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>View discussions about this entry País: United States
Organization: CyberLearning Technology
Year work began: - 2002
Focus of activity - Technology
YouTube Upload - YouTube upload of game, game elements, someone playing the game...what is this?
Project URL: www.smartbraingames.com
Positioning in the Mosaic of solutions
What is your signature innovation in one sentence? - Use of Off-the-shelf PlayStation, XBox, PC videogames modulated by brain activity improving cognitive issues like ADHD, LD, Autism, affects of Aging.
Describe your innovation. What makes your idea unique and different than others doing work in the field? - Our technology uses already proven consumer video games in place of developing expensive game content. This low cost, award winning, NASA Neurofeedback technology measures brain activity in an engaging, immersive way and sends signals to the game controller interface, i.e., joystick, modulating the action potential. In a race car game for example, the speed of the car is dependent upon the type of brain activity being produced. Steering control will be lost if the player becomes over-aroused or stressed in the competition of the game. Our technology can be used directly by consumers at home to improve cognition and it is also used by schools and medical providers treating conditions like ADHD, Learning Disabilities, Autism and Brain Injuries, etc. A major differentiation is the actual conditioning of the brain's neural network through direct feedback of brain activity rather than the more typical 'external physical therapy' like the practicing effect of games like "Brain Age".
What barriers exist that are creating the problem your innovation is hoping to address/change? - There are a number of existing barriers that our technology overcomes by focusing on greater simplicity, lower cost, and enhanced convenience of service delivery. The use of proven, entertaining commercial videogames coupled with our neurofeedback system creates an unmatched brain training tool. Videogames increase the entertainment value creating greater compliance of use. Our SmartBrain technology can be used in a home environment significantly increasing convenience while lowering the cost.
Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing. - Our delivery model is based on a unique cross channel design. We sell our SmartBrain neurofeedback technology to medical and educational professionals and direct to the consumer. Professionals use our technology in offices and schools providing supervision for its use treating medical and learning disorders. Our inexpensive consumer system is available for use at home and can be taken to a professional at anytime for supervision. Professionals and institutions using other neurofeedback systems with simplistic graphics charge $4,000-$8,000 for 40-60 in office training sessions. Using off-the-shelf videogames creates high compliance of use and provides the professional or parents the ability to conduct a more cost effective home training. Clinically supervised training can take place at home completing close to 100 trainings at half the cost of in-office services. Compensation to the professional is dramatically increased while consumers achieve greater results more quickly.
How do you plan to scale your innovation? - Leveraging the NASA brand in PR and conferences has lead to national/international exposure driving traffic/sales to our web site. Consumers can purchase our technology for general 'peak performance' cognitive benefits or seek professional supervision for medical/learning disorders at any time. As more consumers seek out our technology, it drives the demand for professional support. As more professionals use our technology it drives the demand for consumer sales. This circular demand for the SmartBrain Technology continues to drive sales for all target markets. Increasing numbers of research projects using our technology are underway including an SBIR with the military, US Dept of Education, Juvenile Justice System and NIMH research. Hospitals and residential treatment programs have implemented programs and learning centers/schools are using the SmartBrain system as a part of special ed. learning programs which continues to 'spread the word '.
Provide one sentence describing your impact. - We make 'Brain Training' and improving cognitive performance as easy and fun as playing a videogame making videogames 'good for you'.
What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation? - Thousands of individuals suffering from ADHD, Learning Disabilities, Autism and Mild Brain Injury experience significant benefits using our SmartBrain technology. The cost reduction, compliance of using videogames and convenience of home training has already opened the door to those who could not afford the traditional high cost, intense in office service of traditional neurofeedback. SmartBrain Technologies has created opportunities never available before in 'Cognitive Brain Training'. Our target markets begins at about the age of 6 and extends into adulthood with no age limit. Published research in the field of neurofeedback has demonstrated that neurofeedback is as effective as stimulant medication in the treatment of ADHD. Coupling neurofeedback to videogames provides a more effective tool. Kids with ADHD who could not tolerate meds, kids with motor tics, autism and mild brain injury are now improving dramatically playing PlayStation and XBox games with our neurofeedback.
Please list any other measures reflective of the impact of your innovation - Many families with children struggling with attention and learning choose to limit or eliminate videogame play in their homes. When parents learn that their child can have fun playing their favorite videogames and it improves their attention and school performance, everyone gets excited! Many families that prohibited videogame play have purchased game systems to use with our technology. What a great win-win solution-improving cognitive performance and having fun playing games at the same time!
What are the main barriers to creating your impact? - As a company that has self funded its development to date, the main barrier to creating our impact has been limited financial resources. Through outreach to investment funds, that barrier will be eliminated.
