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April 07, 2022.
Presenza brought Naxon Labs to the Campus Party of Punta del Este 2022
Last Friday, on April 1st, Naxon Labs attended the Campus Party  in Punta del Este, as featured tool in the booth of Presenza. This is the largest technology event in the world, bringing together 83 editions in 15 countries, where youngsters, companies, communities, and various institutions come together to live an incredible experience of innovation and creativity. The event took place from March 31st to April 2nd, 2022, at the Convention Center in Punta del Este, Uruguay, and gathered about 9,000 people.   Naxon Labs was present at the booth of Presenza, an ecosystem that aims to democratize access to psychotherapy. This space provides tools to psychologists and patients to grow according to their needs and preferences, that is why they offer services such as psychotherapy, psychodiagnosis, vocational guidance, or neuropsychological evaluation.               In this Campus Party’s edition, Presenza’s representatives received countless visits at the stand, where those interested were able to perform a one-minute guided meditation -individually-, reaching high deep relaxation levels. In addition, thanks to the use of the Muse  headbands and the Naxon Explorer platform, they were able to analyze the levels of dispersion and relaxed attention of the participants. Federica and Lucia, Co-Founders of Presenza said: “We truly feel that marrying psychology and technology ultimately benefits greatly all the people getting treatment. Tools like Naxon Labs’ empower people by giving them factual information about their integral health status and providing treatment suggestions and mindfulness tips”. They also talked about mental health and neuroscience, and informed on the application of technology in these areas. They explained how biofeedback is obtained, what are its benefits, and how it impacts in terms of rights and accessibility. Federica and Lucia added that “Naxon Labs shares our love for wellness and democratizing mental health accessibility, so working with them was a no brainer and we were fascinated by people's response to Muse’s headbands and Naxon’s user friendly interpretative software. It was amazing to see people connect over mental health and we hope to keep doing it over and over”. The event allowed young entrepreneurs to discover Naxon Labs’ platforms, boosting the awareness our software products supported by ANII, one of the official partners of Campus Party.    
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March 05, 2022.
Communication through brain-computer interface technology for people with disabilities
Naxon Fabulari is a new initiative for developing forms of communication or control through brain-computer interface technology for people with disabilities. With the help of a low-cost EEG device, which in addition to capturing brain waves can detect facial movements, a person can associate a pattern with a message or action. In this way a person can communicate a phrase or control connected external devices through a gesture. Within the framework of an agreement with ORT University (Montevideo, Uruguay), a team of computer science engineering students developed an advanced proof of concept for this initiative: Diego Klappenbach, Juan Ruiz and Mauricio Pastorino. This app can be used with products from the Interaxon Muse line (Muse 1, Muse 2 and Muse S).  The main screen of the application is the dashboard. This view is for the purpose of reminding the user which sentence they have for each gesture, to shape the communication they want. Currently six combinations have been implemented, and as the number of actions expands, the summary will be even more relevant. For situations where the headband is not available to execute the gestures, playback is offered through a button placed to the right of the cards that represent the association of the gesture and its sentence. The user with the headband placed and linked to the application, can begin to perform muscle activations, or cervical movements to produce the voice outputs of the sentences associated with the gesture. Playback is done through the speaker. In turn, cervical extension is reserved (tilt the head backwards, looking up), as direct access to the selection of profiles. The user without navigating to another module, in addition to reproducing sentences with gestures, can also navigate between the available profiles, select the desired one, and operate with it.  Carousel Support is a plugin for activating gestures from the Dashboard. On the main page, up to six sentences can be activated, and in turn, from the same place you can exchange the available profiles by interacting through the headband. Each user can create up to six profiles per account, meaning that 36 sentences can be easily accessed from the Dashboard. Depending on the use case, the combination of sentences per profile can depend on the context in which the user is. For example, the set of sentences used by the user in a clinic may differ from those used in an educational center as well as in a social event. Well, it is expected that of the total number of sentences that you have available, not all of them are applicable in the context in which you find yourself. An alternative may be to modify your profiles online to adapt the sentences based on the moment you are in. The combination of Dashboard and Support Carousel, allows the user to generate very specific profiles and at the same time, enjoy the generality of the expressions of habitual use. The Support Carousel is subdivided into three carousels. The first of them brings together the sentence subjects: I, you, he, she, we, and we. Next, in a vertical arrangement, is the carousel of predicates. It is worth noting that depending on the chosen pronoun, the application automatically conjugates the words presented in the following carousels to favor the syntax and, therefore, the understanding of what is stated. Finally, the last carousel fulfills a double function. Based on the chosen predicate, its elements can take one of two forms: verbs or adverbs. This distinction is resolved automatically by the application without the need for the user to intervene in the definition. In case the user composes a sentence that allows the modification of the verb, the third and last carousel updates its elements in adverbs to enrich the statement. Otherwise, it collects and presents a set of verbs.   If you are interested in exploring Naxon Fabulari, using EEG for communications, just connect with us and we will help you: contact@naxonlabs.com  
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January 25, 2022.
