Neuro-Dynamix: The Brain in Space

High-Level Project Summary

The Human race is on the verge of becoming a Space race. We first landed on the Moon and now look to inhabit Mars, but how will our brains adapt to being in Space? We are connecting Neuroscience with Space Exploration by developing a cognitive test, in form of VR games for astronauts so we might better understand the ‘Brain in Space’. How might we use this data to experience and train back home on Earth? Neuro-Dynamix plans to develop a VR experience for enthusiasts and astronaut trainees to experience Space and train their Brains for a new frontier.

Detailed Project Description

We first landed on the Moon and now look to inhabit Mars, but how will our brains adapt to being in space?

We are connecting Neuroscience with Space Exploration by developing a cognitive test, in form of VR games for astronauts so we might better understand the ‘Brain in Space’. 

How might we use this data to experience and train back home on Earth?

Neuro-Dynamix plans to develop a VR experience for enthusiasts and astronaut trainees to experience Space and train their Brains for a new frontier. 

 

The Team

We are ‘Neuro-Dynamix’, an international team of scientists and designers, coming from Neuroscience to AI, exploring Sci-Fi to Game Design, passionate about the intersection of Neuroscience and Space Exploration. 

 

The Science: How is the Brain different in Space?

To understand how the brain is affected differently in Space we first need to consider how Space conditions are different than we are used to and take for granted. 

In our journey through space, there will be no day nor night, no up or down, no 2D compass to orient us. Generations born in space will no longer grow with gravity’s influence, instead of ‘growing up’ our bodies will develop from the center out. To understand how the brain will adapt to space we have to consider how it evolved thus far with gravity.

 

Quick Summary of Brain Evolution 

We evolved intelligence, to understand the space around us through sensing the world. Our brain compiles sensory data from our eyes, ears, skin, etc. to ‘make sense’ of its internal state and external surrounding ‘world’ in order to react. The beginning of intelligence is understanding what you are and what is separate from you, to survive. 

Reacting is the key to survival, but Herbert Spencer's ‘survival of the fittest’ or ‘survival of the fitters’ all happens in a relatively immovable ‘environment’ with dynamic ‘objects’. 

Furthermore, Attention Schema Theory proposes that consciousness arises from having this ‘environment sense’ in the brain, independent of the position of the sensors. 

The ‘environment sense’ lives in the tectum, the brain’s central controller which organizes overt attention and wakefulness. It evolved over 700 to 600 million years to control the movement of the head and eyes and develop a ‘sketch’ or model of the world. It is proposed that this brain structure evolved our sense of the external environment as well as our sense of self-awareness. This is both the root of consciousness as well as creativity as described by J. Barrett through his Hyperactive Agency Detection Device

But this brain structure evolved with earth conditions, one of the most important being gravity.  

 

Space travels will change our brain but in what ways? 

The new branch of Gravitational neuromorphology looks at brain development in different gravity conditions. 

Within this field, studies done on neural cells adaptation at zero gravity found significant changes in gene expression patterns. When looking at embryonic development in space studies found that the Nervous System formation may be markedly different and that specifically cortical neurons develop differently in space. It was also found that during zero gravity achieved in parabolic flight, the brain uses less energy to perform body movements. Project NEUROBOX performed on the International Space Stations, found similar results. 

What is most pressing is that Uva et al., in 2002 discovered. After only 30 minutes of zero gravity alterations in brain cells can already be observed. 

If the brain is affected at the cellular level in space, how will our cognition, our sense of self, our view of the world change?

 

Why is this a challenge for space exploration?

NASA has discovered that astronauts experience visual impairment and intracranial pressure, during space travel. It considers these issues to be the top health risks for Mars missions. This is especially relevant since neurodegenerative diseases, like amyotrophic lateral sclerosis,  multiple sclerosis, Parkinson’s disease, etc. may develop because of zero gravity as well.

Alongside the impairments to the brain, a set of stressors like isolation, confinement, altered atmosphere, and mission parameters have been proven to have effects on the brain, cognition and behavior as well.  The Journal of Psychology highlighted this as a critical issue that needs to be studied further.  

 

Neuro-Dynamix solution

We propose a novel approach to developing a cognitive test, in form of VR games so we might better understand the brain and cognitive changes in a different gravity and space environment. 

