EEG HEADSET FOR NEUROFEEDBACK THERAPY
Enabling Easy Use in the Home Environment
Joran van Aart, Eelco R. G. Klaver, Christoph Bartneck, Loe M. G. Feijs and Peter J. F. Peters
Department of Industrial Design, Eindhoven University of Technology, Den Dolech 2, Eindhoven, The Netherlands
Keywords: Headset, neurofeedback therapy, electroencephalography, EEG, brain waves, home environment, wellbeing,
impedance measurement.
Abstract: In this article we present the design of an EEG headset together with the context and vision that motivated
us to undertake the described design work. There is a variety of potential advantages and potential
difficulties associated with neurofeedback therapy. Both are analyzed informally and we argue in favour of
a change in perspective, moving away from treatment of illness towards prevention and giving the user an
active and responsible role. To structure the discussion we will deploy the closed loop diagram. We identify
elements from the world of gaming that will have added value over a pure training approach, notably
elements that improve enjoyment and motivation. We describe several of the design steps of the headset that
has been designed to achieve enjoyable neurofeedback therapy in the home environment and conclude with
an evaluation of this headset.
1 INTRODUCTION
With neurofeedback therapy we can make
brainwave patterns explicit by for example a
computer screen, patterns we normally cannot
influence since we are unable to see or feel them.
This feedback provides us the ability to influence
and change them. With neurofeedback therapy we
are literally reconditioning and retraining the brain
(Hammond, 2007).
In order to provide a structure and discuss the
wide variety of potential advantages and potential
difficulties associated with neurofeedback therapy,
we start by introducing the closed loop diagram of
Figure 1. In this diagram, G(s) is the user, patient,
sportsman, etcetera and H(s) is the external training
equipment together with services of the therapist.
To give an easy biofeedback example, let u be a
desirable value for the BMI (Body Mass Index) and
let y be the patient's or user's weight. Then H
includes the calculation y/(length
2
), but also a
display function. By informing the user of the
difference between desired and actual BMI, the user
is supposed to eat and move wisely and adjust his
weight. This example actually has been realized as
the Smart Mirror by Philips Electronics (Van
Splunter, 2002).
Figure 1: Closed loop diagram with user G(s) and training
equipment and services H(s).
Feedback theory has been the backbone of
mechanical and electrical engineering since almost a
century - and it still is. It is outside the scope of this
article to try and develop precise models of the
controlled system and the feedback function, we just
use it to structure the debate. One remark is in order:
it is of the utmost importance to be aware of the
complexity of the human mind-body system G(s).
Its subsystems include the skeletal, digestive,
muscular, lymphatic, endocrine, nervous, and
cardiovascular, urinary and reproductive systems.
The nervous system includes the brain and its higher
functions such as perception, cognition, and control.
The subsystems are not only coupled, they also have
internal feedback loops. This being said, we can
begin.
23
van Aart J., R. G. Klaver E., Bartneck C., M. G. Feijs L. and J. F. Peters P. (2008).
EEG HEADSET FOR NEUROFEEDBACK THERAPY - Enabling Easy Use in the Home Environment.
In Proceedings of the First International Conference on Bio-inspired Systems and Signal Processing, pages 23-30
DOI: 10.5220/0001065200230030
Copyright
c
SciTePress
2 OPEN QUESTIONS
In this section we begin with some preliminary
observations and open questions regarding
neurofeedback (NF). Some of the questions are
speculative and possibly controversial. We take
them as a source of inspiration; several of the issues
embedded in these questions will be addressed more
seriously in the subsequent sections.
Neurofeedback therapy (Evans, 1999) is about
training the mind in a non-intrusive way using EEG
signals, stimulating or discouraging certain brain
functions. Experiences with neurofeedback therapy
might seem promising, however for some reason it
hasn’t been adopted by the general public yet. One
of the causes might be that in present day society,
there seems to be a tendency to focus on the physical
aspect of health and on curing the symptoms rather
than fighting the cause. For example, people with
ADHD are drugged with Ritalin, which reduces
symptoms of hyperactivity, but doesn’t cure it. In
contrast, the main focus of neurofeedback is on
mental issues.
Another problem might be that neurofeedback
therapy is based on a ‘mind over matter’ perspective,
implying that physical and mental wellbeing are
interconnected (Fox, 1999; Kendell, 2001).
