SYSTEM FOR USE IN IMPROVING COGNITIVE FUNCTION

20210100491 · 2021-04-08

    Inventors

    Cpc classification

    International classification

    Abstract

    A system comprising an EEG headcap, personal computer and cloud sewer system is configured to deliver a customised programme of activities to a user, based on an analysis of the EEG output from the user. The system is indicated in the treatment of mild cognitive disorder and early-stage dementia.

    Claims

    1-28. (canceled)

    29. A system for monitoring cognitive function in a user, said system comprising: an EEG headset comprising electrodes positioned in areas corresponding to a user's brain lobes, a recorder, and a transmitter; a personal computer configured with interactive activities; and a cloud server system comprising a private cloud platform; characterised in that: the private cloud platform comprises an area in which photographs and images personal to the user may be uploaded; the private cloud platform is configured with reference EEG profiles of healthy individuals; and the private cloud platform is configured with algorithms for (i) analysing EEG output of the user engaged with a specific interactive activity; and (ii) instructing the personal computer in the presentation of specific interactive activities to the user.

    30. The system as claimed in claim 29, wherein said EEG profiles of healthy individuals are activity-specific, i.e., the private cloud platform is configured with an EEG profile of healthy individuals for each of said specific interactive activities.

    31. The system as claimed in claim 29, wherein the personal computer is a tablet device.

    32. The system as claimed in claim 29, wherein each individual activity has a series of activity levels.

    33. The system as claimed in claim 29, wherein the EEG output includes identification of brain area(s) activated with a particular activity and identification of the brain wave(s) activated with a particular activity.

    34. The system as claimed in claim 29, wherein the algorithm for analysing EEG output of the user engaged with a specific interactive activity includes processes for the comparison of specific properties of the brain activity of the user, in relation to said specific interactive activity, with the reference EEG profile of healthy individuals in relation to the same specific interactive activity; and for reaching a decision in respect of one of the specific interactive activity and the activity level, for instruction to the personal computer.

    35. The system as claimed in claim 29, wherein the private cloud platform is configured with EEG artefacts specific to the user.

    36. The system as claimed in claim 29, including means for producing a diagnostic report in respect of a user.

    37. The system as claimed in claim 29, wherein avatars based on the photographs and images personal to the user are employed.

    38. The system as claimed in claim 29, including at least one of: (a) a module comprising activities which present to the user personal photographs or other personal items, with questions relating to said personal photographs or other personal items (‘Reminiscence’); (b) a module comprising activities which present to the user puzzles relating to colours and shapes (‘Visual Stimulation’); and (c) a module comprising activities which present to the user focus, breathing, meditation and/or hypnotic meditation exercises (‘Meditation’).

    39. The system as claimed in claim 29, including a scoring system, in which the user is given a score after participation in a particular activity, which score is produced by an algorithm which assesses at least one of: the time taken for successive attempts at a game; the time taken for the user to successfully complete a game; and the number of attempts need to achieve success in a game, said scoring system being based on the average results of healthy volunteers for a particular activity.

    40. The system as claimed in claim 29, wherein, in use, (i) electrodes in the EEG headcap monitor the brain activity of a user, in repeated sessions over a fixed time period during which time a given activity is continued without change; (ii) algorithms in the cloud server analyse the user's brain activity over the fixed period with reference to stored reference profiles of the brain activity of healthy individuals and identify differences between the user's response and that of the healthy individuals; (iii) at the end of the fixed period, algorithms in the cloud server direct the presentation (via the personal computer) of specific activities or levels of specific activities to the user (via the personal computer), which specific activities or levels of specific activities are directed at reducing differences in the users brain activity and said reference profiles; and (iv) steps (i) to (iii) are repeated until the EEG output of the user matches the stored reference profiles of the brain activity of healthy individuals, for all given activities.

    41. The system as claimed in claim 40, configured to analyse at least one of the frequency, amplitude and morphology of monitored brain waves.

    42. The method of analysing brain activity in a patient, which method comprises: delivering an interactive activity programme to a subject, by means of a personal computer; detecting at least one property of the brain activity in an area of a subject's brain under a sensor placed on said subject's head, by means of said sensor; capturing said at least one property of brain activity, by means of a recorder; and analysing said at least one property of brain activity by means of algorithms which quantify properties of said at least one property of brain activity.

    43. The method as claimed in claim 42, wherein said interactive activity programme comprises games within activity modules and wherein the games may be provided at different levels of difficulty.

    44. The method as claimed in claim 42, wherein said interactive activity programme is delivered for an initial period of four weeks, during which time the frequency of monitored brain waves (f.sub.M) is compared with the frequency of the brain waves in said reference pattern of brain wave activity (f.sub.R).