FIBRAS: United we promote projects of social impact and technology
Naxon Labs is part of #Fibras as founding member! Fibras is an ecosystem made up of several organizations in Uruguay joining forces to create #socialimpact through different disciplines. On November 29th, 2021, Fibras became an official Civil Association  https://fibras.org/ Purpose Fibras is an ecosystem where people, companies and organizations come together to support and accelerate projects and ideas using technology as a platform to generate social impact in the following dimensions: About Fibras It is a multidisciplinary collective with the ability to unite technology and humanism. Fibras combines knowledge and experience in technology, medicine, neuroscience, psychology, education and research. Fibras’ pillars: synergy and collaboration in sync towards a common purpose. Projects The projects that weave the fabric of Fibras cross and intertwine the different dimensions aligned with the sustainable development objectives defined by the United Nations. The projects that are being promoted by Fibras and their members can be explored at https://fibras.org/proyectos/
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January 11, 2022.
Virtual reality and electroencephalography for modulation of emotional states through visual and auditory stimulus
Combining Virtual Reality and EEG technologies, by adding visual and auditory stimulus, Iker López has created a software application for the modulation of emotional states with binaural waves and neurofeedback techniques. As part of his graduation work as Computer Science Engineer in the Escola Politècnica Superior of Universitat de les Illes Balears (UIB), Iker López de Suso Sánchez developed a software application motivated by providing technological support for mental health care, combining software games with Unity and Virtual Reality. Iker worked under the supervision of Dr. Francisco José Perales López and Dr. José María Buades Rubio in the program 2020/2021 in the city of Palma, Majorca, Spain. Iker analyzed brain waves in non-invasive EEG devices like Muse Band 2, which has 4 channels plus one for reference, using Bluetooth 4.2 communication: ● Gamma (32-100Hz) ○ High cognitive processing. ○ Learning. ○ Problem solving. ● Beta (13-32Hz) ○ Concentration. ○ Decision making. ● Alpha (8-13Hz) ○ Relaxation. ○ Well-being. ● Theta (4 - 8Hz) ○ Imagination. ○ Internal processing. ○ Dreams (REM), fears. ● Delta (0.5 - 4Hz) ○ Deep meditation. ○ Deep sleep (without dreaming).   A binaural beat is an auditory illusion perceived when two different pure-tone sine waves, both with frequencies lower than 1500 Hz, with less than a 40 Hz difference between them, are presented to a listener dichotically (one through each ear). For example, if a 100 Hz pure tone is presented to a subject's right ear, while a 104 Hz pure tone is presented to the subject's left ear, the listener will perceive the auditory illusion of a third tone, in addition to the two pure tones presented to each ear. The third sound is called a binaural beat, and in this example would have a perceived pitch correlating to a frequency of 4 Hz, that being the difference between the 104 Hz and 100 Hz pure tones presented to each ear. Figure: Binaural Beats Binaural-beat perception originates in the inferior colliculus of the midbrain and the superior olivary complex of the brainstem, where auditory signals from each ear are integrated and precipitate electrical impulses along neural pathways through the reticular formation up the midbrain to the thalamus, auditory cortex, and other cortical regions. Then the neurofeedback (NFB), also called neurotherapy, is a type of biofeedback that presents real-time feedback from brain activity in order to reinforce healthy brain function through operant conditioning. In this case, electrical activity from the brain is collected via sensors placed on the scalp using electroencephalography (EEG Muse Band 2), with feedback presented using video displays or sound. Figure: Neurofeedback “There’s decades of innovations ahead. We’re at the very beginning, where it’s just at the stage where we can bring in consumers but there’s so much further to go from there” said Brendan Iribe, CEO of Oculus Rift, the device Iker used for the application. Also in his work, Iker cited Mark Zuckerberg, CEO of Facebook, now rebranded as Meta, to enter with these applications in the so called Metaverse: “The incredible thing about the technology is that you feel like you’re actually present in another place with other people. People who try it say it’s different from anything they’ve ever experienced in their lives.” Iker considered different reality technologies: Augmented reality (AR), Virtual reality (VR) and Mixed Reality (MR). Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go. Virtual reality (VR) implies a complete immersion experience that shuts out the physical world. Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments such as the middle of a squawking penguin colony or even the back of a dragon. In a Mixed Reality (MR) experience, which combines elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is just now starting to take off with Microsoft’s HoloLens one of the most notable early mixed reality apparatuses. The Oculus Quest 2 device has a resolution per eye of 1920 x 1832 pixels, a refresh rate of 90Hz, and a FOV (Field of View) of 90°. Figure: Oculus Quest 2 Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005. The engine has since been gradually extended to support a variety of desktop, mobile, console and virtual reality platforms. The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as well as interactive simulations and other experiences. Oculus Quest and Quest 2 deliver the freedom of wireless, standalone VR with the industry leading power and performance to drive your next immersive app. Both of these devices include spatially tracked controllers, integrated open-ear audio, and support for Oculus Link which enables users to access their Oculus Rift library of apps from their gaming compatible PC. For this applications Oculus Quest 2 has been integrated with Unity to create the VR environment, scene, game objects, the components defining the game object behavior and the materials that add texture and colors to objects. For the integration of the EEG device with the software application it was used the Naxon Explorer API to get the data at the right moment. With Naxon Labs platform and an EEG device like Interaxon’s Muse, you can create a mark derived from an external event in a sequence of brain activity expressed in waves. Naxon Explorer is a useful tool and neurofeedback system for researchers in Neuroscience, Psychology and Medicine. You can record brain data, get measurements and sessions data that will let you use machine learning and automatic pattern analysis. With the API, you can analyze brain behavior and its response to an external activity.In this application, Iker exposes the brain to visual and auditory stimulus at the same time informs Naxon Explorer through an API to register the moment accurately. With this, you can analyze the continuous brain waves and check what was the impact of the external event in the brain activity. Figure: Data flow In the application you can work with the session, the configuration, course of session, summary of results (graphics and information). You can also configure the environment, the binaural waves and the music. As future directions of this work, Iker Lopez indicated the statistical study to validate the effectiveness of the techniques used, increase the stimulus perceived by the user (shaders, particles), the expansion of neurofeedback techniques, the development of a backend project including communication with a server and a data base, the Inclusion of alternative input systems (head movement, voice control) and design and develop an in-game tutorial. This is one of the latest initiatives developed by Dr. Francisco Perales workgroup in the Universitat de les Illes Balears. The UIB research team has been working a lot in Brain Computer Interfaces and VR / AR. They have several projects where they normally apply technology to therapeutic subjects. They have used these technologies with children with CP, Autism, ADHD, etc. Recently they were involved in national project for the elderly and social robots. One of the applications of VR as indicated above, was intended to assess the emotional state of the person and modulate it, for example to control chronic pain in diseases. For this, the team uses physiological parameters (heart rate, EDA, etc). The team also used EEG addressing the challenges of using a VR headset with an EEG headband with Naxon Explorer API. The paper Evaluation of a VR system for Pain Management using binaural acoustic stimulation explains the process which was written by Francisco J. Perales, Laia Riera, Silvia Ramis and Alejandro Guerrero. Abstract The system proposed is oriented to evaluate the pain perceived by the user under a high controlled virtual reality environment (VR). AVR system is an implementation of a virtual world that the user perceivesasthe realone.Thesensationofimmersionaffectsthestimulus (visual,acousticandhaptic) perceived by the user and it is able to promote change in the brainwaves power and produce an activation of Autonomic Nervous System (ANS). The Electro-Dermal Activity (EDA) allow measuring the electrical properties of the skin by the sweat activity. This work proposes a VR environment combined with binaural beats (binaural sounds) and visual stimulus to evaluate the perceptionthatthe user has and comparingtheir sensation with real physiological data. It is believed thatthe use of different binaural beatsin along period oftime can help patientstoinduce a relaxation state (mood) and consequently modulate the perception to pain. In this study we show two experiments. The first one applies 8 types of acoustic stimulus (4 binaural and 4 monaural) in a standardsimpleVRscenarioandweproposetheenduserstoselecttheexperimented feelingthey felt in any case, in parallel using the Empatica wristband we contrast the subjective users answers with physiological values given by the device. In the second experiment, an immersive environment based ont he wholeVRapplication is proposed for control and real users to evaluate chronic pain.The users are immersed in three VR equal scenarios butwith random sound stimulation.Withthe results obtained, we can conclude that binaural beats work better than non-binaural beats if we talk about relaxation and meditation.    