Games are built on cognitive reasoning and are a great way to measure and evaluate how brain functions change. Games can keep players in the game for periods of time due to total immersion and flow phenomena. Gaming is already widely practiced in different forms including through play stations, PCs, mobiles and now VR sets. 

VR has opened new opportunities for creative expression and immersive experiences in gaming. It has also been shown to be able to have an effect on the cognitive level as well. When the VR environment no longer reflects what we are used to, it can induce “cybersickness” a nausea-type reaction. VR has also been able to cause epileptic seizures, which our team explored in the 2016 NASA app challenge. 

What if we could make a VR environment to simulate zero-gravity space travel? What new brain states might we discover? 

 

The Cutting Edge of VR:

In 2022, OpenBCI plans to launch the Galea, a VR headset that incorporates multiple bio-sensors including EEG, EMG, EDA, PPG, and eye-tracking. By combining this multi-modal sensor system with the immersion of augmented and virtual reality, Galea gives us powerful new research, development, and design tool for understanding and augmenting the human mind and body.  

By measuring the brain directly, not solely relying on verbal interpretation, we can identify cognitive problems and develop novel solutions that can be applied on earth as well.  

 

Game Design:

Following the evolution of gaming, we have seen a transition from 2D, Original Mario Cart, and PacMan, to 3D which can stretch the imagination. With Galea VR, we would be able to monitor the participant’s physical and mental states and adapt the game to pose the right amount of challenge to keep the participant in flow. Disruptions in flow and focus could lead us to discover other ways that cognitive functions are impaired in space. It could also help us create training exercises personalized to each participant to help them keep sharp. 

This could later be used to create an immersive experience for everyone back home to test and train their brains for space travel. 

 

In Summary:

What exactly does it do?

Neuro-Dynamix can test and train cognitive functions for traveling from EARTH to SPACE. 

 

How does it work?

VR gaming combined with bio-sensors to create an immersive game experience. 

 

What benefits does it have?

We have only scratched the surface of what happens to the brain in space. To become a space race, we need to know much more. 

 

What do you hope to achieve?

Let’s start preparing our brains for space travel now!

 

What did you use to develop your project?

During Space App challenge 2021 our teams consulted with Dr. Bogdan Florea, and Dr. Vesna Novak on neurological issues studied in extreme environments including space. We also contacted game developers including Matej Papler to explore game elements and design in VR. 

 

What’s next:

Not only do we one day plan to travel to the stars, but there is a possibility for future generations to be raised in space. Our work to learn more about the effects of space travel on the brain could help us understand, prepare, and unlock the key to becoming a space race.


We are an international team, submitting our project to be judged for global judging.

Space Agency Data

For our Neuro-Dynamix project we used the following resources: 

GAMESAT: GAME-BASED SITUATIONAL AWARENESS AND TELEPRESENCE, PHASE I

The study proposed that the virtual environment is necessary to allow NASA robot engineers and operators to study rover design concepts and develop user interfaces. We used it to enhance VR experience and game design. 

INDIVIDUALIZED REAL-TIME NEUROCOGNITIVE ASSESSMENT TOOLKIT FOR SPACE FLIGHT FATIGUE

The study developed a standardized behavioral measures toolkit (BCM) for spaceflight operations., We incorporated elements of this into our VR game design.

EFFECT OF MICROGRAVITY ON BRAIN GENE EXPRESSION IN MICE

The study explored how the changes in gravitational force experienced by astronauts during space flight effects gene expression. We used this to inform our research on the effects of space travel on the brain. 

GENE RESPONSES IN MOUSE BRAIN TO LONG-TERM EXPOSURE TO MICROGRAVITY

The study looked into long-term exposure to microgravity in space on the brain. We used it to understand conditions in space and the brain. 

INTERFERENCE TOLERANT FUNCTIONAL NEAR INFRARED SPECTROMETER (FNIRS) FOR COGNITIVE STATE MONITORING

The study measured hemoglobin concentration changes in the brain with Functional Near-Infrared Spectroscopy (fNIRS). It informed our understanding of cognitive state and optimizing human performance during space operations. 

BEHAVIORAL MONITORING AND EVALUATION FOR THE DELIVERY OF INTERACTIVE COGNITIVE BEHAVIORAL THERAPY (B-MEDIC), PHASE I

The study developed early detection of stress and effective options for restoration and enhancement. We used it for understanding what happens to the brain in space. 