However, for some reason it seems difficult to
accept this perspective. Prejudices have been
formed, perhaps as a result of the natural fear of the
unknown. Still, although neurofeedback therapy has
shown to have a positive influence on numerous
disorders (Lubar, 1995), proof of absence of possible
side-effects has not been supplied yet. Whether this
is a potential issue for the therapy not to be accepted,
remains open for debate. However, it has been said
that if some or another medication could be as
broadly and effectively applicable as neurofeedback
therapy, it would already be available at every
pharmacy in the world. (Roskamp, 2007). Maybe we
should focus on a vision in which neurofeedback
therapy could eventually become as easy as taking
an aspirin.
Professional athletes use neurofeedback to
improve their already exceptional performances by
entering a state of ‘relaxed focus’, a moment of
optimal performance reached by this so-called peak-
performance training. This raises the question
whether neurofeedback could actually be applied to
elevate our general wellbeing in the way athletes do.
Heinrich et al (2007) formulate the following
promising statement: ‘In addition, ‘normal’ subjects
may improve cognitive functions (e.g., attention and
working memory) and performance in real-life
situations by means of NF’.
3 ANALYSIS
EEG products are mainly distinct in the number of
electrodes that are used for measurements. Products
range from the ElectroCap with 19 sensors (Figure
2) (ElectroCap International Inc., 2004), to two-
channel products only using 2 sensors and clips on
each earlobe. However, in either case scalp contact
is optimized by removing dead skin cells and parting
hair out of the way. Conducting gel is applied in
most cases, although products with dry sensors are
being developed as well. Recent products include
the g.EEGcap (Guger Technologies OEG, 2007) and
other techniques for measuring, like Project Epoc
(Emotiv Systems Inc., 2007) and SMART
BrainGames PlayStation System (SMART
BrainGames, 2007).
Figure 2: ElectroCap (image courtesy of ElectroCap
International Inc., 2004)
Referring to Figure 1 we decompose both G(s)
and H(s) to identify various difficulties and
opportunities. This also allows us to position our
own contribution, which includes the design of the
headset reported in section 5.
First we consider H(s), consisting of (1) the
services provided by the therapist and (2) the
training equipment. There are several good reasons
why the therapist is involved. These include the
professional judgment on the needs and on the
progress of the patient, checking for counter-
indications together with the personal attention and
motivation given to the patient by the therapist. But
at present the therapist is also needed to (a) position
the EEG cap or headset onto the patient's head, (b)
BIOSIGNALS 2008 - International Conference on Bio-inspired Systems and Signal Processing
24
add conducting gel and (c) set-up the equipment.
The latter reasons a-c, although indispensible at
present, form at the same time a bottleneck. They
are a bottleneck in the following sense:
the therapist gets involved only after the user
has been diagnosed to be ill or has been
classified according to a certain disorder. The
user has become a patient. In other words,
feedback training is not used as a preventive
tool, which could help a user to maintain a
healthy equilibrium;
the therapist is needed to take care of
positioning the cap, applying conducting gel
and setting-up equipment, in other words:
without the therapist the neurofeedback
training cannot happen. The user cannot train
at home. This limitation in turn, limits the
number of training sessions, both in frequency
and duration;
There is one conclusion which we draw
immediately, namely that if the practical difficulties
related to the cap, the gel and the equipment can be
solved or relieved, home usage and preventive usage
are much more likely to happen.
But the contribution of the therapist is larger.
There is no substitute for his or her professional
judgment and personal attention. So the therapist
keeps a role, although perhaps not during each
session. This leaves a question about the
unsupervised sessions. The question is how the user
will keep him or herself motivated to train regularly.
Our answer is simple: training should be fun.
Phrased differently, there have to be motivational
elements built-in to the training equipment (gaming,
flow). We shall address this in the next section.
Now let's have a closer look at the user. G(s) is
an intertwined mind-body complex. The output of
the training equipment enters the user through
suitable interface elements first at his or her bodily
level: ears, eyes, perhaps touch. This is not very
problematic because excellent interface elements
such as loudspeakers, earphones, video screens etc.
are readily available. There is also no lack of
pleasant and aesthetic audio-video content. The
user's output, the EEG signal, is also wiretapped at a
physical level. This is a source of difficulties, as
already mentioned. That is why we consider the
design of an easy-to-use headset to be an essential
step.
At a higher level inside the user there are
processes of perception, cognition, volition and
consciousness going on. It is at this level that issues
of attention and attention deficit become noticeable,
as in ADHD. But it is also at this level where fun,
beauty and motivation occur.