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September 13, 2021.
Conversations 01: Neuromarketing & Emotions
In the first virtual meeting of "Conversations", Leandro Castelluccio and Federico Romano talked about neuromarketing and emotion detection with low-cost portable neurotechnology. The aim of the talk is to show how new technologies are helping in the development of neurotechnology and to make visible the work that Naxon Labs does with them. In this way, it also seeks to inspire professionals, students and researchers to carry out new projects using the neurotechnology platforms and portable products. Naxon uses the new neuroscience technologies to create platforms that could help people. The work is done with the Muse wireless headbands of Interaxon, which are low-cost portable encephalography devices, which actually allows bringing software applications to a greater number of people. In addition, the latest models that have been developed are elastic headbands even more comfortable, portable and of very good usability. Its low cost, which is between $200 and $800, is also essential to reach a bigger audience. Muse has its own applications, mainly focused on mindfulness training. But Naxon got to find new utilities and works with another purpose, so they develop software platforms - compatible with the Muse headband- that analyze brain data, and from them, different products are developed according to the needs of neuroscientists, researchers and professionals. In 2020, Naxon launched Explorer, a product that works with the brain signal and is mainly used with academic purposes. But a new product called Emotions is currently being developed, a platform that, with the brain information taken with the headbands, will try to measure a wide variety of emotions in real time. The intention is to create a product that manages to measure different emotions in the most specific way possible in terms of the intensity of the emotion. It is an intuitive platform, which identifies and record emotions and mental states - such as joy, relaxation, concentration and sadness... - that change over time according to what the person is feeling. Also, the platform throws metrics, and it is possible to visualize various parameters, such as time or what the user is looking at. Naxon Explorer and Muse headband Leandro and Federico also talked about neuromarketing, which can be considered as the study of the buying process and the decision making of consumers or potential consumers before buying, while they are buying and after the purchase. Neuromarketing makes possible the monitoring of the consumers behavior, so that companies are able to find ways to improve their products and services.        [https://es.semrush.com/blog/que-es-neuromarketing-ventajas/] All this information about the consumer is obtained thanks to the technology applied in neuroscience. A processing phase is carried out and then machine-learning models of artificial intelligence are used, and from that, different information and relevant characteristics are extracted. These are studied and a classification of, for example, a detected reaction or emotion is obtained. By integrating this technology into the marketing world, we can think about how to improve the area of marketing, as it has a large communication component that is important to develop. Working in this area would avoid the sale of expectations, it is necessary to understand what the products and the advertising generate in people, what their needs are and how they interact with the product - and what utility they give to it-. This could ensure that the item or service sold has a utility that is correctly adapted to the needs of the consumer, so he gets what he really needs. In this way, Naxon aims to create a platform that takes data from the Muse headband and shows variables of the emotional states of people.         For example, when a product is launched, a feedback about the impact caused on the consumers is generated, and then the product can be adjusted. Companies often spend a lot of money on advertising and sometimes lose potential customers because the product was not what the public believed. But this also happens with customers, who sometimes spend money on products that turn out not to be what they saw in advertising. It is important to validate the product to confirm if it really is what was offered. This explains why neuromarketing benefits companies, the products creators, and the consumers.  It is essential for culture and society that all actors in the process - creators, developers, users and consumers - have a high degree of awareness of what is being done, what is behind the presentation of a product, and why it is as it is. This degree of awareness can be achieved by analyzing the ways in which people react to certain stimuli and to the ways of presenting a product; these are factors that change the perception and reaction of the consumer. Neuromarketing contributes to a greater awareness of what is consumed and purchased, also helping to make better decisions and not feel manipulated by brands.
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September 13, 2021.
