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Neurofeedback Training Content For Treatment Of
Stress
Yasir Hafeez, Syed Saad Azhar Ali1, Aamir Saeed Malik
Centre for Intelligent Signal and Imaging Research (CISIR)
Department of Electrical and Electronic Engineering,
Universiti Teknologi PETRONAS, Malaysia
Email: 1saad.azhar@utp.edu.my
Abstract—Stress is one of the major problems in society and
is being treated using medicine and neurofeedback therapy.
Neurofeedback therapy is usually successful. The contents as
stimuli for neurofeedback training is not available for stress and
anxiety. This paper focuses on giving a comprehensive and critical
summary of available contents for neurofeedback training. It also
establishes a need for the development of content as a stimulus
for neurofeedback which trains the subject on how to control
his brain activity, especially in stress condition. The developed
content consists of audio and game. The game is used to reduce
the power of high−beta brain power and the audio is used to
enhance the amplitude of alpha brainwaves in right−prefrontal
lobe. The experimental results show significant improvement in
reducing stress level. The outcome is a proposed content for
neurofeedback training to reduce stress, and it also improves the
neurofeedback training efficacy.
Index Terms—neurofeedback, content development, stress.
I. INT ROD UC TI ON
STRESS is one of the major issues in todays world. It
can be defined as, Stress is a feeling that we have under
pressure. Sometimes the way of response to a challenge may
also be a type of stress [1]. In the case of stress, the amplitude
of alpha (8−12 Hz) brainwaves in right−prefrontal lobe is low.
When the relative amplitude of alpha brainwaves in right pre-
frontal is low as compared to alpha power in left−prefrontal;
the subject is in the state of stress [2]. High−beta (22−30 Hz)
brainwaves power over the sensorimotor cortex also causes
stress [3], [4]. Brainwaves and their associated functions are
presented in Table I.
Neurofeedback training is one of the treatments of stress
which enables the subject to train himself to control his brain
activity during stress and anxiety [5]. Neurofeedback trains
the subject to control his brainwaves, also in the case of
stress. Mostly, audio is used as content for neurofeedback
training to increase alpha power in right−prefrontal lobe [5],
[6]. Neurofeedback is also used to decrease the high−beta
using the game as content [7]. Generally, there is no content
available as a stimulus for neurofeedback training which
effectively increases the alpha power in right−prefrontal cortex
and decreases high−beta in sensorimotor cortex.
Content is developed for neurofeedback training which
consists of soothing music (audio) and game. This content is
helpful during neurofeedback training to increase alpha power
in right−prefrontal and reduce high−beta activity over motor
cortex. The content is an effective stimulus for neurofeedback
which trains the subject to control his brain activity.
The proposed content for neurofeedback will assist the
therapist by auto selecting the threshold, the right audio
(soothing music), and game level for the subject. The selection
of threshold, audio, and game level depends on the previous
training scores and current power of alpha and high−beta
brainwave.
The neurofeedback content will also improve the training
efficacy by including the multiple electrode placements over
scalp and reduce the number of training sessions.
II. NE URO FE ED BAC K TRE ATME NT
The Neurofeedback involves recording, analysing, and pre-
senting results of measured electroencephalogram (EEG) anal-
yses to the subject in the form of reward (play/pause of the
content) to show the changes in brain electrical activity [4].
The basic principle of the Neurofeedback is to measure the
brain activity (EEG signals) using electrodes connected on
the scalp. It identifies the brainwaves by using quantitative
EEG analysis and then provides the subject with feedback
(play/pause of content) as a reward, depending on the desired
levels of the brainwaves. In neurofeedback systems, the most
used recording technique for the brainwaves is the EEG.
EEG data are used to monitor real−time brain activities [8].
The feedback is provided to the user in the form of visual,
audio, game, reading, or spell checking. It can be imple-
mented as colour change, bar increase/decrease, vibration,
and sound. It can be integrated into the Neurofeedback game
as character/object appearance, etc. The feedback determines
the condition of the brain state whether brainwaves power is
in the desired level of threshold or not [9]. Several studies
uncover the fact that the Neurofeedback training has restorative
impacts of treating some neurological and psychological issues
such as attention deficit hyperactivity disorder (ADHD) [10],
epilepsy [11], and some addictive cognitive disorders [6].
The Neurofeedback is also found useful for the treatment
of anxiety, stress, affective disorders [12], depression [13],
fibromyalgia [14], and obsessive−compulsive disorder [15].
The Neurofeedback is also being used to enhance attention
and memory performance in healthy subjects [16]. The Neu-
rofeedback training has also been applied to healthy users.
This training has demonstrated its ability to improve certain
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978-1-4673-7791-1/16/$31.00 ©2016 IEEE
Fig. 1: Neurofeedback process
cognitive aptitudes [8], [17]. The latter studies targeted the
enhancement of the upper section of the alpha band (10 −12
Hz), which is traditionally linked to performance [18].