4 PRACTICAL AND
MOTIVATIONAL ELEMENTS
To enable neurofeedback training in the home
context, the product should be designed according
specific requirements, aiming at improving the
training methods and enabling users to operate
independently. These requirements should include
the ability to (a) easily locate sensor positions, (b)
apply sensors and gel without help, (c) measure
electrode impedance and to act accordingly and (d)
easily clean and reuse the system.
Bringing neurofeedback training to the home
environment would also benefit the financial aspect,
reducing the cost of training as a result of decreasing
expert involvement. Furthermore, only an EEG
measurement device and software would have to be
acquired, since we can assume that most households
already have a computer.
In addition to the requirements, the training
software should be intrinsically motivating (playful)
(Rauterberg, 2004) as mentioned before. For
designing training software, we formulated the
following assumptions based on observations and
experiences:
A
1
: that it is helpful to give the user rewards
based on performance;
A
2
: that it is helpful to simulate elements from
an assumed context of use;
A
3
: that it is helpful to provide the user with
quantitative performance data.
Taking a closer look at these assumptions, we
find several opportunities to apply concepts of
gaming to the proposed neurofeedback training
software, for example:
reward schemes with levels, credits, bonuses,
etc. (A
1
);
sound generation and rendering of high-
resolution real-time environments (A
2
);
statistics and graphs etc. (A
3
);
Acknowledging this overlap and the fact that
intrinsic motivation is found in gaming (Malone,
1980), implies stimulating concentration and
motivation. We suggest to incorporate gaming
aspects in neurofeedback training software (e.g.
‘Brainball’ of Hjelm (Hjelm, 2003) is considered to
be an interesting example).
EEG HEADSET FOR NEUROFEEDBACK THERAPY - Enabling Easy Use in the Home Environment
25
We aim for neurofeedback training applied in
such a practical and motivational way that it can be
considered a game. In the next section we describe
the creation of a product in which we applied the
aforementioned shift from treatment to play, in an
attempt to show it is not only desirable but also
achievable. However, we have to consider the fact
that the rich media and gaming experience people
are used to, has its influence on the expectancy for
neurofeedback software; we could say that
neurofeedback training has to keep pace with
gaming.
5 DEVELOPMENT OF EEG
HEADSET
In order to reach the aims as discussed earlier, we
developed a headset which gives the user the
opportunity to retrieve EEG signals from his scalp in
a convenient way. Combined with neurofeedback in
the form of a 3D environment, this headset is the
first step to the vision that combines gaming, EEG
signals and therapy within the home environment. In
contrast to the traditional ElectroCap, the headset
(Figure 3) can be put on the head with ease and
without professional help. Operations as locating
contact points, attaching sensors and applying
conducting gel are all integrated in the headset,
enabling neurofeedback applications for non-expert
users in the home environment. The product
includes a headset, electronics, sensors, hard- and
software.
Figure 3: EEG headset.
The headset has a flexible construction to adapt
to a variety of head dimensions. The material
flexibility enables a one-size fits all design,
reckoning with a head breadth variety of 1.3 inch.
This figure is based on difference in dimensions of
children age 6 (5
th
percentile girls, 5.1 inch) to adults
(95
th
percentile male, 6.4 inch) (Woodson, Tillman,
& Tillman, 1992). The mechanical properties of the
material make sure that the headset is stable on the
head, which is necessary for the sensors to work
properly. Soft cushion pads on the sides provide the
headset with more stability and comfort.
Embedded electronics take care of the 2-channel
EEG signal amplification, enhancing signal strength.
Two sensors (positioned on points C3 and C4 of the
international 10-20 system) measure EEG signals
while the sensor positioned on the Cz location acts
as a ground (a common reference electrode
placement). The fourth sensor is placed near the Fz
position and acts as an active electrode, according to
the ‘driven right leg’ (DRL) principle (Webster,
1998) to minimise distortion. This position has been
chosen for its symmetric location relative to points
C3 and C4, preventing topographic distortion.
Moreover, it increases the stability of the headset by
restricting the headset to tilt when nodding or
moving the head otherwise.
The sensors (Figure 4) can be clicked in and out
of slots in the headset. Those slots enable two
degrees of freedom (translation and rotation),
enabling the sensors to adapt to different head
shapes and dimensions autonomously. A flexible
material between the sensor and the headset allows
for vertical sensor translation and applies a force,
pushing the sensor on the scalp. Additionally, the
shape of the sensor slots enables a 20˚ rotation to
both sides. The combination of translation and
rotation assures that the sensors can adapt to
different head shapes and helps to maintain a stable
signal.
