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08/23/07 - USPTO Class 463 |  1 views | #20070197292 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

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

USPTO Application #: 20070197292
Title: System and method for incorporating artificial intelligence into a biofeedback training system
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. (end of abstract)



Agent: Roetzel & Andress - Cleveland, OH, US
Inventors: Thomas F. Collura, Terri M. Collura, William Mrklas
USPTO Applicaton #: 20070197292 - Class: 463 36 (USPTO)

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


The Patent Description & Claims data below is from USPTO Patent Application 20070197292, System and method for incorporating artificial intelligence into a biofeedback training system.

Brief Patent Description - Full Patent Description - Patent Application Claims
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RELATED APPLICATION

[0001]This application is a conversion of U.S. Provisional Patent Application No. 60/774,593, filed Feb. 21, 2006.

FIELD OF THE INVENTION

[0002]The invention is in the general field of biofeedback and systems and methods for generating and controlling biofeedback stimuli.

BACKGROUND OF THE INVENTION

[0003]Biofeedback and neurofeedback function by virtue of conditioning, either classical conditioning, operant conditioning, or combinations thereof. Classical conditioning occurs when an organism is presented with two events that are conjoined, such as the case of Pavlov who conditioned dogs to respond with a digestive response (salivation) that was associated with the ringing of a bell. Operant conditioning occurs when an organism learns that one or more of their behaviors (including producing biological signals) consistently results in an external event (such as the ringing of a bell). In both cases, the organism learns the association, and the result is learning. Biofeedback and neurofeedback training are thus able to teach the trainee to produce, inhibit, or modify biological signals, and which learning is accomplished by the presenting of rewards. Such rewards can be provided by automatic equipment or computers, that present information in real time, in response to the trainee's biological activity.

[0004]Practitioners often use game-like displays in biofeedback and neurofeedback systems. Such games provide interest value and informative real-time feedback for training purposes. For example, automated or computerized games such as watching the running of a maze, catching a ball, shooting baskets, or other activities can be used as part of a feedback output system, providing visual, auditory, or vibrotactile feedback. Generally, such games are rather simple, providing simple progress reporting, with the possibility of quantitative output such as "how much" or "how fast", and so on. Such games tend to have consistent difficulty and behavior, limiting the amount of possible improvement, limiting interest value, limiting novelty, and limiting the ability to provide a higher level of information to the trainee. Such high level information may include the rate of improvement, summary information regarding training history, indication of training progress, information regarding the occurrence of "inhibit" phenomena, and other quantitative and qualitative changes signaling relevant changes in the training variables and progress.

SUMMARY OF THE INVENTION

[0005]In this invention, the feedback game is endowed with intelligence in the form of goal-seeking and decision-making behavior, providing an additional element of context, activity, and quality in the feedback. In this invention, the level of intelligence evident in the game is controlled ("modulated") as an additional dimension of the training feedback, providing a deeper level of information and guidance.

[0006]For example, in a maze game, it is typical to construct a feedback system in which the maze is always run the same way, either by following the identical path, or by always using the same (generally simple) rules for running the maze. Thus, the only form of feedback may consist of stop/go information, as the game progresses. This is useful in providing interest value, but lacking lasting or deeper information of potential value to the trainee and to the feedback administrator. There exists a need to provide additional information, for purposes of enhanced training, as well as for assessment.

[0007]In biofeedback and neurofeedback, it is possible to modulate games that the trainee plays, as described for example in U.S. Pat. No. 6,450,820 to A. Pope et. al. Such interaction requires motor movements and attention, and can subvert the goal of the training, which may include stillness and relaxation, rather than activation. Such systems also may introduce muscle and other artifacts, as a result of the required playing activities. Therefore, games that "play themselves" are of specific value in biofeedback and neurofeedback, in providing an informative and engaging display, that nonetheless allows the trainee to influence the progress and success of the game display. The trainee watches the progress of the game, and watches the "player" move and act toward the goal of the game, without having to use keyboard or joystick controls, for example, to control the game progress. In other words, the level of intelligence in the game is used as a biofeedback variable.

[0008]In this invention, the trainee does not have to interact with the game in any manner other than by producing the biological signals. This allows the trainee to remain still, and to focus their attention on the game, as the only means or method necessary to control the game, as well as to modulate the behavior of the game. If the game has perceptible hindrances or shortcomings, then these are in principle under the possible control of the trainee, who can influence the intelligence and efficiency evident in the game, by addressing their ability to make progress in the biofeedback training.

[0009]Humans are able to perceive and interpret complex information such as high-level behavior of a system, and to use that information in the pursuit of learning. Humans are also prone to become bored with repetitive or constant experience, and seek novelty and improvement. Such novelty and improvement constitute powerful rewards, and a system that incorporates such novelty and improvement will benefit by providing additional interest, incentive, and information to the trainee. The result is the ability to perform the training with increased interest, with increased perception and understanding, and for longer periods of time. An additional result is the ability to perceive qualitative changes (improvement or degradation) either within a session or across sessions, as an additional index of progress.

[0010]In this invention, the existence of decision-making rules and other abilities within the embedded game player are introduced and controlled as additional types of feedback variables, in addition to the traditional "stop/go" or "faster/slower" modulation in the feedback. Such abilities would typically be controlled in a gradual fashion, so that abilities and capabilities appear and disappear as the game progresses, and represent additional rewards in the training progress. The achievement of a rule or ability constitutes a reward on its own, and in addition further facilitates progress and speed in the game, providing satisfaction and a sense of accomplishment, as well as a sense of power and ability on the part of the trainee. For example, in a maze type game, the following types of abilities may be introduced and modulated by the systems and methods of this invention:

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.

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20090286601 - Gesture-related feedback in eletronic entertainment system - Various embodiments related to providing user feedback in an electronic entertainment system are disclosed herein. For example, one disclosed embodiment provides a method of providing user feedback in a karaoke system, comprising inviting a microphone gesture input from a user, receiving the microphone gesture input from the user via one ...


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