The most used neurofeedback content for training the sub-
jects in the treatment of ADHD is a game and video [19].It
is normally observed that theta increases [20], [21] and beta
decreases [21] in the youngsters with ADHD as compared to
the developing youngsters. Increased theta (4−7 Hz) is asso-
ciated with lower vigilance, and decreased beta (13−30 Hz) is
associated with reduced attention [22]. Also, behavioural in-
habitation is related to the sensorimotor rhythm (SMR; 12−15
Hz) [23]. As Neurofeedback aims to reduce ADHD symptoms
such as diminished vigilance, attention, and inhibition, most
Neurofeedback protocols train to inhibit theta (4−8Hz) and
increase beta (12 −20 Hz) or SMR (12 −15 Hz) over the
vertex Cz [20], [24]. A complete Neurofeedback intervention
typically comprises 20−40 training sessions [20]. Effective
Neurofeedback treatment for ADHD is debated in [25].
Neurofeedback training has been done by some researchers
to train their subjects to mitigate their stress level [26]. Benio-
dakis [5] and Peniston [27] have used audio as neurofeedback
stimulus to reduce the stress level. They found out that subjects
are effectively able to reduce their stress levels.
Neurofeedback has been observed as an effective treatment
for depression [7], [28]. Choobforoushzadeh [7] used game
and audio to decrease the alpha/theta ratio in frontal lobe
but has not included multiple brain parts. Choi [28] used
audio to decrease the alpha near the vertex in frontal lobe
to increase left brain activity. The factors include in the
cause of depression can be a biochemical element, biogenetic
element, psychosocial element, mental element and/or natural
element. The victims can be alerted before going deep
into depression by measuring EEG brainwave pattern [29].
TABLE I: Brain lobes and associated functions
Brain Lobes Associated Functions
Frontal Lobe Movement, thinking initiation, reasoning
(judgement), behaviour (emotions), memory,
speaking.
Temporal Lobe
(left side)
Analysis of speech, monitoring speech, read-
ing and writing, verbal memory, letter recog-
nition.
Temporal Lobe
(right side)
Decoding non-verbal patterns, visual decod-
ing, Interpreting and remembering visual in-
formation.
Parietal Lobe (left
side)
Smooth speech, writing skills, understanding
math, reading skills, naming of objects, ver-
bal memory.
Parietal Lobe
(right side)
Drawing skills.
Occipital Lobe
(left side)
Object recognition, visual recognition, read-
ing numbers and letters, memory for written
information.
Occipital Lobe
(right side)
Attending to left visual field.
A. Neurofeedback Softwares
Therapists and researchers use Brain Computer Interface
systems (BCI) world widely. BCI can offer a new way for
playing video games in 2D or 3D virtual environments (VE).
In VE, it is easy to navigate, modify the selection, and
manipulate the virtual objects [3].
VE feedback games include sports, puzzles, or training.
Nowadays, universities and laboratories are developing games
and interactive puzzle in BCI to provide more interaction with
the virtual world. For example, the alertness level of car drivers
is increased by using virtual driving environment. The project
is done by researchers at the University of Tokyo. In this
project, BCI hearing system monitors the state of alertness
of drivers and warns them if they lose their concentration.
The researchers at University College Dublin in collabora-
tion with Media Lab Europe, have developed MIND BAL-
ANCE 3D video game using BCI−VE. In this game, the
subject has to control the balance of an animated object
moving on the thin rope by using EEG−neurofeedback.
INRIA designs several BCI systems for neurofeedback in
VE. Use−the−force is one of them in which user has to control
the launch of a virtual spacecraft, and his response is studied
in challenging environments [30].
III. DIS CU SS IO N
It is inferred that the neurofeedback is clinically proved
treatment for ADHD [19], [24], [31] and epilepsy, while
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it has an effective treatment for stress [5], [32], [33] and
depression [34]. On average, two sessions of neurofeedback
training per week are performed. So, 6−8 weeks (30−40
sessions) are required to find the efficacy of treatment.
Different contents are being used during neurofeedback
training to train the subject so that he can control his stress
and anxiety level. There is, generally, not a single content
for the neurofeedback training which effectively reduces the
high−beta in motor cortex along with the increase of alpha in
right−prefrontal.
High brain activity in left−frontal is responsible for
good memories and thoughts. While high brain activity
in right−frontal is responsible for bad memories [2].
Alpha reinforcement may result in anxiety and stress
reduction. High−beta (22−30 Hz) is responsible for
agitation, restlessness, stress and anxiety. The relative
increase in alpha amplitude in left−prefrontal causes
dominance of right−prefrontal brain activity. It results
in bad thoughts and memories which increase the
stress and anxiety [2]. The brain parts, brainwaves,
and associated functions are shown in Table II.
