Tech

What is the technology that enables ABV Sciences to obtain informative information about brain function from EEG data?

The primary technology employed by ABV Sciences for obtaining detailed information about brain function is called MOST-EEG (Multiple Origin Spatio-Temporal Modeling for electroencephalographic data).  In conjunction with MOST-EEG, ABV Sciences also employs proprietary eye-tracking methods to aid in the analysis and understanding of brain function and the context in which the brain function is examined. A secondary technology that we employ for making comparisons among participants of a group is called MOR-EEG (Multiple Origin Relational — EEG). This technology allows us to identify trends across participants to identify the various ways in which people use their brains in cognitive behaviors. We are applying this technology in the analysis of brain activity to understand how pharmaceuticals affect brain function and how video game (problem solving) strategies relate to the function of various systems of the brain.

The MOST-EEG algorithm is largely based on the following prior art:

* Hyvärinen, A, Oja E. A fast fixed-point algorithm for independent component analysis. Neural Computation, 1997; 9(7):1483-1492.

* Delorme A, Makeig S. EEGLAB: an open source toolbox for analysis of single-trial EEG dynamics. Journal of Neuroscience Methods, 2004;134:9-21

* Zhang K, Chan L-W. An Adaptive Method for SubBand Decomposition ICA. Communicated by Hyvarinen, A. Neural Computation 2006:18;191-223.

* Van Veen BD, van Drongelen W, Yuchtman M, Suziki A. Localization of Brain
Electrical Activity via Linearly Constrained Minimum Variance Spatial Filtering. IEEE Transactions on Biomedical Engineering, 1997;44:867-880.

Appropriate characteristics from each of these methodologies have been combined together to create an automated data mining, validation, and data representation methodology. If you would like technical information about MOST-EEG, see our Request Technical Information page.

Example Results Calculated Using MOST-EEG

An example of the functional detail that can be obtained using the MOST-EEG methodology is presented in the video below. EEG data were obtained while 31 study participants played a 1st-person perspective video game. Characteristics of the game required participants to find their way around the game environment using object cues. The video shows that multiple areas of the right-hemisphere were active (in red) and had coordinated activation relationships (red lines) during game navigation in the game environment. These results are described in more detail on the website: http://www.spatialbrain.com (new window)

These results were provided by the University of Victoria Spatial Cognition Laboratory.

Why is MOST-EEG Important?

Our MOST-EEG technology helps tell the ‘story’ of brain function. It helps us understand what happened in our brains while we gather electroencephalographic data from someone whey they were engaged in a particular behavioural task. By providing as much information as possible about the activation and interaction of multiple areas of the brain during the task, it helps us get a picture of how the brain operates as a complete system. This not only helps us better understand how the brain functions, but also how various stimuli and tasks affect the brain, the actual strategies we use to address the tasks we are presented with, and how we can modulate brain function by introducing experimental manipulations into task paradigms. It helps us better understand the interplay between what we ‘do’ and what we ‘think’.

Why Was MOST-EEG Developed?

MOST-EEG was developed using EEG data obtained in spatial navigation research employing 3D videogame environments to investigate how people find their way in the world. The algorithms were developed using data obtained from multiple research groups, and tested and improved over 3 different spatial navigation research projects.

In What Contexts Can MOST-EEG Be Used?

Measuring the brain activity associated with spatial navigation research has a direct analogy with measuring the brain activity of any ‘serious’ game environment, in which such games have been developed to exercise particular aspects of brain function. Hence, it is ready to be used to examine the brain function associated with a variety of ‘videogame paradigms’. The technology is also now ready to be used for investigating questions in other contexts. For example, it is suitable for investigating how the activities of specific areas of our brain change when receiving drug-based therapies—evaluating the effect of pharmaceuticals on brain function in the context of pharmaceutical development.

MOST-EEG Is Generalizable

The most important characteristic of MOST-EEG is that it is generalizable; it can be applied in many applications and in completely novel behavioural tasks. This frees the investigator from a limited set of established neuroscience ‘stimulus-response’ tasks and can now examine brain function associated with more ethologically plausible paradigms such as interaction with electronic media, choosing produce in a grocery store, or evaluating brain responses to on-line marketing. ABV Sciences is employing MOST-EEG in two contexts: (1) the development of pharmaceuticals to evaluate how well drug therapies can facilitate ‘normal’ brain function, and (2) the development and evaluation of Serious Games to demonstrate that specific characteristics of game design relate to gaming strategies that require specific cognitive brain function.

If you are interested in using MOST-EEG in your investigation, please proceed to our EEG processing portal page for more information.


Applied Brain and Vision Sciences was founded to change the way we understand brain function and treat brain diseases. Simply, we believe there is a ‘better’ way to diagnose and treat brain disease and dysfunction. We believe that through appropriate therapies and objective measures of functional brain activity during the course of these therapies, we can significantly impact lives.