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PROTOCOL FOR A BRAIN TRAINING PROGRAM
Disclaimer: The information contained in this protocol is not
intended nor implied to be a substitute for professional medical
advice, it is provided for educational purposes only. Nothing
contained in this procedure is intended to be used for medical
diagnosis or treatment. I do not endorse any product or
company, and expressly disclaims liability for any product,
manufacturer, distributor, service or service provider
mentioned.
Acknowledgements: This workshop is based on The
SharpBrains Guide to Brain Fitness written by Alvaro Fernandez,
Dr. Elkhonon Goldberg and Pascale Michelon PhD, Soft-Wired
written by Dr. Michael Merzenich PhD, and BrainHQ by Posit
Science. This presentation is my interpretation of these three
sources and it is not sponsor by SharpBrains, Dr. Michael
Merzenich, and BrainHQ by Posit Science.
Disclosure: At present I am cooperating with BrainHQ as bhq
admin. I had a royalty from the sales of Como invertir en su
cerebro. The royalty expired 12/31/15.
Part I.
An Analogy. The Earth, the Brain and Vacation Traveling
Vacation Traveling
Part I (cont.)
The Neuron the Brain’s Basic unit
Part I (cont.)
Connectomes
Part II
Basic Terms
Cognitive Abilities (or Brain functions), Neuroplasticity, Neurogenesis,
Neuroimaging, Cognitive Reserve (or Brain Reserve), and the Scientific
Method.
Part II
Basic Terms
Cognitive Abilities (or Brain functions): Brain-
based skills we need to carry out any task. They
have more to do with the mechanisms of how
we learn, remember, and pay attention rather
than with any actual knowledge.
Neuroplasticity: The brain’s ability to
reorganize itself throughout life.
Neurogenesis: The process by which neurons
continue to develop throughout our lives.
Part II (cont.)
Basic Terms
Neuroimaging: Techniques that either directly or
indirectly image the structure, function, or physiology of
the brain. Recent techniques (such as fMRI) have enabled
researchers to understand better the living human brain.
Cognitive Reserve (or Brain Reserve): Theory that
addresses the fact that individuals vary considerably in the
severity of cognitive aging and clinical dementia. Mental
stimulation, education and occupational level are believed
to be major active components of building a cognitive
reserve that can help resist the effects of brain disease on
cognition.
Part II (cont.)
Basic Terms
The Scientific Method
This method is the instrument that scientists have to test their assumptions. These postulations
come from the observation of a particular phenomenon. Based on these suppositions the scientist
formulates a hypothesis. Next designs a group of experiments to proof that hypothesis. After
submitting the results of the experiments to statistical analysis the scientist might reach the
conclusion that the hypothesis was correct or incorrect. But from the beginning the scientist has to
accept that the hypothesis is falsifiable. In other words that the hypothesis could be wrong and that
some other scientist could proof it incorrect. Otherwise is not science. It’s dogma.
Part III
Why brain fitness matters
Part III
Why brain fitness matters
Part IV
The 4 Pillars of Brain Maintenance
Part IV
The 4 Pillars of Brain
Maintenance
Old tools build this marvel
Part IV The Four Pillars of Brain Maintenance
We need new implements to develop our brain
Part IV
The 4 Pillars of Brain
Maintenance
Physical Exercise.
Nutrition.
Stress Management: exercise, relax,
socialize, empower, and biofeedback.
Metal stimulation: building a Brain
Cognitive Reserve. Brain training exercises
with novelty, variety, and challenge.
Part V
Cognitive Biases and Randomized Control Trial (RCT)
Part V
Cognitive Biases and
Randomized Control Trial (RCT)
The Exposure effect: This is the tendency
to like things merely because they are
familiar. For instance, having heard for
decades that crossword puzzles or
blueberries are the most important things
to promote brain health may make them
seem more convincing than they are. It
can perhaps be explained by the fact that
it takes less work for our brains to process
things that are familiar.
Part V (cont.)
Cognitive Biases and Randomized Control
Trial (RCT)
Confirmation bias: This is the tendency to favor information that
confirms one's preconceptions, beliefs, or hypotheses. For instance,
having always believed that videogames are responsible for violent
behaviors may lead a person to generally only notice, and therefore
remember, news reports suggesting that videogames are bad for the
brain. A more subtle example that we have witnessed often: A person
reads a book not to figure out what else he or she could be doing but
simply to find reinforcement for whatever it is that person already
believes and does, while ignoring the rest.
Part V (cont.)
Cognitive Biases and
Randomized Control Trial (RCT)
Recency bias: This is the tendency to
overvalue and remember more vividly
information that was encountered more
recently. For instance, having read a news
story yesterday may lead you to lend it
more credence than the one you read last
week – even if it was actually of worse
quality. Imagine the combined impact of
this natural bias with the barrage of daily
news about brain health.
Part V (cont.)
Cognitive Biases and
Randomized Control Trial (RCT)
Randomized Controlled Trial (RCT): A
research study in which participants
are randomly assigned to a test and a
control/placebo groups. A RCT
provides the most compelling
evidence that the treatment or
intervention tested has a causal effect
on human health or behavior.
Part VI
Computerized Brain Training Programs
Part VI (cont.)