AUTOMATED BEHAVIOR AND COHESION ASSESSMENT TOOLS, PHASE II

The study focuses on interpersonal dynamics in long duration space flight. We used the study to define performance metrics for gaming. 

A MULTI-MEDIA, COMPUTER-BASED, SELF-DIRECTED, AUTONOMOUS, STRESS AND ANXIETY-MANAGEMENT COUNTERMEASURE

The study found that SMART-OP is highly usable and is a more effective and useful stress management training program than an educational comparison. We used the data for tailoring training programs. 

THE COGNITIVE ONBOARD OPERATOR ASSISTANT ARCHITECTURE, PHASE I

The study showed a compromise between increasing the operator's awareness of the system tasks and decreasing the operator's workload. We used the findings to inform our VR design. 

COMPACT WIRELESS BIOMETRIC MONITORING AND REAL TIME PROCESSING SYSTEM, PHASE II

The study explored BioWATCH a modular ambulatory compact wireless biomedical data acquisition system. We used it to check our data acquisition requirements.

WEARABLE DEVICE FOR OBJECTIVE SLEEP MONITORING, PHASE I

The study explored a compact wireless biomedical data acquisition system for sleep monitoring. We used it to check additional data acquisition requirements such as sleep, activity and heart rate, and other physiological parameters such as heart rate variability, blood pressure, vasoconstriction, pulsewave velocity, and electrodermal activity.

WISS - WIRELESS, INTELLIGENT SENSOR SYSTEM, PHASE I

The study looked at multi-sensor data fusion to reduce false alarm rates. We used it to inform our multi-sensor data fusion model. 

INDIVIDUALIZED STRESS DETECTION SYSTEM, PHASE I

The study looked into stress-related behavioral conditions and mental disorders (DSM-IV-TR). We used to broaden our spectrum of what to expect in space. 

S-PRINT: DEVELOPMENT AND VALIDATION OF A TOOL TO PREDICT, EVALUATE, AND MITIGATE EXCESSIVE WORKLOAD EFFECTS

The study researched human performance in unexpected workload transitions. We used to for our VR game design.  

SEMANTIC LANGUAGE AND TOOLS FOR REPORTING HUMAN FACTORS INCIDENTS, PHASE II

The study looked into incidents related to impaired human performance in space operations, caused by environmental conditions, situational challenges, and operational deficiencies. We used the study to interpret our VR game results. 

Hackathon Journey

Our NASA Space App Challenge 2021 started on zoom. As a remote team, we faced the challenge of communicating and above all brainstorming online. 

Rhea Klansek is an experienced applied neuroscience researcher with a wide range of knowledge on cognition from working in neuromarketing and design. Her study at Harvard and Prague film school helped the team navigate the fusion of neurology, game design, and user experience.

Dr. Samo Božič is a Fulbright fellow with a Ph.D in system engineering from New York University. He collaborated in breakthrough discoveries of Alzheimer’s detection using EEG long before the cognitive decline showed in verbal tests. The results presented in the 2017 Washington neuroscience conference triggered his interest in consciousness and brain processes. He brought his understanding and experiences of the brain as a system to our project.

Klemen Voncina is completing his Masters in AI at the University of Groningen, NL. He is also working with data obtained from the largest radio telescope in the EU. His insights in space travel were crucial for developing the project.

The team is very thankful to have the opportunity to collaborate with Dr. Bogdan Florea, head of the neurological department of Cluj - Napoca, Romania. He is an EU pioneer in telemedicine for epilepsy and a prominent coma researcher. His contributions were invaluable insights for cognitive declines in zero gravity.

We are also thankful to have received mentorship from Matej Papler, an entrepreneur and game designer who gave us further practical hints on VR game development. 

Being a remote team was no easy challenge. Rhea managed to keep us going, through zoom, telephone calls, and messages. And WE made it through!

Maybe the deepest learning was to trust the team and trust the process. Our approach was left foot right foot: individual works and right foot confront and debate the ideas. We are very grateful to have had mentors that supported us when we had questions, doubts, and concerns.

We converge on the solution only after we find the common denominator to our interest and proceed to let our imagination fly. What is presented is but a glimpse of the work, research, processes, debates, arguments, but also the jokes, the crazy tangents, and fun that we had completed this project. 

Rhea, Samo, and Klemen would like to sincerely thank Dr. Bogdan, and Matej for their time, understanding, and willingness to help. But most of all we would like to thank NASA for giving us the opportunity to tackle next-gen challenges in such a supportive community. 

