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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
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April 28, 2021.
Brain Computer Interfaces and Electroencephalography
What is a Brain to Computer Interface (BCI)?   A brain–computer interface (BCI) is a direct communication pathway between a brain and external device. For this it is used an instrument to connect the brain to an external machine. Through this instrument it is possible to record several waves that are generated by our brain and neural activity. Those waves are studied in the field of neuroscience and are linked to different things. Why is it interesting? Because it is very useful for research, mapping brain activity, assisting persons, augmenting capabilities, or repairing human cognitive or sensory-motor functions. [ https://i.ytimg.com/vi/niG19rnjofo/maxresdefault.jpg ]   There are two types of BCIs: the non-invasive and the invasive ones. Non-invasive technologies are those that only “read” the information generated by the brain. It can be achieved by connecting an external device to the head that lets a computer record the data. Some wireless devices are under research and developed these days as well. The invasive technologies are those that somehow generate direct stimulus on the brain to produce changes in the neural activity, typically through different energy (electricity) levels and applied in different head locations. These technologies go beyond the “reading” part, is like they want to “write in” or directly stimulate the brain through electric pulses. These devices can be external or internal. Due to the cortical plasticity of the brain, signals from implanted prostheses can, after adaptation, be handled by the brain like natural sensor or effector channels. But as mentioned, BCI are not necessarily implanted sensors connected to an external device, they can also be non-invasive, like the electroencephalography (EEG). The EEG has been used for several decades and with the increasing availability of computer power, more things can be done with the data that can be extracted from these technologies. The high cost of the early static EEG devices has been improved to the availability of portable EEG devices that are also used as meditation gadgets. There is a path from a low cost and portable EEG device in terms of the number of points of data collection and the fine accuracy compared to more sophisticated, very expensive and static devices. But still the technology brought by the portable EEG devices and the analysis of the data they produce enables a lot of new applications not possible before to reach the general population. An example of low-cost portables EEG devices is the Muse set of products, created by Interaxon Inc in Canada. Devices like Muse I, Muse II and Muse S are sold as meditation devices that leverage the brain wave data to bring information and provide feedback to adapt music based on what is captured through few sensors in a headset. Muse headband + Naxon Explorer Naxon Labs aims to get additional value from the data that can be retrieved from a device like Muse. With a Muse device you can connect to the Naxon Explorer application and record multiple sessions for live or later analysis of the data. The sessions are recorded, the data can be visually played several times, but the data can be used for deeper statistical analysis. Through the interface you can do annotations that could map events that happened during the session recording. This would help to associate brain activity changes to a particular scenario or external event or stimulus. Also, recent studies in human-computer interaction through the application of artificial intelligence techniques like machine learning* with statistical temporal features extracted from the frontal lobe, EEG brainwave data has shown high levels of success in classifying mental states (Relaxed, Neutral, Concentrating), mental emotional states (Negative, Neutral, Positive) and thalamocortical dysrhythmia*1. In this particular area Naxon Labs is working, using data recorded with Naxon Explorer, to create a model and train a neural network to detect a particular emotional state. This is what is being developed for the product Naxon Emotions, which aims to get live data from a portable EEG device and recognize the emotional state of a person.   * Machine learning is the study of computer algorithms that improve automatically through experience and by the use of data. These algorithms build a model based on sample data to make predictions or decisions without being explicitly programmed to do so. *1 Thalamocortical Dysrhythmia (TCD) is a theoretical framework in which neuroscientists try to explain the positive and negative symptoms induced by neuropsychiatric disorders like Parkinson's Disease, schizophrenia, obsessive–compulsive disorder, depressive disorder, epilepsy, among others. In TCD, normal thalamocortical resonance is disrupted by changes in the behavior of neurons in the thalamus. Naxon Explorer The electroencephalography (EEG) The electroencephalography (EEG) is a monitoring method to record electrical activity - over a period of time - on the scalp that represents the macroscopic activity of the surface layer of the brain underneath. This non-invasive method works by placing electrodes along the scalp, measuring voltage fluctuations resulting from ionic current within the neurons of the brain. Neural oscillations - or "brain waves"- can be observed in EEG signals in the frequency domain, letting researchers to use EEG to investigate potential fluctuations time locked to an event, to a stimulus. Actually, EEG is a valuable tool for research and diagnosis. It is one of the few mobile techniques available and offers millisecond-range temporal resolution.   Portable EEG Within the area of electroencephalography, portable devices are being made in order to have an easier use of its devices. So, portable EEG devices – also called "Wearable EEG"- are smaller, based upon creating low power wireless collection electronics and ‘dry’ electrodes which do not require a conductive gel to be used. Wearable EEG aims to provide small EEG devices which are present only on the head and which can record EEG for days, weeks, or months at a time, as ear-EEG. In research, EEG is often used in combination with machine learning. EEG data are pre-processed to be passed on to machine learning algorithms - that are then trained to recognize different diseases-. By using machine learning, the data can be analyzed automatically.