Computerized Brain Training Programs
Definition
“We define brain training software as fully-automated applications designed to assess and
enhance cognitive abilities. Adaptive software-based programs present the user with
various tools to exercise different brain structures and cognitive skills by continually
responding to performance and increasing difficulty level incrementally.” [1]
So far there is no magic pill
Part VII
SHARPBRAINS’ CHECKLIST FOR EVALUATING BRAIN FITNESS CLAIMS
1. Are there credible, university-based scientists (ideally neuropsychologists or cognitive neuroscientists) in the company’s scientific advisory board?
2. Are there peer-reviewed, scientific papers that have been published in mainstream scientific and professional journals that analyze the effects of the
specific product? How many? With what population of users?
3. Does the program tell me which specific brain function(s) I am exercising? What are the specific benefits claimed for using this program?
4. Is there an independent assessment to measure my progress?
5. Is it a structured program with guidance on how many hours per week and days per week to use it?
6. Do the exercises vary and teach me something new?
7. Does the program challenge and motivate me, or does it feel like it would become easy once I learned it?
8. Does the program fit my personal goals?
9. Does the program fit my lifestyle?
10. Am I ready and willing to do the program, or would it be too stressful?
Part VIII
It’s vacation time
Let’s visit the six continents
• Attention
• Brain Speed
• Memory
• People Skills
• Intelligence
• Navigation
ATTENTION
The act or power of carefully thinking about, listening to, or
watching someone or something. Notice, interest, or awareness.
Double Decision
Double Decision uses a uniquely proven
technology to extend useful field of view.
This technology, called UFOV®, has been
used in numerous studies (including
the ACTIVE study), where it has usually
been referred to as “speed training.”
These studies show many benefits to
training with UFOV, including faster visual
processing, an expanded useful field of
view, safer driving, and much more.
Target Tracker
Target Tracker is designed to
challenge your brain to build
divided attention by requiring you
to track several items moving
around your screen at the same
time.
Divided Attention
Divided Attention challenges your brain to
focus in on and react to particular
details—matching colors, shapes, and/or
fill patterns—while at the same time
dismissing competing information. It
repeatedly shows two shapes on screen,
asking you to press the left arrow key
when the two meet certain criteria. For
example, it might ask you to press the left
arrow key when the two shapes are the
same color, but the right arrow key when
they aren’t.
Mixed Signals
• Mixed Signals challenges your brain to home in on certain
information, while ignoring competing information. It does
so by requiring you to listen to a number, letter, color, or
other piece of information while looking at a set of
numbers, symbols, letters, words, or other information. If
what you hear matches what you see in a particular way,
you hit the space bar. If not, you don’t. For example, you
might see “aaiaa” on screen, and be required to hit the
space bar if what you hear matches the middle letter, in
this case, “i.” If you hear “a” or another letter, you don’t
hit the space bar. This type of training, where what you
see and hear sometimes compete and you must control
your attention very quickly, is called a Stroop task.
Freeze Frame targets both tonic and phasic alertness. It requires the brain to maintain a
“relaxed and ready” state of alertness over increasingly longer delay periods. In the
exercise, your brain is required to discriminate between target images and distractor
images. When you see a distractor—something that is not the target—you press the space
bar. When you see a target, you have to “freeze,” or prevent yourself from pressing the
space bar.
Examples Freeze Frame
BRAIN SPEED
The rate at which a human can take in a bit of new information,
reach some judgment on it and then formulate a response.
Hawk Eye challenges your visual precision by asking you to locate specific
birds in your peripheral vision, even when they appear on screen for a very
short time. At first, the birds are fairly distinct, appear close together, and
are presented on a simple background.
Examples Hawk Eye
Visual Sweeps
Visual Sweeps. You watch two spatial
frequency sweeps (movements of bars)
and determine whether each one swept
inward or outward. It might not be
obvious, but when broken down to its
most basic parts, everything in our visual
world is constructed of the basic visual
information—color, luminance,
orientation, spatial frequency—contained
in these sweeps. If we can help our brains
effortlessly identify these sweeps at very
rapid speeds, we’ll improve visual acuity
overall.
Sound Sweeps
Sound Sweeps. You have to listen
to frequency sweeps—sounds
that begin low and rise upward or
begin high and fall downward—
and identify whether they go up
(“weep”) or down (“woop”).
Eye for Detail
Eye for Detail is designed to exercise your
ability to make saccades quickly, and to
notice subtle details with each one. In Eye
for Detail, a series of 3 to 5 images briefly
appear one at a time in different positions
on the screen. Of the pictures, some
match precisely, while others are similar
but not the same. Your job is to identify
where the identical images appeared. As
you improve, the images flash by more
quickly.
Fine Tuning
Fine Tuning. The goal of Fine
Tuning is to give your neurons
exercise turning on and off at
appropriate times, so they can
clearly perceive, transmit, and
represent each consonant sound
when they are used in
combination with a vowel sound.
MEMORY
The process in which information is encoded, stored, and
retrieved.
To-Do List Training
To-Do List Training. In To-Do List
Training, your brain hears a set of
instructions, then uses its
memory of those instructions to
follow them in order. The
instructions get longer and more
complex over time at the task,
making greater demands of your
working memory systems.
Memory Grid
Memory Grid. In Memory Grid your
job is to match cards representing
syllables together. But why, you might
wonder, did our scientists pick those
particular syllables to match? And
why do they sound a little unusual?
It’s because Memory Grid doesn’t just
challenge your brain to match more
and more syllables. It is also designed
to target memory by sharpening
auditory processing.
