MOST-EEG Applications: Neurological Assessment, Rehabilitation, Serious Games, Drug Thearpies, Marketing

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There are multiple applications suitable for this new technology. This brain activity analysis technology may be applied in other fields including: (1) neurophysiological assessment, (2) the development of computer games for rehabilitation and diagnostic purposes, (3) development and evaluation of pharmacological (drug) treatments and therapies, and (4) web marketing. These are described below. 

 

Neurophysiological assessment/Pathology characterization

The MORE analysis methodology facilitates a view of functional brain activity providing detail to understand system-level compensation and recovery.  It provides a full statistical distribution of brain function describing the characteristics of either repeated experimental trials or those of multiple participants in a study.  Since MORE analysis provides a description of the activities of multiple areas of the brain, it facilitates representation of these activities as a multi-dimensional statistical distribution of relationships among active brain areas.  Hence, the interactions of all identified parts of the brain that are involved for a given human behaviour are represented.  Through this representation, the brain function of individual persons can be compared to others in the group.  Hence, one can see how brain area activation and brain area coordination in individual persons compare to others in the group.  This type of comparison can be used to reveal not only possible brain dysfunction but also how other areas of the brain (that are atypically used in the healthy population) are being used to compensate for injury.  This multi-dimensional perspective, where each participant for each trial in a single participant study is a data point, allows for the application of automated clustering algorithms to identify groupings within the distribution of data.  Hence, classification of pathologies and identification of stub-types of these pathologies is supported. 

 

 

The development of computer games for diagnostics and rehabilitation

 

The MORE analysis methodology is suitable be used to design a class of video games known as ‘serious games’.  Serious games are those that are not designed strictly for entertainment uses but have been optimized for learning, training, or rehabilitation purposes.  The algorithms and methodology can be used to better understand the video game experience by showing how aspects of the video game interact with the human brain.  Information acquired in this way can help designers make better video games and understand how people solve a variety of challenging problems. 

 

 

Evaluation of drug treatments and therapies

 

Because MORE analysis provides a sensitive measure of the activities of specific areas of the brain and how these brain areas interact with each other, subtle changes in brain function can be visible.  The MORE analysis algorithm is more sensitive than other EEG methods because of how it rejects noise in the EEG and ‘zooms in’ on the activities of specific areas of the brain.  This might make MORE analysis effective for detecting small changes in brain function related to drug treatments and therefore make it suitable to facilitate the evaluation of new pharmaceuticals and how they affect various aspects of human brain function.  For example, MORE analysis might be effective to (a) maximize efficacy of a drug treatment, (b) identify possible negative behavioural and cognitive effects of a drug before the effects are strongly evident in behaviour, (c) provide an objective means to measure cognitive changes related to drug treatment, (d) identify new treatment applications for new drugs.

 

The methodology can potentially be used to maximize the efficacy of drug treatment because sub-types of the broader classification of a pathology, say-- Parkinson’s disease, can be identified based on subtle differences in the brain function of the Parkinson’s disease population and how they respond to low doses of a drug.  Multiple benefits are achieved when a sub-type of a population is identified that most benefit from a particular drug treatment.  First, the overall measure of efficacy that is used by regulatory agencies to determine the usefulness of a drug improves because best-matched persons would be receiving the drug during clinical trials.  Second, necessary variations in drug formulation and dosage to maximize patient benefits and minimize side-effects might be identified.  This is achievable because small changes in brain function might be identified that a patient receiving the drug may not notice or be able to articulate.  Small changes in brain function should be visible for small dosages and thus negative behavioural side-effects can be mitigated before they become a problem when prescribed large dosages are administered.  Third, identification of sub-type might help identify why particular drugs are not effective in some cases.  Fourth, and perhaps the most interesting use of the MORE analysis methodology is how it can be used to identify new markets for existing drugs.  This application is possible because MORE analysis can be used to inform drug researchers about what areas of the brain are affected by the drug.  Hence, an objective empirical measure can be obtained that describes the function of brain areas important in various behavioural and cognitive domains (fine limb movement, task switching, anxiety).