    45. The method as claimed in claim 42, wherein said interactive activity programme is delivered for a further period of four weeks, during which time the frequency of monitored brain waves (f.sub.M) is compared with the frequency of the brain waves in said reference pattern of brain wave activity (f.sub.R); and an ‘Improvement Effect’ (I), defined by the difference between f.sub.M and f.sub.R is analysed.

    46. The method as claimed in claim 45, wherein if I=0 or I=±x, a game is continued at an increased level of difficulty.

    47. The method as claimed in claim 42, wherein at least one of the frequency, amplitude and morphology of monitored brain waves is analysed.

    48. A method for improving cognition in a patient, the method comprising providing to the patient the system of claim 29 for a fixed period of time.

    Description

    EXAMPLE

    Use of a Software-Based “Gamified Platform” for Cognitive Improvement

    [0116] The study evaluated whether a software-based “gamified platform” can support cognitive improvement in healthy subjects. The study included 20 healthy volunteers (‘participants’) using a system in accordance with the present invention and was carried out over a period of one week. The brain activity of each participant was measured with EEG whilst using/playing activity modules as detailed below. Brain activity was analysed on Day 1 (first time using the software) and Day 7 (Software used for 7 days).

    [0117] Reminiscence

    [0118] Participants were delivered four games, each using pictures of family members and significant family events. The games were ‘Family Tree’, Know who', Jigsaw' and ‘Events’, all as described above.

    [0119] The study found that participation in this activity module activated beta-1 activity in the brain, predominantly in the frontal and parietal brain regions. Parietal lobe activation was observed during episodic retrieval tasks, such as in the Event game. The most dominant frequency was beta-1, thus indicating the state of consciousness when attention is directed towards cognitive tasks and the outside world.

    [0120] Significant upregulation in beta-i activity was seen with all games, especially in the dominant frontal lobe. The parietal lobe was activated in a 25% of participants during the Events Game, indicating the retrieval of old memories (this was confirmed by the participants). Significantly, these 25% of participants were older than 40 years of age, suggesting that this game can be satisfactorily used in the retrieval of memory in older adults.

    [0121] The results are illustrated in Table 1 below and in FIGS. 3a and 3b.

    TABLE-US-00001 TABLE 1 Reminiscence-Percentage of Subjects showing Brainwave Activity Family Tree Know Who Jigsaw Events Delta 22% 17% 11%  6% Theta 11% 39% 28% 28% Alpha 56% 78% 44% 61% Beta-1 61% 72% 72% 61% Beta-2 44% 44% 44% 72%

    [0122] A paired t-test confirmed the domination of Beta-1 brainwaves in all the four games or entire Reminiscence module.

    TABLE-US-00002 TABLE 2 Paired t-test calculation (Reminiscence) Paired T-Test Calculation Statistically Significant Size Effect (% of Modules Brainwaves p-value (p > 0.05) participants) Family Beta-1 0.002 Yes 85% Large Tree Know Alpha 0.07 No 46% Medium Who Beta-1 0.03 Yes 55% Medium Jigsaw Beta-1 0.03 Yes 65% Medium Events Alpha 0.02 Yes 62% Medium Beta-1 0.03 Yes 54% Medium Beta-2 0.11 No 40% Low

    [0123] Visual Stimulation:

    [0124] Participants were delivered a Visual Stimulation activity module as described above Brain wave frequency shifts of at least 0.5 Hz were observed.

    [0125] The study found that 7 days participation in the Visual Stimulation activity module resulted in enhancement of mostly alpha and beta waves in the participants' frontal and partial lobes. The activation of the temporal lobe was significantly reduced, and the results indicate that new memories were encoded in this brain region and then consolidated in the frontal lobes for long-term storage. On Day 7, frontal lobe activation was dominant in more than 90% of participants, confirming its importance in storing memories. Nearly 50% of participants also showed an activation in their parietal lobes, confirming parietal lobe activation during episodic retrieval tasks.

    [0126] The present results indicate that parietal lobe activation occurs in tasks that involve remembering colours (especially colours difficult to identify due to different shades of colours). The activation of the parietal lobe indicates intact decision making (retrieval of memory for colours) by most participants.

    [0127] The results are illustrated in Table 3 below and in FIGS. 4a and 4b.

    TABLE-US-00003 TABLE 3 Visual Stimulation-Percentage of subjects showing Brainwave Activity Visual/Colour Games Participants Activated Brainwaves Delta  0% Theta 15% Alpha 55% Beta-1 55% Beta-2 55%

    [0128] It was seen that 7 days participation in the Visual Stimulation activity module resulted in enhancement of mostly alpha and beta waves in the participants' frontal and partial lobes. The activation of the temporal lobe was significantly reduced, and the results indicate that new memories were encoded in this brain region and then consolidated in the frontal lobes for long-term storage. On Day 7, frontal lobe activation was dominant in more than 90% of participants, confirming its importance in storing memories. Nearly 50% of participants also showed an activation in their parietal lobes, confirming parietal lobe activation during episodic retrieval tasks.

