Example Brain Activity Model
The figure and video on the right side of this page shows two models
of brain activity constructed from EEG data collected while
persons played a 1st-person video game based on the UnReal (tm) gaming
engine. The figure shows a recent model constructed from a large data set. The video shows a model constructed from a different, smaller dataset. Our modeling and analysis method shows what areas of
the brain are active and how the activities of each area of the
brain are coordinated during game playing. Viewing this in the
context of what is currently known about the localization of
function in the brain, we can begin to infer how people are using
their brains to play the video game. The EEG data used in this example were collected using a BioSemi Active 2 EEG acquisition system with 64 (top figure) and 32 (bottom animation) electrodes.
Brain Analysis Method Used: MORE and
MOST
The tool we created to provide this type of information utilizes
our custom data mining and validation engine which employs our
recently developed Multiple Origin Spatio-Temoral algorithm
(known simply as the MOST algorithm). The MOST algorithm is
used in combination with other analysis steps in an advanced
methodology for extracting meaningful information from EEG
data. We call this Multiple Origin Relational EEG analysis
(known as MORE analysis). The objective of all of this is to tell the story of brain function; to describe how the activities of various parts of the brain relate to each other given various human behaviors.
Applications: From Brain Injury to
Advertising
We are currently evaluating MOST and MORE in
two main contexts. (1) We are developing and evaluating the MOST
algorithm and MORE analysis methodology for investigations of brain
dysfunction. For example, we are determining whether or not
application of these methods can be used to determine how people
with brain injuries use their brains differently than healthy
persons and compensate for their injuries. Once
differences in brain activity are identify, then intervention and recovery
can be
pursued. (2) We are investigating how MOST and MORE
might be applied in understanding how people interact with visual
media such as web sites, digital signs, and standard static advertising. For
example, analysis of brain activity while viewing web sites can show
us what parts of the brain become active for various types of
visual information presented on a computer screen. We are
also examining if areas of the brain that process spatial relationships
become active when related images are presented in various spatial
configurations on a computer screen. More information describing MOST-EEG applications and the related MORE analysis methodology are given in detail on our applications page.
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