 

Web marketing (Continue Where Eye-Tracking Leaves Off)

 

MORE analysis and the MOST-EEG algorithm can also be used to help in optimizing web site and media content. Many of us have witnessed the recent popularity of using eye-tracking to understand how people interact with web sites. Eye-tracking research has provided us objective information to guide page lay-out. However, eye-tracking does not tell us the whole story. While it tells us where a user's eye is pointing, it does not tell us where in their visual field their attention is directed. It does not tell us how, or if, their brain is processing the content provided. The MOST-EEG technology may be useful in providing this function.

 

Relation of new technology to current methods

Researchers often use scalp-acquired EEG methods to obtain non-invasive measures of brain activity to study the relationship between brain function and human behaviour.  The EEG is a very weak representation of electrical activity occurring in the brain.  Because it is so weak and is essentially a mixture of all of the activities of all active brain areas with various sources of interference, it is difficult to discern meaningful information from the EEG.  In turn, this makes it is difficult to use the EEG to examine complex brain function. 

 

The standard approach to EEG analysis requires that data be obtained from many people in an experiment and used to create a picture of average EEG activity.  This means that comparisons can be made only between groups of people (e.g., children versus adults) or between two experimental conditions (e.g., healthy versus brain-injured) instead of between individual people.  This also means that standard methods strive to create simple pictures of the EEG (by averaging) and not pictures of brain activity.  Another weakness of this approach is that it ignores differences between individuals who are grouped together, assuming everyone in a group is basically the same.  Analogously, it is like drawing an average face -- the detail of individual differences is lost.  The result is that standard analysis cannot be used to tell if an individual has unusual brain activity.  Often it is the unusual activities that are interesting and can add to our knowledge and understanding.

 

Standard EEG methods also require that the brain activity behind the EEG be as simple as possible in order to be able to make sense of the EEG data.  Imaging having to analyze a recording of 100 simultaneous conversations to try and pick out what one specific person was saying.  It would be easier to discern what this person was saying if there was only one conversation.  Similarly, researchers try to limit the number of brain areas that are active while recording EEG data by simplifying the behaviour during EEG recording.  Researchers generally only examine EEG gathered while study participants make very straightforward yes/no decisions about sensory stimuli in order to activate as few brain areas as possible.  Unfortunately this limits the complexity of the cognition that can be studied and the amount we can learn about brain-behaviour relations.

 

The primary objective of my research was to create an automated algorithm and general analysis methodology for mining information from the EEG.  The analysis methodology compares the results of the algorithm’s EEG analysis from several people and experimental conditions to determine which brain areas are commonly active in most people, and which brain areas might not be functioning properly in particular individuals.

 

One of the big problems in the field of EEG analysis is known as the ‘inverse problem’. This problem states that unless you know the number of active brain areas that contribute to a given pattern of EEG, there are an infinite number of possible locations of active brain areas that could have produced it.  Simply, unless you know the number of contributors, you cannot know where they are.  The major advance of my research was to develop an algorithm for identifying the number of unique active brain areas that contribute to the EEG and an algorithm to isolate their waveform and topography (spatial distribution on the scalp) before finding their locations in the head.   

 

Once success of the analysis algorithm had been demonstrated,  the feasibility of using it to analyse EEG collected during a cognitively complex task was investigated.  EEG data collected from a small number (12) of study participants was examined.  These data were collected as participants navigated in two different virtual environments (levels in the UnReal video gaming environment), each requiring a different kind of cognition. 

 

Even with this small number of participants, using a relatively inexpensive low-resolution EEG apparatus, I was able to report several interesting results.  First, I was able to identify a large number of brain areas involved in spatial navigation.  These included areas responsible for seeing the environment, areas responsible for recognizing objects, and areas responsible for understanding the spatial relations between them.  Second, I was able to tell which areas of the brain had coordinative activities, possibility communicating with each other.  Finally, I found indications that the analysis can distinguish individuals who different from the others, suggesting that the procedure might be useful in medical diagnostic situations.