Figure 4: EEG headset sensor.
The detachable sensors measure EEG signals on the
scalp. Therefore the scalp has to be scratched in
BIOSIGNALS 2008 - International Conference on Bio-inspired Systems and Signal Processing
26
order to gently remove dead skin cells that disturb
the signals, this is achieved by simply twisting a part
of the sensor called ‘scratcher’. Furthermore, a
container for conducting gel is implemented in the
scratcher. The gel can simply be applied by pushing
a plunger. By doing so, the gel connects the tin (Sn)
electrode with the scalp, bridging the gap caused by
the hair. Currently, the sensors need to be filled with
gel using a syringe, but in the future gel capsules or
disposable sensors will be developed to nullify this
inconvenience.
The 2 channel EEG signal retrieved from the
sensors is magnified by the analogue pre-amplifier
in the headset. This signal is converted using an A/D
converter, which is located in an external box. The
box also contains a power source and an opto-
coupler for safety reasons. The signal is send to a
computer, which feeds the retrieved bio-signals back
through a 3D environment. This 3D environment
includes different sessions for neurofeedback
training, where the user learns to train specific brain
capacities using goals and instant brain feedback
(e.g. the intensity of a fire is related to the level of
concentration, see Figure 5).
Figure 5: Screenshot of 3D environment ‘AdventurePark’.
6 EVALUATION
To test the quality of the headset, we developed an
initial functional prototype since the actual headset
has not been manufactured yet. This prototype was
used in an evaluation of the headset principle.
6.1 Research Question
An impedance limit of 5 k is often mentioned for
clinical use of the EEG, in order to prevent signal
distortions (Heinrich, 2007). In this project however,
we allow ourselves a 10 k impedance limit
because of two reasons. Firstly, we assume that the
distortion level depends on the length of the wires,
which is reduced by embedding the preamplifier in
the headset. Secondly, the embedded DRL system
filters a lot of distortion, ensuring a relatively high
quality EEG signal. This leads to the following
formulation of the research question:
All sensors of the headset have impedance lower
than 10 k when placed on the head of the
participants.
6.2 Method
We conducted an experiment in which we compared
the impedance values of the sensors against the
requirements of 10 k.
6.2.1 Apparatus and Measurements
To prevent for extreme cases influencing the
reliability of the experiment, head dimensions of the
participants have been measured by the
experimenters (Figure 6). A tape measurer has been
used to measure the ear to ear distance along the
skull (from the points of attachment of the ears along
the centreline of the international 10-20 electrode
placement system). For the head breadth, measured
straight above the ears, a self-made sliding calliper
has been used (Figure 7).
Figure 6: Head dimension measurement method.
Figure 7: Self-made sliding calliper.
The impedance of the sensors C3, C4 and Fz were
measured relatively to sensor Cz. For this, the 2-
EEG HEADSET FOR NEUROFEEDBACK THERAPY - Enabling Easy Use in the Home Environment
27
Channel EEG MindSurfer Standard hardware has
been used. The value was determined by reading an
analogue gauge implemented in the Jukebox mental
training software installed on a notebook (NEC
Versa P520). The gauge was calibrated on forehand
with resistors with fixed values.
The functional prototype (Figure 8) was made of
4mm thick Plexiglass and shaped according the
headset design.
6.2.2 Participants and Procedure
Twenty students (17 male, 3 female, age 20-24)
participated in this test. The tests took place in an
cutoff room. After welcoming the participants, they
were asked to sit in a comfortable chair.
Figure 8: Picture user test participant.
After a short introduction the participant was
asked to put on the headset. The experimenters
assisted in positioning the headset and parting the
hair out of the way. Participants gently scratched
their own head with the sensor scratchers and
applied the gel. The participants were able to see the
impedance value on the notebook screen and were
instructed to optimise the conductance by trying to
bring this value down to less than 10 k. They were
told to achieve this by using the sensor scratchers
and by shaking the headset slightly, allowing the gel
to settle. After optimising the conductance for about
one minute, the researcher recorded the impedance
value of each sensor. This value indicates the
impedance between sensor Cz and sensors C3, C4
and Fz. 2-Channel EEG hardware was used, whereas
three values had to be recorded. Therefore the C3
sensor wire was connected to the Fz sensor after
recording its value, the C4 wire was disconnected at
that time.