How is your initiative financed? - The development has been self-funded to date.
Provide information on your finances and organization: annual budget, annual revenue, number of staff: - Annual budget, annual revenue generated, size of part-time, full-time and volunteer staff. Our company has been developed as a lean, virtual organization. We have 3 full-time staff members, 3 consultants and have developed and maintained a trusted relationship with off-shore engineering and manufacturing of our technology.
What is the potential demand for your innovation? - Our technology serves markets of health, entertainment, learning/education. Our initial focus is the attention and learning market for school aged children. ADHD affects 10% of school-aged children/ adolescents and another 4-8% of US adults. The market for ADHD-related pharmaceuticals and behavioral therapies is $15 billion a year in the U.S. Also, 14% of the school-aged population, over 700,000 students, is hampered by a learning disability. Neurofeedback improves attention and learning.
What are the main barriers to financial sustainability? - Our company has been self-funded and has run a positive cash flow from inception. In order to realize the potential of the marketplace increased capital investment is warranted for marketing, sales, promotional outreach, public relations, staffing and continued technology development. We are currently in development of our 2nd generation technology creating a true plug and play device building on the our experiences in the marketplace.
What is the origin of this innovation? Tell us your story. - The founder of the company, Domenic Greco, Ph.D. has been in the field of clinical delivery of biofeedback/neurofeedback services since 1982. He learned about the innovative work with videogame neurofeedback being conducted at NASA Langley by Alan Pope and his associates in 1999. NASA researched the attention and engagement of pilots to flight deck operations and found that the more automated flight operations became, the less attentive pilots were to flight deck operations. The research lead to the development of an 'Engagement Index' and the training of this Index to improve cognitive workload. Dr. Pope reasoned that if this training improved cognition and attention in pilots using sophisticated flight simulators, maybe it could help kids with attention and learning problems using videogames in place of flight simulators. After NASA sponsored and completed a comparative research study of the benefits of videogame Neurofeedback to standard Neurofeedback at Eastern Virginia Medical School, Dr. Greco was even more intrigued with the possibilities. With years of direct clinical service, Dr. Greco saw the NASA videogame technology as a way of effectively filling in the gaps of cost and convenience for the delivery of Neurofeedback services. In 2001, Dr. Greco was awarded exclusive rights to the NASA patents and developed the hardware/software after careful clinical testing. Our first professional technology was available in 2003 followed by our SmartBrain Consumer system in 200
Please provide a personal bio. Note this may be used in Changemakers marketing material - Domenic Greco, Ph.D. has been delivering Biofeedback and EEG Neurofeedback since 1982. He has successfully developed and operated centers specializing in Biofeedback for stress related disorders, and EEG Neurofeedback for ADHD/LD on both the East and West coasts. Dr. Greco is an innovator in the ADHD field and has operated some of the largest ADHD, Neurofeedback centers in the country. He has lectured nationally, appeared before NIMH, and consulted with J&J as an expert in Neurofeedback.
Contact Information:
Domenic Greco
President CyberLearning Technology (business) Discussions about this entry |

Diane,
Yes it does work. As the father of a boy with ADHD, we struggled everyday with his behavior, school work and social adaptation. Tried medication, but after three weeks we heard about the dangers of Adderall and Canada's ban on the medication. With no where else to go, we tried regular neurofeedback. After much money was spent we had little in the way of results. My son hated going to the doctor and staring at a screen trying to keep a line at a certain level.
While watching a Science News show, saw a story on the NASA system that was being studied by U of Richmond. I spent the next two years googling NASA, ADHD, for any updates. Finally we got a hit. A link to SMARTBRAINGAMES.COM came up and I felt like I reached the promised land. I contacted a provider in the region and made an appointment.
After some testing and a consultation, we decided to give it a try. We purchased the system, had the settings adjusted to the areas we thought our son needed the most improvement in and went home to train every other day.
After one month, we drove back to the doctor's office (which was a six hour drive) Within two months we started seeing a change in our boy. He was less apt to get angry, he was procrastinating less when it came to homework, and just overall in such a better state of mind. It has been two years since we began our journey, and the results have exceeded our expectations. Unlike regular neurfeedback, he likes to train while playing video games.
We make our six hour trip monthly to visit the doctor for a conference and a tweaking of the system to maximize the results. Our son is a Ritalin free, normal everyday boy. We recommended it to our cousin who's son is also afflicted by ADHD. He is on Ritalin, and after three months of SMARTBRAINGAMES they have cut his medication dose in half, with the hope they can eliminate the Ritalin completely.
