostimulants, and cognitive behavioral approaches. The use of the medication may have side effects; thus, neurofeedback can be used to teach the user how to regulate their own brainwaves to help correct its dysfunctional patterns. NFB has a repetitive aspect and can be long lasting. Therefore, “serious games” can be integrated into training to maintain interest throughout the process. This research presents the development of a neurofeedback system based on serious games for neurorehabilitation of children with ADHD. For the brain data acquisition, a 20 dry-electrode wireless EEG headset. The Neurofeedback Space serious game, developed in Unity platform, was developed to be used throughout the NFB sessions and to provide immersion and engagement. In the preliminary validation and algorithm’ selection, 5 volunteers were asked to watch a video with attention and non-attention tasks. Then, an SVM classifier was trained and tested with the collected data to choose between five brain regions and four algorithm versions with the best performance. The best results were achieved by (training accuracy of 98.12% and test accuracy of 93.88%) region 4 (F3, F7, C3 and T3) and version 2. Two experiments with 5 volunteers each, 5 sessions, and with an interval of 2 months between them were done to test the complete NFB system. The main difference between experiments was to fix game level 2 so that all metrics could be compared between volunteers. Three evaluation metrics were used to analyze the improvement in the performance: game’s metric, brain signal’s frequency bands power metric, and concentrated attention test metric. The analyzes show a divergence between the results obtained in both experiments. All volunteers improved in performance in the concentrated attention test. In Experiment 1, the Volunteers improved in the performance of the game metrics and reported feeling more concentrated throughout the week. In Experiment 2, the results of attention, score and sustained attention had large oscillations. Brain data results were inconclusive. Also, fixing level 2 showed no learning effect as perceived in experiment 1. Therefore, it is not possible to declare conclusive results for the developed NFB system, even with the improvement of some metrics presented. Factors that may have affected NFB training are number of sessions, duration of serious game, number of volunteers, game genre, and EEG dry electrodes headset.Attention Deficit Hyperactivity Disorder (ADHD) is a neuropsychiatric disorder, which is treated with the administration of psychostimulants. The use of the medication may have side effects; thus, neurofeedback can be used to teach the user how to regulatTexthttp://repositorio.ufes.br/handle/10/14178porUniversidade Federal do Espírito SantoMestrado em Engenharia ElétricaPrograma de Pós-Graduação em Engenharia ElétricaUFESBRCentro Tecnológicosubject.br-rjbnEngenharia ElétricaNeurofeedbackEEGADHDSerious GamesSignal ProcessingDevelopment of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedbackinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da Universidade Federal do Espírito Santo (riUfes)instname:Universidade Federal do Espírito Santo (UFES)instacron:UFESORIGINALDissertação - Fabiana Santos - Versão Final.pdfapplication/pdf8445797http://repositorio.ufes.br/bitstreams/eda195b3-638c-4635-9134-b9e35b059acb/download0429233f33f26e44310429e5bbd73fd6MD5110/141782025-10-08 18:49:25.347oai:repositorio.ufes.br:10/14178http://repositorio.ufes.brRepositório InstitucionalPUBhttp://repositorio.ufes.br/oai/requestriufes@ufes.bropendoar:21082025-10-08T18:49:25Repositório Institucional da Universidade Federal do Espírito Santo (riUfes) - Universidade Federal do Espírito Santo (UFES)false
dc.title.none.fl_str_mv Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
title Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
spellingShingle Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
Machado, Fabiana Santos Vieira
Engenharia Elétrica
Neurofeedback
EEG
ADHD
Serious Games
Signal Processing
subject.br-rjbn
title_short Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
title_full Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
title_fullStr Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
title_full_unstemmed Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
title_sort Development of serious games for neurorehabilitation of children with attention-deficit/hyperactivity disorder through neurofeedback
author Machado, Fabiana Santos Vieira
author_facet Machado, Fabiana Santos Vieira