Scene Crasher
Scene Crasher is designed to challenge
your ability to hold the details of a scene
in your working memory. In scientific
terms, it’s a “delayed-recognition span”
exercise. In the exercise, you’ll see several
items (such as sheep or keys) flash on
screen. After they disappear, they
reappear—but with one additional item.
Your task is to remember the scene from
the first flash well enough to spot what
changed when it reappears.
Rhythm Recall
Rhythm Recall. In the exercise, you hear a
brief melody. You also see a
representation of the timing of the notes.
Then you are challenged to repeat the
timing sequence by pressing your
keyboard buttons. (Although you hear a
melody it isn’t a factor in the task; it’s the
rhythm of the notes you are asked to
repeat.) Responding correctly requires
that your brain translate what you hear
and see into a clear mental model, then in
turn translate that into precise action.
Syllable Stacks
Syllable Stacks is a “serial memory-span”
exercise. It sharpens working memory by
requiring the brain to remember more and
more pieces of information, even as those
pieces of information get more similar (so
easier for your brain to confuse). In
Syllable Stacks, you listen to a series of
syllables and then repeat them in order.
The exercise changes in these ways over
time to add an extra challenge for your
brain.
Hear, Hear
Hear, Hear. In Hear, Hear
you are asked to remember
a target sound and
determine whether a set of
similar sounds presented
contain the target.
Mind's Eye. In Mind’s Eye, you are asked to remember a target
image and determine whether a set of similar images presented
contain the target image.
Examples Mind's Eye
PEOPLE SKILLS
According to the Portland Business Journal, people skills are described as:
understanding ourselves and moderating our responses. Talking effectively and
empathizing accurately. Building relationships of trust, respect and productive
interactions.
Recognition
Recognition. To recognize faces, the brain
follows a visual stream. It starts with basic
visual information (which you can exercise
in many of our other exercises, such as
Visual Sweeps). It ends in the “fusiform
face area,” a part of the brain that many
scientists believe is dedicated to facial
recognition. Recognition is designed to
exercise the fusiform face area. It does so
by quickly showing a face, then asking you
to identify who you saw from a selection
of faces.
In the Know
In the Know exercises your memory for
auditory details like these. It builds on
other BrainHQ listening exercises such
as Memory Grid, Syllable Stacks, and To-
Do List Training by extending memory
demands to the common, real-world
scenario of the complex conversational
narrative. The listener must sharply focus
on increasingly more difficult and elusive
details of longer and longer narratives, and
record them accurately in memory across
relatively long spans of time.
Face to Face
Face to Face. In Face to Face, a face
shows briefly on screen. You decide
what expression you think it shows.
Then you see a set of faces and
choose the one showing the same
expression as the first face you saw.
For instance, if you think the first
person looked angry, you find the
person who looks angry in the second
set and choose him or her.
Face Facts
Face Facts is designed to challenge
your ability to remember names,
faces, and facts about other people.
The exercise gets harder in two ways:
As you improve, the number of
people you are introduced to
increases. In later levels, the names
and facts are more similar, making it
harder to keep them straight.
INTELLIGENCE
Intelligence has been defined in many different ways including one's capacity
for logic, abstract thought, understanding, self-awareness, communication,
learning, emotional knowledge, memory, planning, creativity and problem
solving.
Card Shark
Card Shark. In the Card Shark exercise, you
will be presented with playing cards that
are added one at a time to a sequence.
Once presented, the card is turned over.
Your task is to decide if the current card
matches the card presented a specific
number of steps back in the
sequence. For example, in the first level,
you will decide if the current card matches
the one presented just before it. In later
levels, you will decide if the current card
matches one presented further back in the
sequence.
Juggle Factor
Juggle Factor. In Juggle Factor, you are
presented with a sequence of numbers
that are placed within moving circles. Your
task is to reconstruct the sequence in the
right order and in the right locations. The
number of items in the sequence grows as
you improve at the task. As you progress
through training, the moving object
trajectories become more complex and
the speed increases.
Auditory Ace
Auditory Ace. In Auditory Ace you will be
presented with auditory information about
playing cards. The information is presented one
card at a time. Your task is to decide if the
current card information matches the card
information presented a specific number of
steps back in the sequence. For example, in the
first level you will decide if the current card
information matches the card information
presented just before it. In later levels you will
decide if the current card information matches
the information presented further back in the
sequence.
Mind Bender. In the exercise you’ll be presented with two rules. For example, the rule might be “If
you see two digits, select the higher number. If you see two number words, select the lower
number.” You will then see two digits (such as “6” and “10”) or two number words (such as “seven”
and “one”). As quickly as possible, you must choose the correct answer based on the rules. After you
make your selection or after the response window lapses, you will see another pair of digits or
number words.
Mind Bender Samples mind bending rules
NAVIGATION
The process or activity of accurately ascertaining one's
position and planning and following a route.
Right Turn
Right Turn. In the exercise, two
images are placed side by side. One
of the images is rotated relative to
the other. Your task is to decide if the
images are the same or if they are
mirror images of each other. This
requires you to rotate the images in
your mind so you can quickly
compare them to one another and
make a decision.
True North
True North is a brain training exercise that
helps you practice holding this kind of
information in your head as you follow
increasingly complex instructions while
simultaneously keeping track of ever-
changing cardinal directions. This kind of
mental mapping is not just useful when
you are literally following directions and
trying to get from point A to point B. It
also helps improve your memory for multi-
tasking and can boost your short-term
memory skills in other situations.