Hi Diane,
The target market for our consumer device is anyone who wishes to improve concentration, focus, developing and more inner calm and outward focused attention. It will also assist with improving overall cognitive processing. So to answer your question, one of our target markets for the consumer device is all school aged children although someone with attention and learning challenges can benefit the most. Under professional supervision any diagnosed condition that can be effectively addressed with neurofeedback, i.e., ADHD, LD, Autism, Mild Brain Injury, can be treated using our videogame technology. The clinician has the option of using our technology for treatment in the office or programming our technology and sending it home and providing a supervised home training in more of a telemedicine application.
Consumer Model
Thanks for your helpful responses. I just want to be sure I understand... Are you saying that your basic consumer device is helpful to the typical child with ADHD -- and that that population of kids constitutes the target market for your consumer device? I know that you also regard kids with LD and autism as people who can also benefit from your device(s). Would a child with LD or autism then need to work with a clinician, who could outfit his professional device with profiles best suited to a child with LD (for in-office use) or profiles best suited to a child with autism (for in-office use)?
I look forward to hearing from you.
Best
Diane
Changemakers
http://www.changemakers.net/node/1885
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Domenic Greco, Ph.D.
Hi Diane,
NASA conducted a comparative research study of kids with ADHD at Eastern Virginia Medical School. Although this study did not use our current technology, it used the prototype developed at NASA that is essentially the same as our consumer device. The study used a comparative design to test the effectiveness of traditional neurofeedback to videogame neurofeedback and found positive comparative outcomes on core ADHD symptoms although noted greater physiologic change in the videogame group.
An independent double blind crossover study using our technology was conducted in two elementary schools by Roger deBeus, Ph.D. Although the study has yet to be published, the results have been presented at the American Psychiatric Association Conference. The study showed significant results on core ADHD symptoms using our videogame technology.
I don't see a way of attaching to the posts here, but if you would like to provide an email address I could forward these studies to you.
Regards,
Domenic
Domenic Greco, Ph.D.
Thanks for your helpful responses. I just want to be sure I understand... Are you saying that your basic consumer device is helpful to the typical child with ADHD -- and that that population of kids constitutes the target market for your consumer device? I know that you also regard kids with LD and autism as people who can also benefit from your device(s). Would a child with LD or autism then need to work with a clinician, who could outfit his professional device with profiles best suited to a child with LD (for in-office use) or profiles best suited to a child with autism (for in-office use)?
I look forward to hearing from you.
Best
Diane
Changemakers
Hi Diane,
The preprogrammed consumer device has 3 standardized Profiles. The Profiles are for improving concentration, attention, calm focus and Peak Performance. These profiles have been designed based upon years of research and testing that has found that the general population will benefit when using the profiles that have been placed within the consumer device.
Our neurofeedback device is the size of a large ipod, runs on 2 AA batteries and has its own microprocessor so it does not require a PC while training. The device is currently capable of holding 3 training Profiles and the individual chooses the desired Profile by a simple press of a button. There is no capability in the device itself of changing its internal programming. That can only be accomplished through software. The software we provide to the consumer has no programming capabilities. The consumer can upload their training data from the device and track their progress and also email their data to a professional.
The professional versions of our software have virtually unlimited capability of programming training Profiles. These Profiles can be downloaded to the neurofeedback device replacing the consumer Profiles.
When used under the supervision of a professional any diagnosed condition addressed through neurofeedback can be programmed into our neurofeedback device. Our consumer version is limited to training Profiles that improve attention, calming and overall cognitive performance.
A consumer can purchase our technology and use independently at home training with the pre-programmed attention and calming Profiles. At anytime they can seek out professional evaluation and supervision and pay only for the professional services as they can use the device hardware they already own as it can be re-programmed by the professional. Under professional supervision the consumer may work with the professional in their office and may also train at home using the new Profiles programmed by the professional.
We designed our technology to have flexibility of use. Whether it is used for general attention like purchasing home exercise equipment, or for treatment of a diagnosed condition by a professional (seeking out a personal trainer), the actual hardware is identical. What allows the SmartBrain Technologies system to work so effectively is the use of off-the-shelf videogames.
Domenic Greco, Ph.D.
Thanks for your email.
I added a second question to my last query (after submitting it once to the website); it might not have made the email to you (if you're getting email alerts), so I pose it again.
You mentioned research that has demonstrated that neurofeedback works. What interests me more is research that your particular device -- your application or use of biofeedback -- works. Does research of that sort exist? and what did it show?
I look forward to hearing your response.
Best,
diane
Changemakers
Thanks for your entry. It prompts some questions.
I understand that your device offers the tools that produce biofeedback. In selling it directly to consumers, do you package alongside a kit or curriculum that helps a player understand what s/he might do (e.g. with brain or body) to change his/her mental state from problematic to optimal? Your video helped me to gain some understanding of what a player encounters in using your tool but I wouldn't see what aid it offers in helping a player learn the skills for moving from one "state" to another. (You do allude to "training from clinicians"; further clarification would help...)