author_role author
dc.contributor.authorID.none.fl_str_mv https://orcid.org/0000-0003-0996-8651
dc.contributor.authorLattes.none.fl_str_mv http://lattes.cnpq.br/2705690076290294
dc.contributor.advisor1.fl_str_mv Frizera Neto, Anselmo
dc.contributor.advisor1ID.fl_str_mv https://orcid.org/0000000206873967
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8928890008799265
dc.contributor.author.fl_str_mv Machado, Fabiana Santos Vieira
dc.contributor.referee1.fl_str_mv Andrade, Kleber de Oliveira
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/1498251399219988
dc.contributor.referee2.fl_str_mv Palacios, Ester Miyuki Nakamura
dc.contributor.referee2ID.fl_str_mv https://orcid.org/0000-0002-2196-2490
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/1236573205554833
contributor_str_mv Frizera Neto, Anselmo
Andrade, Kleber de Oliveira
Palacios, Ester Miyuki Nakamura
dc.subject.cnpq.fl_str_mv Engenharia Elétrica
topic Engenharia Elétrica
Neurofeedback
EEG
ADHD
Serious Games
Signal Processing
subject.br-rjbn
dc.subject.por.fl_str_mv Neurofeedback
EEG
ADHD
Serious Games
Signal Processing
dc.subject.br-rjbn.none.fl_str_mv subject.br-rjbn
description Attention Deficit Hyperactivity Disorder (ADHD) is a neuropsychiatric disorder, which is treated with the administration of psychostimulants, and cognitive behavioral approaches. The use of the medication may have side effects; thus, neurofeedback can be used to teach the user how to regulate their own brainwaves to help correct its dysfunctional patterns. NFB has a repetitive aspect and can be long lasting. Therefore, “serious games” can be integrated into training to maintain interest throughout the process. This research presents the development of a neurofeedback system based on serious games for neurorehabilitation of children with ADHD. For the brain data acquisition, a 20 dry-electrode wireless EEG headset. The Neurofeedback Space serious game, developed in Unity platform, was developed to be used throughout the NFB sessions and to provide immersion and engagement. In the preliminary validation and algorithm’ selection, 5 volunteers were asked to watch a video with attention and non-attention tasks. Then, an SVM classifier was trained and tested with the collected data to choose between five brain regions and four algorithm versions with the best performance. The best results were achieved by (training accuracy of 98.12% and test accuracy of 93.88%) region 4 (F3, F7, C3 and T3) and version 2. Two experiments with 5 volunteers each, 5 sessions, and with an interval of 2 months between them were done to test the complete NFB system. The main difference between experiments was to fix game level 2 so that all metrics could be compared between volunteers. Three evaluation metrics were used to analyze the improvement in the performance: game’s metric, brain signal’s frequency bands power metric, and concentrated attention test metric. The analyzes show a divergence between the results obtained in both experiments. All volunteers improved in performance in the concentrated attention test. In Experiment 1, the Volunteers improved in the performance of the game metrics and reported feeling more concentrated throughout the week. In Experiment 2, the results of attention, score and sustained attention had large oscillations. Brain data results were inconclusive. Also, fixing level 2 showed no learning effect as perceived in experiment 1. Therefore, it is not possible to declare conclusive results for the developed NFB system, even with the improvement of some metrics presented. Factors that may have affected NFB training are number of sessions, duration of serious game, number of volunteers, game genre, and EEG dry electrodes headset.
publishDate 2020
dc.date.issued.fl_str_mv 2020-04-14
dc.date.accessioned.fl_str_mv 2024-05-30T00:48:58Z
dc.date.available.fl_str_mv 2024-05-30T00:48:58Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
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dc.identifier.uri.fl_str_mv http://repositorio.ufes.br/handle/10/14178
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dc.publisher.none.fl_str_mv Universidade Federal do Espírito Santo
Mestrado em Engenharia Elétrica
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Engenharia Elétrica
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dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Centro Tecnológico
publisher.none.fl_str_mv Universidade Federal do Espírito Santo
Mestrado em Engenharia Elétrica
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