Mental Map
Mental Map. In Mental Map you
have to remember the relative
location of objects in a grid and
then reconstruct the grid from
memory after it has been rotated,
flipped, or translated (moved up,
down, right, or left).
Optic Flow
Optic Flow requires you to make rapid visual
discriminations in the center of your gaze while
staying alert to potential hazards in the
periphery. The task takes place in different
navigation conditions including simulations of
rain, fog, and night. In Optic Flow, you'll see a
target shape on a sign. Vehicles and various
roadside objects will approach at different
speeds, and your task is to select the one with
the shape that matches the target. At any point
a hazard (tires, armadillos, birds, etc.) might
enter the scene and you will need to click the
spacebar if it is on a path to hit your vehicle. As
you identify the correct shape and avoid
hazards, the action will move faster and faster.
Credits
• File: Nicolas P. Rougier's rendering of the human brain.png. From Wikimedia Commons, the free media repository.
• File: The Earth seen from Apollo 17. From Wikimedia Commons, the free media repository.
• File: Human Brain Lateral view. From Wikimedia Commons, the free media repository.
• File: Complete neuron cell diagram en.svg. From Wikimedia Commons, the free media repository.
• File: Connectome.jpg. From Wikimedia Commons, the free media repository
• File:The Human Connectome.png. From Wikimedia Commons, the free media repository
• File: Budapest Reference Connectome.png. From Wikimedia Commons, the free media repository.
• File: SharpBrains.com Trajectoria Salud Cerebral_web
• File: Cave 3 is the largest and the most well-maintained cave out of the four rock-cut caves in Badami, Karnataka, India. This cave is dedicated to
God Vishnu. This is a view of the "Verandah". Sandip Dey, the copyright holder of this work, hereby publishes it under the following license: This file
is licensed under the Creative Commons Attribution 3.0 Unported license. From Wikimedia Commons, the free media repository.
• File: Software-tools.jpg Created: 22 March 2016. This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
From Wikimedia Commons, the free media repository.
Credits (cont.)
• File: Brain Fitness by Jeremy McCarthy on April 25, 2011 in- See more at: http://psychologyofwellbeing.com/201104/exercise-and-the-
brain.html/brain-fitness#sthash.hqu1bcuC.dpuf
• File: This image is a work of an employee of the Executive Office of the President of the United States, taken or made as part of that person's
official duties. As a work of the U.S. federal government, the image is in the public domain.
• File: Wiki Wordplay solution.png. From Wikimedia Commons, the free media repository.
• File: Wii Games Summer 2010 - Mario's Kid Zone (4975313325).jpg. From Wikimedia Commons, the free media repository.
• File: Most recent and most controversial land speculation in Hawaii centers on this area near Kamuela - NARA - 554169.jpg Wikimedia Commons
• File: The art of life is the perspective we need to see beauty, our focus shall always be on the side of the explorer! Enjoy the discoveries ahead! )
(4731493155).jpg. From Wikimedia Commons, the free media repository.
• [1] http://sharpbrains.com/resources/3-brain-training-vs-mental-activity/brief-history-of-brain-training-soft ware/
• File: Randomized control trial of reading program. JPG From Wikimedia Commons, the free media repository
• File: Little girl with dog Wellcome L0041340.jpg. From Wikimedia Commons, the free media repository
• File: All visual aids, pictures, images and explanations of Computerized Brain Training Programs are from BrainHQ Posit Science.

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Protocol for a Brain Training Program

  • 1. PROTOCOL FOR A BRAIN TRAINING PROGRAM
  • 2. Disclaimer: The information contained in this protocol is not intended nor implied to be a substitute for professional medical advice, it is provided for educational purposes only. Nothing contained in this procedure is intended to be used for medical diagnosis or treatment. I do not endorse any product or company, and expressly disclaims liability for any product, manufacturer, distributor, service or service provider mentioned. Acknowledgements: This workshop is based on The SharpBrains Guide to Brain Fitness written by Alvaro Fernandez, Dr. Elkhonon Goldberg and Pascale Michelon PhD, Soft-Wired written by Dr. Michael Merzenich PhD, and BrainHQ by Posit Science. This presentation is my interpretation of these three sources and it is not sponsor by SharpBrains, Dr. Michael Merzenich, and BrainHQ by Posit Science. Disclosure: At present I am cooperating with BrainHQ as bhq admin. I had a royalty from the sales of Como invertir en su cerebro. The royalty expired 12/31/15.
  • 3. Part I. An Analogy. The Earth, the Brain and Vacation Traveling
  • 5. Part I (cont.) The Neuron the Brain’s Basic unit
  • 7. Part II Basic Terms Cognitive Abilities (or Brain functions), Neuroplasticity, Neurogenesis, Neuroimaging, Cognitive Reserve (or Brain Reserve), and the Scientific Method.
  • 8. Part II Basic Terms Cognitive Abilities (or Brain functions): Brain- based skills we need to carry out any task. They have more to do with the mechanisms of how we learn, remember, and pay attention rather than with any actual knowledge. Neuroplasticity: The brain’s ability to reorganize itself throughout life. Neurogenesis: The process by which neurons continue to develop throughout our lives.