CONVERSACIONES 01: Neuromarketing & Emotions
En el primer encuentro virtual de “Conversaciones”, Leandro Castelluccio y Federico Romano estuvieron charlando sobre el neuromarketing y la detección de emociones con neurotecnología portátil de bajo costo.   El objetivo de la charla es mostrar cómo las nuevas tecnologías están ayudando en el desarrollo de la neurotecnología y hacer visible el trabajo que Naxon Labs realiza con ellas. De este modo, también se busca inspirar a profesionales, estudiantes e investigadores a realizar nuevos proyectos utilizando las plataformas y productos de neurotecnología portátil. Naxon utiliza las nuevas tecnologías de neurociencia con el objetivo de crear plataformas que permitan ayudar a las personas. Se trabaja con las vinchas inalámbricas Muse de Interaxon, que son dispositivos de encefalografía portátil de bajo costo, lo que permite llevar aplicaciones de software a una mayor cantidad de personas. Además, los últimos modelos que se han desarrollado son vinchas elásticas aún más cómodas, portables y de muy buena usabilidad. Su bajo costo, que ronda entre los 200 y 800 dólares, también es esencial para llegar a más público. Muse cuenta con sus propias aplicaciones, enfocadas principalmente en el entrenamiento en mindfulness. Pero Naxon le supo encontrar nuevas utilidades y trabaja con otro propósito, por lo que desarrolla plataformas de software – compatibles con la vincha Muse- que analizan datos cerebrales, y a partir de ellos, se desarrollan diferentes productos de acuerdo a las necesidades de neurocientíficos, investigadores y profesionales.             En 2020, Naxon lanzó Explorer, un producto que trabaja con la señal cerebral y que es utilizado sobre todo en el ámbito académico. Pero actualmente se está desarrollando un nuevo producto llamado Emotions, una plataforma que, con la información cerebral tomada con las vinchas, tratará de medir una amplia variedad de emociones en tiempo real. El objetivo es generar un producto que logre medir distintas emociones de la manera más específica posible en cuanto al grado de intensidad de la emoción. Se trata de una plataforma intuitiva, que capta, registra, y graba emociones y estados mentales - como la alegría, relajación, concentración y tristeza…- que van cambiando en el tiempo de acuerdo a lo que la persona va sintiendo. Además, la plataforma arroja métricas, y se pueden visualizar varios parámetros, como el tiempo o lo que el usuario está mirando. Naxon Explorar y vincha Muse Leandro y Federico también estuvieron hablando sobre el neuromarketing, que puede considerarse como el estudio del proceso de compra y de la toma de decisiones de los consumidores o posibles consumidores antes de comprar, mientras están comprando y después de la compra. El neuromarketing permite monitorear la conducta del consumidor, y así las empresas podrían encontrar métodos que mejoren sus productos y servicios. [https://es.semrush.com/blog/que-es-neuromarketing-ventajas/] Toda esta información sobre el consumidor se obtiene gracias a la tecnología aplicada en la neurociencia. Se realiza una fase de procesamiento y luego se utilizan modelos de aprendizaje automático, de inteligencia artificial, y a partir de eso, se extraen distintas informaciones y características relevantes. Estas se estudian y se obtiene una clasificación de, por ejemplo, una reacción o emoción detectada. Al integrar esta tecnología al mundo del marketing, podemos cuestionarnos cómo mejorar el área del marketing, ya que tiene un gran componente de comunicación que es importante desarrollar. Trabajar en esta área lograría evitar la venta de expectativas, es necesario entender lo que los productos y publicidades generan en las personas, cuáles son sus necesidades y cómo interactúan y le dan utilidad al producto. Así se podría lograr que el artículo o servicio vendido tenga una utilidad que se adapte correctamente a las necesidades del consumidor, es decir, darle al consumidor lo que realmente necesita. De esta forma, Naxon tiene el objetivo de crear una plataforma que tome los datos de las vinchas Muse y arroje variables del estado emocional de las personas. Por ejemplo, cuando se lanza un producto, se genera un feedback del impacto que causó en sus consumidores, y luego el producto puede ser ajustado. Las empresas suelen gastar mucho dinero en publicidad y en algunas ocasiones pierden posibles clientes porque el producto no era lo que el público creía. Pero esto también sucede con los clientes, que a veces gastan dinero en productos que resultan no ser lo que vieron en la publicidad. Es importante que se pueda validar el producto, para confirmar si es realmente lo que se había ofrecido. Esto explica por qué el neuromarketing beneficia de igual manera a las empresas, a los creadores de un producto, y a los consumidores.    Es esencial para la cultura y para la sociedad que todos los agentes del proceso – creadores, desarrolladores, usuarios y consumidores - tengan un alto grado de consciencia de lo que se está realizando, qué hay detrás de la presentación de un producto, y por qué es como es. Este grado de consciencia puede ser alcanzado con el análisis de las formas en las que las personas reaccionan a determinados estímulos y a las formas de presentar un producto; son factores que cambian la percepción y reacción del consumidor. El neuromarketing contribuye a una mayor consciencia de lo que se consume y se compra, ayudando también a una mejor toma de decisiones y a no sentirse manipulado por las marcas.