    [0129] The present results indicate that parietal lobe activation occurs in tasks that involve remembering colours (especially colours difficult to identify due to different shades of colours). The activation of the parietal lobe indicates intact decision making (retrieval of memory for colours) by most participants. Most of the participants showed increased activation of alpha, beta-1 and beta-2 brainwaves. A paired t-test calculation was carried out, the results of which are set out in Table 4 below. This Table shows that the t-test results confirm a statically significant activation of all the three brainwaves, with alpha and beta-1 being dominant in most participants.

    TABLE-US-00004 TABLE 4 Paired t-test results for Visual Stimulation Paired t-Test Statistically Visual Significant Size Effect (% Game p-value (p > 0.05) of participants) Alpha 0.035 Yes 99% Large Beta-1 0.037 Yes 97% Large Beta-2 0.009 Yes 62% Medium

    [0130] Meditation

    [0131] Participants were delivered three activities, as follows:

    [0132] 1. Focus Point—Participants were asked to focus on a dot and reconstruct the dot, with eyes closed.

    [0133] 2. Breathing—Participants were delivered guided breathing exercises.

    [0134] 3. Music—Participants were delivered calming music.

    [0135] In this activity module, alpha wave activation (which represents relaxation) was dominant during the breathing, music, calm and hypnotic meditation sessions, with a prominent parietal lobe activation. Movement from beta activation to alpha activation in this module indicates relaxation and free from stress & anxiety.

    [0136] Brain lobes other than parietal were also activated, with different types of meditation. For example, focus meditation was shown to also activate the occipital lobe; and the frontal lobe is activated with calm meditation.

    [0137] Only alpha wave activation (representing calmness and relaxation) was achieved with the breathing exercises. The other activities produced dominant beta waves (representing the wandering mind). Such results appear to be appropriate in consideration of the brief timescale of the activities, but longer timescales would be expected to result in more profound alpha wave activation, and hence relaxation.

    [0138] Parietal lobe activation was predominant.

    [0139] The parietal lobe is involved in integrating sensory information (including pain), processing language, and creating our sense of self. It is through the parietal lobe that we know where we are in space and time. Advanced meditators have greater parietal activity when not meditating, leading to a stronger sense of self. The parietal lobe is also associated with increased alertness and empathy. Also, the precuneus, a tiny structure is hidden in the folds of the parietal lobe plays a central role in self-reflection and is known to be stimulated by breathing. All our participant, being non-practitionexs of meditation, showed an activation of parietal instead of the frontal lobe, an area that remains devoid of AD hallmarks until late in the course of the disease. This, therefore, makes this module easily applicable to people with MCI and early dementia.

    [0140] The results are presented in Table 5 and FIGS. 5a and 5b.

    TABLE-US-00005 TABLE 5 Meditation-Percentage of Subjects showing Brainwave Activity Focus Meditation Breathing Music Delta  5%  5% 15% Theta 45% 30% 40% Alpha 50% 65% 60% Beta-1 55% 40% 65% Beta-2 45% 45% 35%

    [0141] A paired t-test calculation was carried out, the results of which are set out in Table 6 below.

    TABLE-US-00006 TABLE 6 Paired t-test results for Meditation Paired T-Test Calculation Statistically Mediation Significant Size Effect (% module Brainwave p-value (p > 0.05) of participants) Focus Beta-1 0.02 Yes 57% Medium point Breathing Alpha 0.002 Yes 77% Large Music Alpha 0.08 No 41% Low Beta-1 0.002 Yes 59% Medium

    [0142] The system of the present invention may incorporate a ‘scoring’ system, in which the user is given a score after participation in a particular activity. This may encourage, and make a positive psychological impact, on the user. The score may be produced by an algorithm which will assess, for example, the time taken for successive attempts at a game; the time taken for the user to successfully complete a game; and the number of attempts need to achieve success in a game. The scoring system may be based on the average results of healthy volunteers in a particular activity.

    [0143] Aspects and embodiments of the invention may be described in the following clauses:

    [0144] 1. A system for monitoring brain wave activity in a subject and comparing a measured brain wave activity with a reference brain wave activity pattern, said system comprising: an activator configured to stimulate brain wave activity in a subject;

    [0145] one or more sensors configured to detect said stimulated brain wave activity;

    [0146] a recorder configured to capture one or more property of said detected brain wave activity; and

    [0147] a processor configured to compare said captured brain wave activity with one or more reference pattern(s) of brain wave activity and quantify differences between said pattern of captured brain wave activity and said one or more reference pattern(s) of brain wave activity.