References

As we mentioned before for our Neuro-Dynamix project we used the following resources: 


GAMESAT: GAME-BASED SITUATIONAL AWARENESS AND TELEPRESENCE, PHASE I

The study proposed that the virtual environment is necessary to allow NASA robot engineers and operators to study rover design concepts and develop user interfaces. We used it to enhance VR experience and game design. 

INDIVIDUALIZED REAL-TIME NEUROCOGNITIVE ASSESSMENT TOOLKIT FOR SPACE FLIGHT FATIGUE

The study developed a standardized behavioral measures toolkit (BCM) for spaceflight operations., We incorporated elements of this into our VR game design.

EFFECT OF MICROGRAVITY ON BRAIN GENE EXPRESSION IN MICE

The study explored how the changes in gravitational force experienced by astronauts during space flight effects gene expression. We used this to inform our research on the effects of space travel on the brain. 

GENE RESPONSES IN MOUSE BRAIN TO LONG-TERM EXPOSURE TO MICROGRAVITY

The study looked into long-term exposure to microgravity in space on the brain. We used it to understand conditions in space and the brain. 

INTERFERENCE TOLERANT FUNCTIONAL NEAR INFRARED SPECTROMETER (FNIRS) FOR COGNITIVE STATE MONITORING

The study measured hemoglobin concentration changes in the brain with Functional Near-Infrared Spectroscopy (fNIRS). It informed our understanding of cognitive state and optimizing human performance during space operations. 

BEHAVIORAL MONITORING AND EVALUATION FOR THE DELIVERY OF INTERACTIVE COGNITIVE BEHAVIORAL THERAPY (B-MEDIC), PHASE I

The study developed early detection of stress and effective options for restoration and enhancement. We used it for understanding what happens to the brain in space. 

AUTOMATED BEHAVIOR AND COHESION ASSESSMENT TOOLS, PHASE II

The study focuses on interpersonal dynamics in long duration space flight. We used the study to define performance metrics for gaming. 

A MULTI-MEDIA, COMPUTER-BASED, SELF-DIRECTED, AUTONOMOUS, STRESS AND ANXIETY-MANAGEMENT COUNTERMEASURE

The study found that SMART-OP is highly usable and is a more effective and useful stress management training program than an educational comparison. We used the data for tailoring training programs. 

THE COGNITIVE ONBOARD OPERATOR ASSISTANT ARCHITECTURE, PHASE I

The study showed a compromise between increasing the operator's awareness of the system tasks and decreasing the operator's workload. We used the findings to inform our VR design. 

COMPACT WIRELESS BIOMETRIC MONITORING AND REAL TIME PROCESSING SYSTEM, PHASE II

The study explored BioWATCH a modular ambulatory compact wireless biomedical data acquisition system. We used it to check our data acquisition requirements.

WEARABLE DEVICE FOR OBJECTIVE SLEEP MONITORING, PHASE I

The study explored a compact wireless biomedical data acquisition system for sleep monitoring. We used it to check additional data acquisition requirements such as sleep, activity and heart rate, and other physiological parameters such as heart rate variability, blood pressure, vasoconstriction, pulsewave velocity, and electrodermal activity.

WISS - WIRELESS, INTELLIGENT SENSOR SYSTEM, PHASE I

The study looked at multi-sensor data fusion to reduce false alarm rates. We used it to inform our multi-sensor data fusion model. 

INDIVIDUALIZED STRESS DETECTION SYSTEM, PHASE I

The study looked into stress-related behavioral conditions and mental disorders (DSM-IV-TR). We used to broaden our spectrum of what to expect in space. 

S-PRINT: DEVELOPMENT AND VALIDATION OF A TOOL TO PREDICT, EVALUATE, AND MITIGATE EXCESSIVE WORKLOAD EFFECTS

The study researched human performance in unexpected workload transitions. We used to for our VR game design.  

SEMANTIC LANGUAGE AND TOOLS FOR REPORTING HUMAN FACTORS INCIDENTS, PHASE II

The study looked into incidents related to impaired human performance in space operations, caused by environmental conditions, situational challenges, and operational deficiencies. We used the study to interpret our VR game results. 

Tags

#neuroscience #space_travel #cognitive_functions #brain #astronauts

Global Judging

This project has been submitted for consideration during the Judging process.