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August 19, 2021.
Naxon Labs: marking brain reaction to external stimulus through new Naxon Explorer API
With Naxon Labs platform and an EEG device like Interaxon’s Muse, you can create a mark derived from an external event in a sequence of brain activity expressed in waves. Naxon Explorer is a useful tool and neurofeedback system for researchers in Neuroscience, Psychology and Medicine. You can record brain data, get measurements and sessions data that will let you use machine learning and automatic pattern analysis. With the new API, you can analyze brain behavior and its response to an external activity. For example you can expose the brain to certain activity at the same time you inform Naxon Explorer through an API to register the moment accurately. With this, you can analyze the continuous brain waves and check what was the impact of the external event in the brain activity.   Through this API Naxon Explorer can be integrated with many applications. One of them is Unity (https://unity.com/), a multiplatform game engine (smartphone, computer, video and web game consoles) developed by Unity Technologies. It is one of the most widespread in the video game industry, both for large studios and for independents because of its rapidity in prototyping and that it allows games to be released on all media.   In Naxon Explorer platform, there are commands available, and the backend is ready to connect through WebSocket so external applications can connect from a Unity application to start receiving the packages. From the external application you must do some programming, like simply go to record a new session, and then a new button will appear that opens a modal with all the necessary commands to connect to WebSocket. Then you can not only put Play / Pause (or end the recording), for example, but also receive the data that the server reads.   Then, using Chrome extensions, or some tool that allows WebSocket connections (for example Hoppscotch https://hoppscotch.io/) you can connect to the backend and send the messages that are there in the modal, and receive the readings, brainwaves, and events from the back end.   This is a great mechanism to invoke Naxon Explorer when an event occurs and test the Muse device with a virtual reality set like Oculus. First you must connect, then subscribe and there you can just start / pause / end recording. The ping is is a control mechanism and it is something that keep the connection alive and that lets you know if you are still connected.    When you send a subscribe it returns a message like this:   {   "identifier": "{\"channel\":\"RecordingsChannel\",\"room\":\"RecordingsRoom\",\"session_id\":\"675\"}",   "type": "confirm_subscription" }   When you send an end recording it returns a message like this:   {   "identifier": "{\"channel\":\"RecordingsChannel\",\"room\":\"RecordingsRoom\",\"session_id\":\"675\"}",   "message": {     "message": {       "change_status": "end_recording",       "action": "change_recording_status"     }   } }   We tested Oculus with Muse and everything works well. You must adjust the band a little higher than normal so that the Oculus fits well.   This help to mark events in the brain activity. From Naxon Exporer we open a specific Web Socket for a particular session and then the external application can send packages out there with certain content that identifies what the event is, if Naxon Explorar has to start recording, if it has to stop, etc. It is a a kind of remote control for the session.   Among the pioneers using this functionality we highlight a Spanish team from the UIB (Universitat de les Illes Balears), which is working a lot in BCI and RV / AR.   They have several projects, and one of the Virtual Reality applications is to evaluate the emotional state of the person and modulate it, for example to control chronic pain in diseases. To do this, they use physiological parameters (heart rate, EDA, etc ...). They contacted Naxon Labs about their interest in using EEG as well, combining the use of a VR headset with an EEG headband.   The UIB team developed MUSE 2 tests with Naxon Explorer to synchronize the EEG captures with the visual stimuli sent in the Unity RV application.   The UIB research team has been working a lot in BCI and VR / AR. They have several projects where they normally apply technology to therapeutic subjects. They have used these technologies with children with CP, Autism, ADHD, etc. Recently they were involved in national project for the Elderly and social robots. One of the applications of VR was intended to assess the emotional state of the person and modulate it, for example to control chronic pain in diseases. For this, they use physiological parameters (heart rate, EDA, etc). The team also used EEG addressing the challenges of using a VR headset with an EEG headband.   If you are interested in marking external events in the brain wave activity, just connect with us and we will help you with the Naxon Explorer API: contact@naxonlabs.com
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July 29, 2021.
