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The user puts on a helmet embedded with sensors and learns to control the action on the screen with his brain waves. Focusing on a flying bird causes it to fly higher; distraction causes the bird to fly lower. Another exercise enables a person to work on his long-range focus by building a tower with moving blocks. A challenging exercise involves sitting at the controls of a spaceship, deflecting the white asteroids that are flying toward it. This helps develop discriminatory processing and impulse control.
A teacher, therapist, or coach can only describe what focus feels like to someone with ADHD. Play Attention lets the user experience what being attentive actually feels like.
A student can even utilize the game while doing homework. The student would wear the helmet while doing an assignment and gauge his attention level by part taking in a short exercise in the game.
SmartDriver
SmartDriver, created by Joseph Sandford, helps any driver, or future driver, with focus problems to keep his thoughts on the road. The game works with or without a steering wheel for computer driving simulators. SmartDriver is different from the typical driving game as it requires patience and responsibility, not a love of hairpin turns. You must follow the rules of the road and heed speed limits, traffic lights, and other vehicles. SmartDriver contains enough lights and sounds to keep the user interested
S.M.A.R.T. BrainGames
S.M.A.R.T BrainGames system converts any home video or computer game into a neurofeedback device. Using new technology developed by NASA, the S.M.A.R.T. (Self Mastery and Regulation Training) BrainGames system includes a state-of-the-art, wireless, handheld game controller. It looks and works like any other game controller, with the added feature of receiving brain wave signals from a headset worn by the player. The headset tracks the frequency of the user's brain waves while he plays. When the player exhibits low-frequency patterns during, say, a car race at the track, his car slows and other cars pass him. That gets his attention, so he concentrates, producing higher-frequency brain waves. His car then speeds up and results in positive reinforcement for his cerebral change. The idea is that the higher-frequency pattern will continue even after kids stop playing the game.
The main difference that was found between S.M.A.R.T BrainGames and traditional equipment is motivation. Olafur Palsson, Ph.D., of Eastern Virginia Medical School in Richmond, a co-inventor of the NASA system stated that it was easier for parents to convince children to come to his clinic when they knew they would be playing S.M.A.R.T Brain Games
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