Is the device you sell to consumers exactly the same device you sell to medical providers? if so, I'd like to better understand the role clinicians have.
You suggest that your technology and business are based on quantitative measurements proving the tool works. Might you provide some of that? (Presumably this research would demonstrate not only that players can alter their brainwaves during play but that they're able to transfer those skills to occasions where they're no longer playing games.)
You mention that organizations like the US military, the Dept of Ed, NIMH and some from the juvenile justice sector are in the midst of testing your device. Can you let us know when results of that work is likely to become available? (and will you provide links to it all on your website?)
I look forward to hearing your responses.
Best,
diane
Changemakers
Hi Diane,
Thanks for your questions. I'll answer them in order.
1) "In selling it directly to consumers, do you package alongside a kit or curriculum that helps a player understand what s/he might do (e.g. with brain or body) to change his/her mental state from problematic to optimal?"
Our consumer version comes pre-programmed with three different sets of training Profiles that are explained in the manual. The first is for improving focus and attention. It is the same Engagement Index researched at NASA. The second profile is for calm focus that teaches an outward attentive focus while training an inner calm state. This is targeted to the more impulsive and hyper individual. The third is a peak performance training that focuses on reinforcing fast wave brain activity for improved processing of information.
Neurofeedback is based on a trial and error learning paradigm. The individual learns through practice to produce the 'correct' brain wave patterns. The reinforcement over time produces a conditioning effect much like physical exercise and strength training or cardio training.
Using videogames as the feedback creates a competitive training environment where the individual strives to get their car to go faster or the character to jump higher and can accomplish this only by producing the brainwave patterns reinforced in the Protocol.
2) "Is the device you sell to consumers exactly the same device you sell to medical providers? If so, I'd like to better understand the role clinicians have."
No, although the hardware is identical in terms of the components, it is programmed differently, (the consumer receives programmed profiles and the professional version has unlimited programmability). Also, the software is entirely different in terms of ability to program profiles, view data, etc. In the consumer version the individual can only select from the pre-programmed Profiles describe above. The Professional systems have over 30 pre-programmed Profiles and unlimited programming capability to reinforce any brainwave pattern. Upon a clinical or educational evaluation, the professional is able to select from multiple training Profiles and change site placements effectively targeting underlying functional brain areas. Our consumer device is like purchasing a treadmill and using it at home. You will derive benefits from its use. You can also seek out a personal trainer to develop a workout routine designed to meet specific goals and criteria- this is the role a professional provider using our system would play.
3) "You suggest that your technology and business are based on quantitative measurements proving the tool works. Might you provide some of that? (Presumably this research would demonstrate not only that players can alter their brainwaves during play but that they're able to transfer those skills to occasions where they're no longer playing games.)"
There exists a large body of research clearly defining the effectiveness of neurofeedback in the treatment of many disorders. Please reference the journal: Child and Adolescent Psychiatric Clinics of North America, 14 (2005) as it has an excellent review by multiple authors of the depth of research and applications for neurofeedback. The research clearly shows the ability to externalize the benefits of neurofeedback training. A research study conducted at Eastern Virginia Medical School used a comparative design to test the effectiveness of traditional neurofeedback to videogame neurofeedback and found comparative outcomes although noted greater physiologic change in the videogame group.
I would be pleased to email back channel any of these studies for review.
4) "You mention that organizations like the US military, the Dept of Ed, NIMH and some from the juvenile justice sector are in the midst of testing your device. Can you let us know when results of that work is likely to become available?"
These are all in progress. The US Dept of Ed funded study is through the National Center for Technology Innovation. The research study is IRB approved so we cannot discuss details at this time. The military Program: SBIR Topic Num:N06-100 (Navy) Title: Advanced Equipment Maintenance Training Using Revolutionary Video Game Technology is in Phase I. The others are in progress and results will be posted as projects complete.
Regards,
Domenic
Thanks for your responses, Dominic. I'm still unclear on two things
First: is the preprogrammed device the consumer purchases standardized or individualized? Given how many maladies your device promises to address and given how many different profiles you have to address them (in the professional version), I'd have thought you'd need to individualize the consumer tool to ensure that the included profiles suited the precise needs of the individual player. I also wonder: can the consumer tool be upgraded or changed as a result of the subsequent Clinical Evaluation, or is that something that's intended to occur only with the professional device, for use in a professional's office?
Second: you mentioned research that has demonstrated that neurofeedback works. What interests me more is research that your particular device -- your application or use of biofeedback -- works. Does research of that sort exist? and what did it show?
I look forward to hearing your responses.
Best,
Diane
Changemakers