Closed-Loop Real-Time Neurophysiologically-Driven Simulation-Based Training System.

Award Information
Agency:
Department of Defense
Branch
Defense Advanced Research Projects Agency
Amount:
$999,996.00
Award Year:
2013
Program:
SBIR
Phase:
Phase II
Contract:
W31P4Q-12-C-0200
Award Id:
n/a
Agency Tracking Number:
D2-1167
Solicitation Year:
2008
Solicitation Topic Code:
OSD08-CR5
Solicitation Number:
2008.3
Small Business Information
2237 Faraday Ave, Suite 100, Carlsbad, CA, -
Hubzone Owned:
N
Minority Owned:
N
Woman Owned:
N
Duns:
969842715
Principal Investigator:
Chris Berka
CEO
(760) 720-0099
chris@b-alert.com
Business Contact:
Sandy Crow
VP, Gov't Contracts
(760) 720-0099
scrow@b-alert.com
Research Institute:
Stub




Abstract
Contemporary warfighters are tasked with maintaining a constant state of readiness and military leaders are increasingly reliant on various simulation or serious gaming platforms. Simulations are also useful in addressing the needs of warfighters suffering from mild TBI or other trauma, replacing conventional neuropsychological assessment and facilitating innovations in rehabilitation technologies. These technologies reduce training time and costs by as much as 50% but there is a dearth of objective tools for evaluating successful simulation environments. The proposed work will enrich the creation, evaluation and implementation of simulation environments for training and rehabilitation by adding real-time analysis of the subjective states of the gamers. Advances in ultra-low power electronics, ubiquitous computing, and wearable sensors enables real-time monitoring of cognitive and emotional states providing objective, timely, and ecologically valid assessments of attention, alertness, affect, workload, arousal, and other constructs essential to training and neurorehabilitation. Two projects are proposed to demonstrate the utility of real-time neurosensing, one exploring the uncanny valley effect, a current issue emerging from the collective effort of design engineers to create robots, avatars and animated characters that are acceptable replicas of humans. The second uses the same neurotechnology platform to expand applications of a closed-loop neurorehabilitation training environment.

* information listed above is at the time of submission.

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