You don't have to say what you feel - Naxon Labs reads it in real time
The Business of Portable EEGs Originally written by FABIANA CULSHAW. This is an extract version republished by Naxon Labs.   Many times a headband is required to hold the hair or as an aesthetic accessory, but this is not just any headband. It is a "muse", a portable, lightweight device with electrodes that is placed on the scalp and measures brain waves; This allows the wearer's stress or relaxation level to be detected in real time and displayed on the cell phone.   "With a greater awareness of their anxiety, the person can regulate it…through relaxation techniques," explained Leandro Castelluccio, psychologist, master in cognitive neuroscience and partner at Naxon Labs, a Uruguayan startup dedicated to the development of portable devices for wellness and mental health.   If the person is very stressed or dispersed, the headband activates an intense auditory biofeedback (for example, the sound of heavy rain) to relax. If it is in a neutral or calm state, a soft chirping of birds accompanies. The system also provides a report with metrics on the evolution of anxiety-relaxation over time.   This story does not stop there, but has only just begun, because Naxon Labs takes the muse headbands - manufactured by the Canadian Interaxon - as the basis for new software developments…. «In essence, the headband is an electroencephalogram that aids in mindfulness training and assessing sleep, but it also has potential for other types of applications, such as better monitoring of mental illnesses and potentially monitoring epilepsy and neurological events in patients in ICU”, Castelluccio exemplified.   Under this premise, Naxon Labs developed, in partnership with EagerWorks (a business that works in artificial intelligence), a platform for new applications and uses form well-being and mental health.   Who are them The inspiration for the project came from Castelluccio's studies in cognitive neuroscience in the UK in 2015-16, which led him to found Naxon Labs two years later with his partners: Federico Romano (student of neurophysiology and medicine) and Martín Machín (computer engineer, consultant, angel investor and co-founder of the Pyxis ecosystem). Initially, the venture received support from the National Research and Innovation Agency (ANII) to develop a prototype to read neural information in a more practical, wireless and economical way than the traditional large EEGs used in hospitals and clinics. Then they saw other potentialities.   Today, they market the software developed on the muse headbands to some universities and private clinics in the US, Canada, Europe and India. 'Those markets are more familiar with neurotechnology…and the business potential is enormous. You just have to think that Interaxon sells 40,000 devices per year. In Latin America, the markets do not know much about the subject, it is necessary to evangelize and then offer the solution”, said Castelluccio.   The company is developing a tool for monitoring cognitive-emotional states that can be used by mental health professionals and consultants interested in exploring and studding emotions. Interested parties have emerged in Uruguay. “Engineers from ORT University have used our software to develop command so that people with physical difficulties can better interact with their enviroments. Interns from the University of Montevideo have also carried out research projects with us”, said the entrepreneur.   The new development Since January, Naxon Labs has been advancing in another line: the neurotechnological classification of emotions (such as joy, sadness, pain, level of concentration), in an attempt to go beyond the original product. Ultimately, the software could be used for a person to be able to raise their mental state from negative to positive through appropriate music or other stimuli that are integrated with the new software. The tool can assist psychologists and psychiatrists, and it is also useful in marketing companies to test how consumers relate to different products. Neuroscience technology is scarce in the world. There are emotion detectors, but they are basic. Our goal is to expand them and bring them to mass consumption, where the market is much larger than the scientific circle to which we are now mostly directed to", concluded Castelluccio.
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May 31, 2021.
How can neurotechnology help in marketing?