  • 9. Part II (cont.) Basic Terms Neuroimaging: Techniques that either directly or indirectly image the structure, function, or physiology of the brain. Recent techniques (such as fMRI) have enabled researchers to understand better the living human brain. Cognitive Reserve (or Brain Reserve): Theory that addresses the fact that individuals vary considerably in the severity of cognitive aging and clinical dementia. Mental stimulation, education and occupational level are believed to be major active components of building a cognitive reserve that can help resist the effects of brain disease on cognition.
  • 10. Part II (cont.) Basic Terms The Scientific Method This method is the instrument that scientists have to test their assumptions. These postulations come from the observation of a particular phenomenon. Based on these suppositions the scientist formulates a hypothesis. Next designs a group of experiments to proof that hypothesis. After submitting the results of the experiments to statistical analysis the scientist might reach the conclusion that the hypothesis was correct or incorrect. But from the beginning the scientist has to accept that the hypothesis is falsifiable. In other words that the hypothesis could be wrong and that some other scientist could proof it incorrect. Otherwise is not science. It’s dogma.
  • 11. Part III Why brain fitness matters
  • 12. Part III Why brain fitness matters
  • 13. Part IV The 4 Pillars of Brain Maintenance
  • 14. Part IV The 4 Pillars of Brain Maintenance Old tools build this marvel
  • 15. Part IV The Four Pillars of Brain Maintenance We need new implements to develop our brain
  • 16. Part IV The 4 Pillars of Brain Maintenance Physical Exercise. Nutrition. Stress Management: exercise, relax, socialize, empower, and biofeedback. Metal stimulation: building a Brain Cognitive Reserve. Brain training exercises with novelty, variety, and challenge.
  • 17. Part V Cognitive Biases and Randomized Control Trial (RCT)
  • 18. Part V Cognitive Biases and Randomized Control Trial (RCT) The Exposure effect: This is the tendency to like things merely because they are familiar. For instance, having heard for decades that crossword puzzles or blueberries are the most important things to promote brain health may make them seem more convincing than they are. It can perhaps be explained by the fact that it takes less work for our brains to process things that are familiar.
  • 19. Part V (cont.) Cognitive Biases and Randomized Control Trial (RCT) Confirmation bias: This is the tendency to favor information that confirms one's preconceptions, beliefs, or hypotheses. For instance, having always believed that videogames are responsible for violent behaviors may lead a person to generally only notice, and therefore remember, news reports suggesting that videogames are bad for the brain. A more subtle example that we have witnessed often: A person reads a book not to figure out what else he or she could be doing but simply to find reinforcement for whatever it is that person already believes and does, while ignoring the rest.
  • 20. Part V (cont.) Cognitive Biases and Randomized Control Trial (RCT) Recency bias: This is the tendency to overvalue and remember more vividly information that was encountered more recently. For instance, having read a news story yesterday may lead you to lend it more credence than the one you read last week – even if it was actually of worse quality. Imagine the combined impact of this natural bias with the barrage of daily news about brain health.
  • 21. Part V (cont.) Cognitive Biases and Randomized Control Trial (RCT) Randomized Controlled Trial (RCT): A research study in which participants are randomly assigned to a test and a control/placebo groups. A RCT provides the most compelling evidence that the treatment or intervention tested has a causal effect on human health or behavior.
  • 22. Part VI Computerized Brain Training Programs
  • 23. Part VI (cont.) Computerized Brain Training Programs Definition “We define brain training software as fully-automated applications designed to assess and enhance cognitive abilities. Adaptive software-based programs present the user with various tools to exercise different brain structures and cognitive skills by continually responding to performance and increasing difficulty level incrementally.” [1]
  • 24. So far there is no magic pill
  • 25. Part VII SHARPBRAINS’ CHECKLIST FOR EVALUATING BRAIN FITNESS CLAIMS 1. Are there credible, university-based scientists (ideally neuropsychologists or cognitive neuroscientists) in the company’s scientific advisory board? 2. Are there peer-reviewed, scientific papers that have been published in mainstream scientific and professional journals that analyze the effects of the specific product? How many? With what population of users? 3. Does the program tell me which specific brain function(s) I am exercising? What are the specific benefits claimed for using this program? 4. Is there an independent assessment to measure my progress? 5. Is it a structured program with guidance on how many hours per week and days per week to use it? 6. Do the exercises vary and teach me something new? 7. Does the program challenge and motivate me, or does it feel like it would become easy once I learned it? 8. Does the program fit my personal goals? 9. Does the program fit my lifestyle? 10. Am I ready and willing to do the program, or would it be too stressful?
  • 26. Part VIII It’s vacation time Let’s visit the six continents • Attention • Brain Speed • Memory • People Skills • Intelligence • Navigation
  • 27. ATTENTION The act or power of carefully thinking about, listening to, or watching someone or something. Notice, interest, or awareness.
  • 28. Double Decision Double Decision uses a uniquely proven technology to extend useful field of view. This technology, called UFOV®, has been used in numerous studies (including the ACTIVE study), where it has usually been referred to as “speed training.” These studies show many benefits to training with UFOV, including faster visual processing, an expanded useful field of view, safer driving, and much more.
  • 29. Target Tracker Target Tracker is designed to challenge your brain to build divided attention by requiring you to track several items moving around your screen at the same time.
