脑电图
可用性
人机交互
计算机科学
脑-机接口
背景(考古学)
认知
接口(物质)
培训体系
Nexus(标准)
认知训练
无人机
偏爱
心理学
人工智能
应用心理学
精神科
古生物学
气泡
经济
嵌入式系统
最大气泡压力法
并行计算
微观经济学
生物
遗传学
经济增长
作者
José-Antonio Cervantes,Sonia Calaza López,Jahaziel Molina,Francisco Javier Quel López,Mónica Perales-Tejeda,Jesús Carmona-Frausto
标识
DOI:10.1016/j.cogsys.2022.11.008
摘要
The need for engaging treatment approaches in mental health care has led to the developing of new applications based on serious game approaches. These approaches have facilitated the development of promising tools for dealing with attention deficit hyperactivity disorder. This paper presents a novel system called CogniDron-EEG. This system is based on a brain–computer interface for flying indoor a drone for cognitive training purposes. We conducted a controlled trial with ten healthy children aged 7–14 to test the functional suitability and usability of the CogniDron-EEG system. Also, this study allowed us to evaluate the preference between our system and another system based on video games. Therefore, participant subjects used our CogniDron-EEG system and a system called Nexus to identify the users’ preferences concerning these two systems. The findings suggest that participants were satisfied with the CogniDron-EEG and provide the basis for further development and research on the CogniDron-EEG system. Therefore, the proposed system in this paper opens a new branch of research on drones to study their advantages and disadvantages of using them for cognitive training purposes. Additionally, implications for developing human–robot interaction and serious games in the mental health context are discussed.
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