    [0148] 2. A system as described in clause 1, wherein the activator comprises software for a number of software-driven activities.

    [0149] 3. A system as described in clause 1 or clause 2, wherein each sensor comprises an electrode.

    [0150] 4. A system as described in any one of clauses 1 to 3, wherein the one or more sensor and the recorder are provided in a wearable headset.

    [0151] 5. A system as described in any one of clauses 1 to 4, wherein the processor comprises an receiver with an algorithmic+system containing algorithms for analysing information relayed by the recorder and for instructing the activator.

    [0152] 6. A method of monitoring brain wave activity in a subject and comparing a measured brain wave activity with a reference brain wave activity pattern, which method comprises:

    [0153] delivering a software driven activity programme to a subject, by means of an activator;

    [0154] detecting one or more property of the brain wave activity in an area of a subject's brain under a sensor placed on said subject's head, by means of said sensor;

    [0155] capturing said one of more property of brain wave activity, by means of a recorder; and

    [0156] generating a pattern of said one or more property of brain wave activity and a comparison of said pattern with a reference pattern of brain wave activity, by means of a processor; said activator, sensor, recorder and processor being as described in any one of clauses 1-5.

    [0157] 7. A method as described in clause 6, wherein said software driven activity programme comprises games within activity modules and wherein the games may be provided at different levels of difficulty.

    [0158] 8. A method as described in clause 6 or clause 7, wherein said software driven activity programme is delivered for an initial period of four weeks, during which time the frequency of monitored brain waves (f.sub.M) is compared with the frequency of the brain waves in said reference pattern of brain wave activity (f.sub.R).

    [0159] 9. A method as described in clause 8, wherein, if at the end of said initial period, if no Game within an Activity Module meets a condition 8 Hz≤f.sub.M≤20 Hz, the Activity Module is discontinued.

    [0160] 10. A method as described in clause 8, wherein an ‘Improvement Effect’ (I), defined by the difference between f.sub.M and f.sub.R, is analysed by the processor.

    [0161] 11. A method as described in clause 10, wherein the difference between f.sub.M and f.sub.R is designated as ‘x’, with a positive or negative value for x indicating a difference between f.sub.M and f.sub.R.

    [0162] 12. A method as described in clause 11, wherein if I=±x within the initial period, a game is continued at the same level of activity and if I=0, a game is continued at an increased level of difficulty.

    [0163] 13. A method as described in clause 8, wherein said software driven activity programme is delivered for a further period of four weeks, during which time the frequency of monitored brain waves (f.sub.M) is compared with the frequency of the brain waves in said reference pattern of brain wave activity (f.sub.R); and an ‘Improvement Effect’ (I), defined by the difference between f.sub.M and f.sub.R is analysed by the processor.

    [0164] 14. A method as described in clause 13, wherein if I=0 or I=±x, a game is continued at an increased level of difficulty.

    [0165] 15. A method as described in clause 13, wherein said software driven activity programme is delivered for a further period extending beyond eight weeks, during which time the frequency of monitored brain waves (f.sub.M) is compared with the frequency of the brain waves in said reference pattern of brain wave activity (f.sub.R); and an ‘Improvement Effect’ (I), defined by the difference between f.sub.M and f.sub.R is analysed by the processor.

    [0166] 16. A method as described in clause 15, wherein if I=±x, a game is continued at an increased level of difficulty; and if I=0, a different game is applied.

    [0167] 17. A method as described in any one of the clauses 6-16, amplitude and morphology of monitored brain waves is analysed by the processor.

    [0168] 18. A method of supporting a diagnosis of early onset dementia in a subject, which method comprises:

    [0169] detecting by means of a sensor and capturing by means of a recorder, one or more property of the brain wave activity in an area of a subject's brain under said sensor, placed on said subject's head;

    [0170] generating a pattern of said one or more property and comparing said pattern with a reference pattern, by means of a processor; and

    [0171] determining and quantifying by means of said processor areas of difference between said generated and reference patterns of said one or more property of said brain wave activity; said activator, sensor, recorder and processor being as described in any one of clauses 1-5.

    [0172] 19. A method of treating early onset symptoms of dementia in a subject, which method comprises:

    [0173] detecting by means of a sensor and capturing by means of a recorder, one or more property of the brain wave activity in an area of a subject's brain under said sensor, placed on said subject's head;

    [0174] generating a pattern of said one or more property and comparing said pattern with a reference pattern, by means of a processor; determining and quantifying, by means of said processor, areas of difference between said generated and reference patterns of said one or more property of said brain wave activity; and delivering, by means of an activator, a software-driven activity programme to restore, maintain or enhance one or more property of brain wave activity in the brain of said subject; said sensor, recorder, processor and activator being as described in any one of clauses 1-5.