Using the portable EEG headband Muse and Naxon Explorer, Regina, a graduate researcher in ORT University in Uruguay, worked with Emotions classification of participants who watched a standard ad aimed at women versus a novel ad under the framework of “femvertising” (advertising that is carried out in favor of women, with messages and images that empower women and girls).  Using statistical data analysis, Regina was able to distinguish different brain responses in the participants according to which type of ad they were looking.  This provided Naxon Labs with valuable insights into developing our product Naxon Emotions.  Find out more at: https://naxonlabs.com/products/emotions EEG data analysis In the first instance, the signal-to-noise ratio of the data obtained was reviewed. Clipping of the EEG tracing was not considered necessary due to the little or no presence of artifacts that could affect the analysis. Subject No. 2's tracing was discarded, due to continuous mispositioning artifacts, so it was not possible to include it. The analysis was based on the absolute Spectral Frequency Power (PSD) of the Alpha (7.5Hz - 13Hz) and Beta (13Hz - 30Hz) brain frequency bands. Being the evaluated electrodes AF7 and AF8 (located at the anterior-frontal level of the head) with reference electrodes in FPZ, taking into account the international EEG 10-10 placement standard and the modified combinatorial nomenclature (MCN) for the electrodes. Frontal Lobe Frontal Activity Spectogram As an exploratory analysis, the presence of statistically significant differences in the alpha and beta brain wave frequencies (associated with cognitive activity) was examined for the frontal channels of the portable EEG using the presented stimulus as a categorical variable, which makes up two groups, one from advertising. normal and another of the feminist.  For this, an analysis of variance (simple ANOVA) was defined for the case of alpha frequencies, since the assumptions of the procedure were verified, including the normal distribution of the variables. Analysis of variance represents a collection of statistical models and their associated estimation procedures that are used to analyze differences between means. In its simplest form, ANOVA provides a statistical test of whether two or more population means are equal. In the case of the beta frequency, a normal distribution of the data was not found, so the non-parametric analysis of Kruskal Willis was carried out. Therefore, in our analysis, the absolute wave frequency power, both alpha and beta, was taken as a dependent variable for the frontal channels AF7 and AF8, which is an indicator of how present a certain wave frequency is in an EEG channel. The video presented to the participants was used as an independent variable. Results: A significant difference (p <.05) was found between both videos for the alpha frequency, both for the front left channel AF7 [F (1, 121126) = 64.25, p <.0001], and for the front right channel AF8 F (1, 121126) = 1855, p <.0001]. Given the value of F in the second case, we can see that the difference for alpha in this last channel is significantly greater. In the case of the Kruskal Willis test for the beta frequencies of both frontal channels, significant differences were found both for the left channel AF7 (X2 = 3638, p <0.001, df = 1) and for the channel AF8 (X2 = 2265, p <0.001, df = 1), being in this case the most intense differences for the left frontal canal. Considering the means of the powers, a greater alpha power is observed in the left channel for the feminist stimulus than for the common one. But the differences are statistically greater for the case of alpha of the right channel, where on the contrary we observe a greater power in the channel for the common video in relation to the feminist one. In the case of beta, we find a stronger statistical difference for the left channel, where for the feminist stimulus the potency of beta is significantly higher than for the common stimulus. In the case of the right frontal canal, it is also observed, although to a lesser degree, a greater potency for feminist stimulation compared to the common one. Interpretation of the obtained results: The relationship of the frontal power asymmetries of frequency bands such as Alpha and Beta with differences in the valence of emotional states has been studied in recent years and allows us to orient the results obtained towards a conclusion that supports the subjective table collected in the experimentation. The increase in the left frontal Alpha PSD frequency observed before stimulus B has been related in various studies with emotional states of positive valence and / or excitement (Vecchiato et al., 2011; Mikutta, Altorfer, Strik, & Koenig, 2012 ). On the contrary, the increase in the right frontal Alpha PSD frequency has been related to negative emotional states (Diaz & Bell, 2012). Regarding the increase in the frontal Beta PSD frequency band before stimulus B, it could be related to an increase in the concentration of the participants (Lim, Yeo, & Yoon, G. (2019), but the evidence is insufficient and little specific to conclude it accurately. We can conclude then that the predominance of positive emotions during stimulus B over stimulus A has a neurobiological correlation. References: Diaz, A., & Bell, M. A. (2012). Frontal EEG asymmetry and fear reactivity in different contexts at 10 months. Developmental Psychobiology, 54(5), 536-545. doi: 10.1002/dev.20612 Lim, S., Yeo, M., & Yoon, G. (2019). Comparison between concentration and immersion based on EEG analysis. Sensors, 19(7), 1669. doi: 10.3390/s19071669 Mikutta, C., Altorfer, A., Strik, W., & Koenig, T. (2012). Emotions, arousal, and frontal alpha rhythm asymmetry during Beethoven’s 5th symphony. Brain topography, 25(4), 423-430. doi: 10.1007/s10548-012-0227-0 Vecchiato, G., Toppi, J., Astolfi, L., Fallani, F. D. V., Cincotti, F., Mattia, D., ... & Babiloni, F. (2011). Spectral EEG frontal asymmetries correlate with the experienced pleasantness of TV commercial advertisements. Medical & biological engineering & computing, 49(5), 579-583. doi: 10.1007/s11517-011-0747-x Image Link ref: https://en.wikipedia.org/wiki/File:EEG_10-10_system_with_additional_information.svg