  • 30. Divided Attention Divided Attention challenges your brain to focus in on and react to particular details—matching colors, shapes, and/or fill patterns—while at the same time dismissing competing information. It repeatedly shows two shapes on screen, asking you to press the left arrow key when the two meet certain criteria. For example, it might ask you to press the left arrow key when the two shapes are the same color, but the right arrow key when they aren’t.
  • 31. Mixed Signals • Mixed Signals challenges your brain to home in on certain information, while ignoring competing information. It does so by requiring you to listen to a number, letter, color, or other piece of information while looking at a set of numbers, symbols, letters, words, or other information. If what you hear matches what you see in a particular way, you hit the space bar. If not, you don’t. For example, you might see “aaiaa” on screen, and be required to hit the space bar if what you hear matches the middle letter, in this case, “i.” If you hear “a” or another letter, you don’t hit the space bar. This type of training, where what you see and hear sometimes compete and you must control your attention very quickly, is called a Stroop task.
  • 32. Freeze Frame targets both tonic and phasic alertness. It requires the brain to maintain a “relaxed and ready” state of alertness over increasingly longer delay periods. In the exercise, your brain is required to discriminate between target images and distractor images. When you see a distractor—something that is not the target—you press the space bar. When you see a target, you have to “freeze,” or prevent yourself from pressing the space bar. Examples Freeze Frame
  • 33. BRAIN SPEED The rate at which a human can take in a bit of new information, reach some judgment on it and then formulate a response.
  • 34. Hawk Eye challenges your visual precision by asking you to locate specific birds in your peripheral vision, even when they appear on screen for a very short time. At first, the birds are fairly distinct, appear close together, and are presented on a simple background. Examples Hawk Eye
  • 35. Visual Sweeps Visual Sweeps. You watch two spatial frequency sweeps (movements of bars) and determine whether each one swept inward or outward. It might not be obvious, but when broken down to its most basic parts, everything in our visual world is constructed of the basic visual information—color, luminance, orientation, spatial frequency—contained in these sweeps. If we can help our brains effortlessly identify these sweeps at very rapid speeds, we’ll improve visual acuity overall.
  • 36. Sound Sweeps Sound Sweeps. You have to listen to frequency sweeps—sounds that begin low and rise upward or begin high and fall downward— and identify whether they go up (“weep”) or down (“woop”).
  • 37. Eye for Detail Eye for Detail is designed to exercise your ability to make saccades quickly, and to notice subtle details with each one. In Eye for Detail, a series of 3 to 5 images briefly appear one at a time in different positions on the screen. Of the pictures, some match precisely, while others are similar but not the same. Your job is to identify where the identical images appeared. As you improve, the images flash by more quickly.
  • 38. Fine Tuning Fine Tuning. The goal of Fine Tuning is to give your neurons exercise turning on and off at appropriate times, so they can clearly perceive, transmit, and represent each consonant sound when they are used in combination with a vowel sound.
  • 39. MEMORY The process in which information is encoded, stored, and retrieved.
  • 40. To-Do List Training To-Do List Training. In To-Do List Training, your brain hears a set of instructions, then uses its memory of those instructions to follow them in order. The instructions get longer and more complex over time at the task, making greater demands of your working memory systems.
  • 41. Memory Grid Memory Grid. In Memory Grid your job is to match cards representing syllables together. But why, you might wonder, did our scientists pick those particular syllables to match? And why do they sound a little unusual? It’s because Memory Grid doesn’t just challenge your brain to match more and more syllables. It is also designed to target memory by sharpening auditory processing.
  • 42. Scene Crasher Scene Crasher is designed to challenge your ability to hold the details of a scene in your working memory. In scientific terms, it’s a “delayed-recognition span” exercise. In the exercise, you’ll see several items (such as sheep or keys) flash on screen. After they disappear, they reappear—but with one additional item. Your task is to remember the scene from the first flash well enough to spot what changed when it reappears.
  • 43. Rhythm Recall Rhythm Recall. In the exercise, you hear a brief melody. You also see a representation of the timing of the notes. Then you are challenged to repeat the timing sequence by pressing your keyboard buttons. (Although you hear a melody it isn’t a factor in the task; it’s the rhythm of the notes you are asked to repeat.) Responding correctly requires that your brain translate what you hear and see into a clear mental model, then in turn translate that into precise action.
  • 44. Syllable Stacks Syllable Stacks is a “serial memory-span” exercise. It sharpens working memory by requiring the brain to remember more and more pieces of information, even as those pieces of information get more similar (so easier for your brain to confuse). In Syllable Stacks, you listen to a series of syllables and then repeat them in order. The exercise changes in these ways over time to add an extra challenge for your brain.
  • 45. Hear, Hear Hear, Hear. In Hear, Hear you are asked to remember a target sound and determine whether a set of similar sounds presented contain the target.
  • 46. Mind's Eye. In Mind’s Eye, you are asked to remember a target image and determine whether a set of similar images presented contain the target image. Examples Mind's Eye
  • 47. PEOPLE SKILLS According to the Portland Business Journal, people skills are described as: understanding ourselves and moderating our responses. Talking effectively and empathizing accurately. Building relationships of trust, respect and productive interactions.
  • 48. Recognition Recognition. To recognize faces, the brain follows a visual stream. It starts with basic visual information (which you can exercise in many of our other exercises, such as Visual Sweeps). It ends in the “fusiform face area,” a part of the brain that many scientists believe is dedicated to facial recognition. Recognition is designed to exercise the fusiform face area. It does so by quickly showing a face, then asking you to identify who you saw from a selection of faces.
