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 kΩ. 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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