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April 14, 2021.
Naxon Labs selected among the Top 500 Global Startups in SLINGSHOT 2020 Singapore
Naxon Labs was selected among the Top 500 most promising Global Startups competing in SLINGSHOT 2020. The result announcement was made at the end of Monday October 12th, 2020 and Naxon Labs was selected as one of the TOP 500 global startups.    Naxon Labs participates in SLINGSHOT Singapore 2020, Asia's most exciting deep tech competition. This year's competition is centered around 5 sectors: Manufacturing, Logistics & Transportation; Urban Solutions & Sustainability & Energy; Health-Tech, MedTech & BioTech; FoodTech & AgriTech; and Digital solutions, Consumer Products & Services   As part of this select shortlisted startups Naxon Labs got an exclusive opportunity to collaborate with corporate partners. Each corporate is sponsoring different problem statements, and Naxon Labs has the chance to tackle one or several of these problem statements. This unique challenge enables to create co-innovation opportunities and potential pilots and business opportunities.   Naxon Labs solutions fit in the Health-Tech, MedTech & BioTech category, where Explorer could address several applications. Naxon Explorer is a cheap and useful tool and neurofeedback system for researchers in Neuroscience, Psychology, Medicine, Engineering and Information Technology.  Naxon Labs platform is integrated with machine learning tools and automatic pattern analysis so that both an experienced researcher or recently graduated professional can easily explore the brain.   Naxon Labs technology will be explored to improve patient outcomes in hospitals’ intensive care units by enhancing patient monitoring capabilities and predicting patient deterioration for early intervention. Our tools could help to predict and detect deterioration of patients’ conditions and provide intervention sufficiently early. Real-time monitoring of patient vital signs from the brain can be tracked proactively with Naxon Explorer add-ons, with capabilities of generating alarms and notification to nurses highlighting patient deterioration.
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April 14, 2021.
Naxon Labs pitching its way in Asia: Singapore Slingshot 2020
Asia’s most exciting deep tech startup competition returned for its fourth year.  This year Slingshot called for entries for 5 challenge sectors, as well as the new SLINGSHOT COVID-19 Challenge horizontal for solutions that help businesses and society adapt in the post-COVID world.   Up to Top 500 shortlisted startups will also have the opportunity to participate in corporate challenge opportunities with corporates via the Corporate Challenge platform.   As part of SFF x SWITCH 2020 (Singapore FinTech Festival x Singapore Week of Innovation and Technology), the Top 100 Global Startups will pitch to a global audience at SLINGSHOT 2020’s Virtual Finals in December and compete for cash and grant prizes worth up to S$800,000!   The organizer Agorize helps businesses to innovate and identify the best talent by connecting them with a global community of 5 million innovators.  This year's competition is centered around 5 sectors: Manufacturing, Logistics & Transportation; Urban Solutions & Sustainability & Energy; Health-Tech, MedTech & BioTech; FoodTech & AgriTech; and Digital solutions, Consumer Products & Services   Now in its 4th edition, startups from all around the world were invited to join the challenge and submit their most innovative business or tech-related solution online. Agorize believes, now more than ever, there is a responsibility to continue supporting startups like your team and accelerating innovative solutions across different industries.   Through this event it is possible to engage with Asia’s dynamic tech ecosystem and gain additional funding from investors, partners and more.   This program includes also access to SWITCH 2020, to be held on 7-11th December 2020.  Singapore Week of Innovation and TeCHnology (SWITCH) 2020 is the leading startup innovation and technology festival in Asia. The event will see the global  technology community converge on Singapore to discuss the latest developments and insights into the evolving landscape of emerging technologies today and in the future. SWITCH delivers highly curated content and expert discussions directly from from top industry leaders at the forefront of building the world's most innovative solutions and technologies. Professionals from all parts of the innovation ecosystem, including startups, enterprises and researchers will come together for technology matching, robust discussions and high-impact networking. Unique in its scale, positioning and format, SWITCH sits at the cross section of startups, enterprises, entrepreneurs and the investor community.   Naxon Labs solutions fit in the Health-Tech, MedTech & BioTech category, where Explorer could address several applications.  Naxon Explorer is a cheap and useful tool and neurofeedback system for researchers in Neuroscience, Psychology, Medicine, Engineering and Information Technology.  Naxon Labs wants to open to the world the possibilities of researching the brain. Our platform is integrated with machine learning tools and automatic pattern analysis so that both an experienced researcher or recently graduated professional can easily explore the brain.