  • 49. In the Know In the Know exercises your memory for auditory details like these. It builds on other BrainHQ listening exercises such as Memory Grid, Syllable Stacks, and To- Do List Training by extending memory demands to the common, real-world scenario of the complex conversational narrative. The listener must sharply focus on increasingly more difficult and elusive details of longer and longer narratives, and record them accurately in memory across relatively long spans of time.
  • 50. Face to Face Face to Face. In Face to Face, a face shows briefly on screen. You decide what expression you think it shows. Then you see a set of faces and choose the one showing the same expression as the first face you saw. For instance, if you think the first person looked angry, you find the person who looks angry in the second set and choose him or her.
  • 51. Face Facts Face Facts is designed to challenge your ability to remember names, faces, and facts about other people. The exercise gets harder in two ways: As you improve, the number of people you are introduced to increases. In later levels, the names and facts are more similar, making it harder to keep them straight.
  • 52. INTELLIGENCE Intelligence has been defined in many different ways including one's capacity for logic, abstract thought, understanding, self-awareness, communication, learning, emotional knowledge, memory, planning, creativity and problem solving.
  • 53. Card Shark Card Shark. In the Card Shark exercise, you will be presented with playing cards that are added one at a time to a sequence. Once presented, the card is turned over. Your task is to decide if the current card matches the card presented a specific number of steps back in the sequence. For example, in the first level, you will decide if the current card matches the one presented just before it. In later levels, you will decide if the current card matches one presented further back in the sequence.
  • 54. Juggle Factor Juggle Factor. In Juggle Factor, you are presented with a sequence of numbers that are placed within moving circles. Your task is to reconstruct the sequence in the right order and in the right locations. The number of items in the sequence grows as you improve at the task. As you progress through training, the moving object trajectories become more complex and the speed increases.
  • 55. Auditory Ace Auditory Ace. In Auditory Ace you will be presented with auditory information about playing cards. The information is presented one card at a time. Your task is to decide if the current card information matches the card information presented a specific number of steps back in the sequence. For example, in the first level you will decide if the current card information matches the card information presented just before it. In later levels you will decide if the current card information matches the information presented further back in the sequence.
  • 56. Mind Bender. In the exercise you’ll be presented with two rules. For example, the rule might be “If you see two digits, select the higher number. If you see two number words, select the lower number.” You will then see two digits (such as “6” and “10”) or two number words (such as “seven” and “one”). As quickly as possible, you must choose the correct answer based on the rules. After you make your selection or after the response window lapses, you will see another pair of digits or number words. Mind Bender Samples mind bending rules
  • 57. NAVIGATION The process or activity of accurately ascertaining one's position and planning and following a route.
  • 58. Right Turn Right Turn. In the exercise, two images are placed side by side. One of the images is rotated relative to the other. Your task is to decide if the images are the same or if they are mirror images of each other. This requires you to rotate the images in your mind so you can quickly compare them to one another and make a decision.
  • 59. True North True North is a brain training exercise that helps you practice holding this kind of information in your head as you follow increasingly complex instructions while simultaneously keeping track of ever- changing cardinal directions. This kind of mental mapping is not just useful when you are literally following directions and trying to get from point A to point B. It also helps improve your memory for multi- tasking and can boost your short-term memory skills in other situations.
  • 60. Mental Map Mental Map. In Mental Map you have to remember the relative location of objects in a grid and then reconstruct the grid from memory after it has been rotated, flipped, or translated (moved up, down, right, or left).
  • 61. Optic Flow Optic Flow requires you to make rapid visual discriminations in the center of your gaze while staying alert to potential hazards in the periphery. The task takes place in different navigation conditions including simulations of rain, fog, and night. In Optic Flow, you'll see a target shape on a sign. Vehicles and various roadside objects will approach at different speeds, and your task is to select the one with the shape that matches the target. At any point a hazard (tires, armadillos, birds, etc.) might enter the scene and you will need to click the spacebar if it is on a path to hit your vehicle. As you identify the correct shape and avoid hazards, the action will move faster and faster.
  • 62. Credits • File: Nicolas P. Rougier's rendering of the human brain.png. From Wikimedia Commons, the free media repository. • File: The Earth seen from Apollo 17. From Wikimedia Commons, the free media repository. • File: Human Brain Lateral view. From Wikimedia Commons, the free media repository. • File: Complete neuron cell diagram en.svg. From Wikimedia Commons, the free media repository. • File: Connectome.jpg. From Wikimedia Commons, the free media repository • File:The Human Connectome.png. From Wikimedia Commons, the free media repository • File: Budapest Reference Connectome.png. From Wikimedia Commons, the free media repository. • File: SharpBrains.com Trajectoria Salud Cerebral_web • File: Cave 3 is the largest and the most well-maintained cave out of the four rock-cut caves in Badami, Karnataka, India. This cave is dedicated to God Vishnu. This is a view of the "Verandah". Sandip Dey, the copyright holder of this work, hereby publishes it under the following license: This file is licensed under the Creative Commons Attribution 3.0 Unported license. From Wikimedia Commons, the free media repository. • File: Software-tools.jpg Created: 22 March 2016. This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license. From Wikimedia Commons, the free media repository.