TABLE II: Brain lobes and associated functions
EEG type Occupied
frequency
bandwidth
mental states conditions
Delta 0.1 Hz−4Hz Dreamless sleep,
unconscious.
Theta 4Hz−8Hz Intuitive, recall fantasy,
imaginary, creative,
dreamlike, switching
thoughts, drowsy.
Alpha 8Hz−12Hz Eyes closed, relaxed, not ag-
itated, tranquil conscious.
Low Beta / SMR 12Hz−15Hz Relaxed yet focused, inte-
grated.
Midrange Beta 16Hz−20Hz Thinking, aware of self &
surrounding.
High Beta 21Hz−30Hz Alertness, agitation.
It is also observed that some subjects left or discontinued
their neurofeedback training. The number of training sessions
are 16−20 to find out the training efficacy and approximately
30−40 sessions for neurofeedback treatment [28].
There is a need to develop content for the neurofeedback
training to help the subject to train himself on how to reduce
the stress level. The developed content for the neurofeedback
helps the subject to train himself how to enhance the amplitude
of the alpha (8−12 Hz) brainwaves in the right−prefrontal and
inhibit the high−beta (22−30 Hz). The algorithm to implement
the content for the neurofeedback training could decide the
level of difficulty in the content. After some neurofeedback
sessions and depending on the performance of the subject brain
activity, the algorithm could decide the difficulty level and
Fig. 2: Neurofeedback Experiment Procedure
threshold level of content for further neurofeedback training
sessions. The content for neurofeedback especially designed
for stress, could improve the training efficacy and reduce
the training time for neurofeedback. The total duration of
neurofeedback training could also be reduced.
IV. MET HO DS
A. Participants
Participants will be recruited who fulfil the inclusion criteria
for the experiment. The inclusion criteria are that the partici-
pants should have normal or corrected to normal hearing and
visual capability, and they fill the stress level questionnaire
form and consent form. There should not any discrimination
among gender (both male and female should be recruited).
The age of participants should not be less than 16 years.
B. Experiment
The participants will be demonstrated about EEG neuro-
feedback and experiment. The participant will sit on comfort-
able chair three feet away from the 24 inches monitor screen
in a sound proof room. Two electrodes will be placed on
the scalp at Fp2 and C3 according to International 10−20
system of electrode placement. Brain Trainer NFS1182AC
amplifier along with software BT11.vb will be used. The
built-in game Troi with a soothing music will be used as
content for neurofeedback training. The participants will have
a keyboard/joystick to control the movement of an object in
the game and headphone for the music. The threshold for alpha
at Fp2 and high−beta at C3 will be set at 6µV and 10 µV
respectively. The duration of each session of neurofeedback
training will be 20 minutes. Two sessions per week will be
performed and total eight (8) sessions will be done.
2016 IEEE EMBS Conference on Biomedical Engineering and Sciences (IECBES)
Fig. 3: The alpha brainwaves increases during neurofeedback
training. The subject is able to increase his alpha brainwaves in
right−prefrontal lobe (Fp2). 18 samples (mean) of alpha at Fp2 are
calculated and drawn as; no. of sessions = 3, each session is of 3
periods, every period is 3 minutes long. The sampling frequency of
the device is 256, 719 samples are taken in each period, and mean
is calculated for every 118 samples.
Fig. 4: The high−beta brainwaves inhibits during neurofeedback
training, the subject is able to reduce high−beta level brainwave at
motor cortex (C3). 18 samples (mean) are calculated and drawn as;
no. of sessions = 3 (9 minutes), sampling frequency = 256, samples
(mean) = (719 ×3)/118).
V. RE SU LTS
The neurofeedback training by using soothing music
and game shows significant improvement. The alpha and
high−beta brain activity will be observed in each session.
The results can be compared from the first session to last
session that the subjects train themselves to increase their
alpha brain activity in the right−prefrontal lobe and decrease
high−beta in motor cortex. The results after experiment show
improvement in the alpha brain activity at Fp2, Fig. 3 and
high−beta brainwave inhabitation at C3, Fig. 4.
VI. CO NC LU SI ON
To summarise the discussion, the developed content of
neurofeedback could assist the therapist during neurofeed-
back training for the treatment of stress. The subject train
himself on how to inhibit the power of high−beta (22−30
Hz) brainwave and enhances the power of alpha (8−12 Hz)
in right−prefrontal. The expected outcome of this paper is
the knowledge about neurofeedback contents and their ap-
plications for different treatments and a proposed content
that improves the training efficacy of the neurofeedback and
reduces the duration of neurofeedback session, training time,
and total duration of neurofeedback training.
VII. AC KN OWLEDGEMENT
The authors are thankful to Centre for Intelligent Signal
and Imaging Research (CISIR), Department of Electrical
and Electronic Engineering, Universiti Teknologi PETRONAS,
Malaysia for funding this research project.
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