After each test, all gel was removed from the
sensors and new gel was inserted, to ensure the same
conditions for all participants.
6.3 Results
We calculated the mean and standard deviations
of all measurements and report on them in Table 1
and illustrate them in
Figure 9.
A t-test showed that the mean impedances for C3
(t(19)=-4.616, p<.001), C4 (t(19)=-4.082, p=.001)
and Fz (t(19)=-7,452, p<.001) were significantly
lower than 10 k.
The head dimensions of the participants are
within the 5
th
and 95
th
percentile as defined in the
Human Factors Design Handbook (Woodson et al.,
1992).
Table 1: Head dimensions and sensor impedances.
mean std dev
Head breadth (cm) 15.01 0.52
Ear to ear distance (cm) 31.75 1.40
Sensor C3 (k) 6.70 3.20
Sensor C4 (k) 7.10 3.18
Sensor Fz (k) 5.40 2.76
Figure 9: Median, quartile ranges and outliers of result set.
6.4 Conclusions
Based on the results of this evaluation we can state
that the functional prototype reaches impedances
significantly lower than the desired 10 k limit. In
addition, based on our experience there seem to be
some aspects that would probably decrease the
impedance even more, although it should be
mentioned that no extensive testing of these aspects
has been done. Firstly, based on our own experience,
it seems that having some experience with the
headset plays an important role in creating good
conductivity. Given a certain amount of training,
most users are likely to achieve impedance levels
BIOSIGNALS 2008 - International Conference on Bio-inspired Systems and Signal Processing
28
below 5k. Secondly, the impedance measurements
were recorded after approximately one minute of
having the gel applied on the head, yet our
experience gives the impression that the impedance
tends to decrease a bit over time.
The results are considered promising and in
manufacturing the headset, there should be aimed
for the same characteristics as the functional
prototype. However, this doesn’t imply that the
manufactured headset will actually behave in the
exact same way and therefore we propose an
evaluation of the final product as well.
7 DISCUSSION
We identified several possible issues holding back
the development and implementation of
neurofeedback therapy. New aims of neurofeedback
are suggested, including: 1) a focus
shift in healthcare from cure to prevention,
2) increasing the focus on mental wellbeing in
healthcare, 3) elevating the standard of living by
enabling users to consciously train brain signals 4)
implementing gaming approaches in neurofeedback
to increase intrinsic motivation.
In an attempt to make neurofeedback training
more accessible by combining the therapy with
gaming in the home environment, we designed a
headset that can be used all by oneself in
combination with a 3D gaming environment for
desktop pc. We evaluated a prototype of the headset
and proved that the impedances of the sensors were
significantly below 10 k. Of course, future work
will have to imply the actual realization and testing
of this headset, more iteration steps will have to be
made before starting large volume production.
To our knowledge, this headset is one of the first
attempts to apply enjoyable neurofeedback in the
home environment. It can be used without
supervision of a medical expert and can be operated
by a single user, lowering the practical barriers of
neurofeedback therapy, combined with motivational
elements in the form of an entertaining 3D game.
Hopefully, this will increase the societal acceptance
of neurofeedback
We argue to continue developing headsets
implementing EEG sensors, in order to stimulate the
ease of use. Future work could include gel capsules
to prevent hassle with syringes and cleaning, or even
dry EEG sensors. Furthermore, a focus should
remain on using gaming as motivational tool in
neurofeedback therapy and to support society
adopting neurofeedback training to increase overall
mental wellbeing. Neurofeedback therapy already
exists for over a decade; still the general public is
unaware of the broad spectrum of opportunities
neurofeedback could provide. Curing mental
illnesses is of course a big opportunity, but
neurofeedback has the potential to go much further.
Instead of curing, it could prevent mental illness to
happen or even exceed current human capabilities.
For this to be realized, the neurofeedback research
community should focus on practical and
motivational issues that hold back the
implementation of neurofeedback therapy, and
create a shift towards a society that greatly benefits
from its possibilities.
ACKNOWLEDGEMENTS
We would like to thank Joep Frens, Chet Bangaru,
Jacques Terken and Geert van den Boomen from the
Department of Industrial Design, Eindhoven
University of Technology, who helped shaping our
thoughts and enabled the design of the headset.
Furthermore we would like to thank Geert-Jan
Driessen, Pierre Cluitmans and Frans Tomeij for
sharing their knowledge and insights on the matter.
The Mind Connection in Maastricht has been a
contributor of the project.
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