  • 63. Credits (cont.) • File: Brain Fitness by Jeremy McCarthy on April 25, 2011 in- See more at: http://psychologyofwellbeing.com/201104/exercise-and-the- brain.html/brain-fitness#sthash.hqu1bcuC.dpuf • File: This image is a work of an employee of the Executive Office of the President of the United States, taken or made as part of that person's official duties. As a work of the U.S. federal government, the image is in the public domain. • File: Wiki Wordplay solution.png. From Wikimedia Commons, the free media repository. • File: Wii Games Summer 2010 - Mario's Kid Zone (4975313325).jpg. From Wikimedia Commons, the free media repository. • File: Most recent and most controversial land speculation in Hawaii centers on this area near Kamuela - NARA - 554169.jpg Wikimedia Commons • File: The art of life is the perspective we need to see beauty, our focus shall always be on the side of the explorer! Enjoy the discoveries ahead! ) (4731493155).jpg. From Wikimedia Commons, the free media repository. • [1] http://sharpbrains.com/resources/3-brain-training-vs-mental-activity/brief-history-of-brain-training-soft ware/ • File: Randomized control trial of reading program. JPG From Wikimedia Commons, the free media repository • File: Little girl with dog Wellcome L0041340.jpg. From Wikimedia Commons, the free media repository • File: All visual aids, pictures, images and explanations of Computerized Brain Training Programs are from BrainHQ Posit Science.

Editor's Notes

  • #6: Complete neuron cell diagram. Neurons (also known as neurones and nerve cells) are electrically excitable cells in the nervous system that process and transmit information. In vertebrate animals, neurons are the core components of the brain, spinal cord and peripheral nerves.
  • #7: "Why we are the way we are: the Internet of our brains. These are axonal nerve fibers in the real brain as determined by the measured anisotropy (directionality) of water molecules inside them. 3T 30 channel GRAPPA DTI scan protocol, deterministic tractography performed using TrackVis/FACT algorithm. You might know the subject 
  • #9: Rendering of a group connectome based on 20 subjects. Anatomical fibers that constitute the white matter architecture of the human brain are visulized color-coded by traversing direction (xyz-directions mapping to rgb colors respectively). Visualization of fibers was done using TrackVis software (www.trackvis.org). Data established in a scientific publication that can be found here: http://www.ncbi.nlm.nih.gov/pubmed/24099851
  • #10: Budapest Reference Connectome 3.0 Budapest Reference Connectome version 3.0 is a parametrizable consensus brain graph. We unified the connectomes of 477 people (computed from MRI datasets of the Human Connectome Project) into a reference brain graph, which can be downloaded and visualized using this site. Please see the manual andterms of use first.
  • #13: Even after the brain is fully formed in young adulthood, researchers have found that functions that benefit from accumulated experience, such as vocabulary-related language skills, pattern recognition, and emotional self-regulation, tend to improve decade after decade. On the other hand, starting in our late 20’s and early 30’s, the research shows that speed of processing and working memory tend (on average) to slow down, reducing our capacity to process and deal with complex new information. This is a gradual process that often first becomes noticeable in our early 40’s. For example, in a study published in 2012, Archana Singh-Manoux and her colleagues assessed the memory, comprehension and vocabulary skills of 7,000 men and women aged 45 to 70, three times over 10 years. They found that memory and comprehension abilities declined further at each decade.
  • #21: MOST RECENT AND MOST CONTROVERSIAL LAND SPECULATION IN HAWAII CENTERS ON THIS AREA NEAR KAMUELA. LAND USE COMMISSION STAFF RECOMMENDED TOTAL DENIAL OF DEVELOPERS" PETITION FOR REZONING. THE COMMISSION, HOWEVER, PERMITTED 3,414 ACRES OF THE 5,000 REQUESTED TO PASS OVER TO URBAN USE. SINCE THEN, 900 LOTS HAVE BEEN SOLD BUT LITTLE BUILDING HAS BEEN DONE LEAVING AN EMPTY SUBDIVISION TO BE PROTECTED BY COUNTY SERVICES. THE WAIKOLOA PROJECT OF THE SAME DEVELOPERS IS UNDER FIRE BECAUSE OF PLANS TO CHANGE A FISHPOND INTO A BOAT MARINA DESPITE OPPOSITION, SILT DREDGING CONTINUES
  • #22: To measure the impact of its daily reading program in primary schools in Laos, Big Brother Mouse ran a randomized, controlled trial (RCT), with before-and-after tests in schools that got the program, which it compared with schools that did not. This photo shows one of the testing techniques: Sitan held up a card with a large simple word, and everyone was encouraged to read it aloud. He identified the first child to say it, who then moved behind him, and he proceeded to a new word with the students remaining. After he showed three words in a row which none of the remaining children could read, he concluded that they represented the portion of the class that could not read at all. The game approach was used because it overcame the shyness and nervousness that otherwise tended to inhibit performance. As this photo reveals, girls generally read better than boys.
  • #23: THE INDIVIDUAL PERSPECTIVE IS ALWAYS DEPENDENT IN WHAT WE SEE AND FEEL AFTER DISCOVERING IT! SO ENJOY THE SENSES OF EXPLORE, SEE, TOUCH, FEEL AND AFTER THIS LET YOUR HEART AND BRAIN DECIDE WHAT YOU SEE IT WHAT YOU FEEL! WHAT A GREAT PERSPECTIVE ON LIFE AND PEOPLE AND OUR BEAUTIFUL PLANET CALLED EARTH! ENJOY!