Knowledge Vault 3/46 - G.TEC BCI & Neurotechnology Spring School 2024 - Day 4
Neurofeedback in Virtual Reality – DTx in the new dimension!
Christian Gnerlich, brain.jo (DE)
<Resume Image >

Concept Graph & Resume using Claude 3 Opus | Chat GPT4 | Llama 3:

Christian Gnerlich
VR neurofeedback therapy for
ADHD children. 1
Real-time EEG focus detection
rewards VR. 2
Affordable, accessible home
neurofeedback via VR. 3
Gamified VR engages, motivates
20-30 sessions. 4
Calibration, neurofeedback, therapy,
reward in session. 5
Story-driven VR delivers
behavioral therapy strategies. 6
Experienced team, partnerships,
1.6M raised. 7
Pursuing reimbursable digital
therapeutics in Germany. 8
Class 1 certified software,
unregulated peripherals. 9
Tests: high excitement,
immersion aids focus. 10
Engaging, accessible, sustainable,
motivating advantages. 11
Challenges: headset weight,
electrode type, duration. 12
Targets SMR frequency
for ADHD focus. 13
Potential to train executive
functions, cognition. 14
Applications beyond ADHD:
Alzheimer's, stroke, MS. 15
Teaches focused state
for post-training recall. 16
Healthy individuals may
benefit focus training. 17
Alongside medication possible,
complicates validation initially. 18

Resume:

1.- Brainshow is developing a VR neurofeedback therapy for children with ADHD, combining EEG and VR to make the therapy engaging and accessible.

2.- The therapy detects focus levels in real-time using EEG and rewards the user in VR when they maintain focus for set durations.

3.- Current neurofeedback is expensive, time-consuming, requires in-person sessions. Brainshow aims to enable effective neurofeedback therapy at home using VR gamification.

4.- The VR environment is highly gamified to keep children engaged and motivated to complete the 20-30 therapy sessions needed for lasting effects.

5.- A therapy session involves a short calibration, 25min neurofeedback training, 15min behavioral therapy, and a reward period to explore the VR world.

6.- The behavioral therapy uses psychoeducation to teach strategies for memory, focus, etc. It's delivered by characters in the story-driven VR experience.

7.- Brainshow has experience in VR, neurofeedback, and has partnerships with health companies. They've raised 1.6M and have the team to develop this.

8.- In Germany, digital therapeutics can be prescribed and reimbursed. Brainshow is pursuing this path to make their ADHD therapy widely accessible.

9.- The company has achieved medical device class 1 certification for their software. The EEG and VR devices are considered external, unregulated components.

10.- Early user tests show high excitement and engagement with the VR neurofeedback. The immersive environment helps children focus and control the virtual world.

11.- Key advantages are the engaging VR environment, accessibility of home therapy, sustainability of effects compared to medication, and the motivating gamification.

12.- Challenges include the heavy weight of VR headsets, deciding between wet/dry EEG electrodes, and limiting VR sessions to 30 minutes.

13.- The neurofeedback training targets increasing the sensorimotor rhythm (SMR) frequency band, which is associated with focus and reduced hyperactivity in ADHD.

14.- Beyond attention, the behavioral therapy component can potentially train other executive functions and cognitive skills that are underdeveloped in ADHD.

15.- While the initial focus is ADHD, neurofeedback and VR have potential applications for other conditions like Alzheimer's, stroke recovery, MS, etc.

16.- Neurofeedback teaches users what the focused state feels like, enabling them to return to that state even after the training.

17.- Healthy individuals may also benefit from Brainshow's VR neurofeedback training to improve their own focus and concentration.

18.- The therapy can likely be used alongside ADHD medication, but this makes clinical validation more complex. Initial studies may exclude medicated participants.

Knowledge Vault built byDavid Vivancos 2024