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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 120
BCI Mandala-based Intervention Tool to Increase Mean Attention
Levels in Subjects
Nitin Hugar1, Sharnya Govindaraj1, Pooja R2, Dr. Deepti Navaratna1
Indira Gandhi National Centre for the Arts, Kengunte Circle, Mallathalli, Bengaluru 560072
2Indian Institute of Technology, Gandhinagar
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - Brain-computer interfaces are increasingly
being employed to study psychological processes. In this
project, we attempted to create a psychological intervention
tool based on the same concept, using a Mandala. A
Mandala is a design with recurring patterns in concentric
layers. It’s a useful tool to increase focus and attention, as
observed in a few studies. In this project, a Mandala-based
intervention tool was created and its effect on the attention
levels of subjects was tested. The Mandala consisted of
concentric layers of LEDs mounted across six layers. An EEG
device was used to measure the attention data. The
attention levels of the subject controlled the lighting up of
the subsequent layers of the mandala. Subjects had to focus
on the Mandala and light up as many layers as possible in a
limited amount of time. The attention readouts per second
were continuously measured and analyzed based on the
different types of attention tasks that the subjects
performed during the intervention. It was observed that the
mean attention level on a scale of hundred rose serially
across trials in the participants. The Mandala acted both as
a visual readout of brainwave data, as well as a
simultaneous intervention tool. The Mandala can
subsequently be taken to a setting with individuals with
attention problems.
Key Words: Mandala, Attention, Brain-computer
interface, Intervention, EEG
1. INTRODUCTION
Attention can be defined as an internal cognitive process
by which one actively selects environmental information
(i.e. sensation) or actively processes information from
internal sources (i.e., visceral cues or other thought
processes) (Dictionary of Cognitive Psychology). Attention
allows cognitive processes to take in selected aspects of
the sensory world in an efficient and accurate manner
(Fernandez-Duque & Johnson, 2002; Palmer, 1999). In
general terms, attention can be defined as an ability to
focus and maintain interest in a given task or idea,
including managing distractions. There is no single
definition for the psychological process, as it depends on
the conditions and circumstances during which it is
employed.
In recent years, several researchers have contributed to
the application of brain-computer interface (‘BCI’
henceforth) in enhancing the attention level of various
categories of subjects. For instance, in a study conducted
on children with Attention-deficit hyperactivity disorder
(ADHD), which is a common childhood psychological
disorder characterised by inattention and restlessness,
Lim et al., in the year 2012 devised an experiment to
improve attentional capacities of children with ADHD by
setting up an 8-week long training program for them. They
created games on brain computer interface to help
improve attention. The subjects were to control an avatar
in the game using the signals from the EEG. The
behavioural & attentional improvements of these children
was monitored by the ADHD-RS by parents during the
start of the sessions, in between and at the end of the
sessions.
A group from Korea including Kim et al., talks about the
effect of games and mandala on the attention of school
children. The authors took three groups of children:
mandala group, games group and a control group. The
children were in total given 12 sessions across four weeks.
Their attentional abilities were measured before and after
the sessions using a standardized tool called the FAIR test
for concentration and attention. It was found that the
games and the mandala group was effective in improving
attention among children. In totality, BCI tools can be
effective technological aids to improve attention.
Traditionally, a Mandala has been used in Asian cultures
as a tool to focus and improve attention. The same
rationale was employed in this study, with the addition of
a modern BCI component.
The experiment was designed to study the effect of a
Mandala-based intervention on the attention levels of
subjects. A Mandala is a symmetric design with concentric
layers, each of them having repetitive patterns and motifs,
which was printed on a 4x4 feet board. The board consists
of 206 LEDs that adorn the Mandala design in a concentric
pattern. They are divided into 6 layers, each with different
coloured LEDs. The Mandala design and the LED
placement are shown below.
Fig-1.1: Study Mandala design
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 121
The experiment was designed in two phases. The first
phase measured attention readouts of subjects which was
used to set thresholds for the second phase. The second
phase involved a subject performing a cognitive task,
followed by the intervention tool and ultimately repeating
the first task. The details of the experiment phases are
explained further. Since the intervention tool is reward-
based, i.e., the higher the attention levels of the subject, the
more number of layers light up – this model can be
extrapolated to facilitate elongation of attention span in
children with ADHD and Autism.
2. SYSTEM ARCHITECTURE
2.1 Block Diagram
Fig - 2.1: Block diagram of tool
2.2 Hardware
2.2.1 Neurosky Mindwave Mobile 2
Fig-2.2.1: Neurosky Mindwave Mobile 2 device
Neurosky Mindwave is a single electrode EEG headset that
can be used to obtain brain-wave data. It consists of a dry
electrode in contrast to many other EEG devices which
would require the application of a conductive gel between
the sensors and the head. It is portable and easy to use.
The Neurosky uses Bluetooth to transmit raw sensor data
to any other Bluetooth enabled device. It also consists of
in-built electrical noise filtering algorithms and embedded
signal processing solutions.
2.2.2 Development Boards: Atmega 328 (Arduino Uno)
Atmega 328 is a single micro-chip microcontroller created
by Atmel and it consists of a modified Harvard
architecture 8-bit RISC processor core. It consists of 32-bit
flash memory, 1 KB EEPROM, 2 KB SRAM, 23 general-
purpose I/O lines, 32 general-purpose registers, 3
timers/counters with internal/external interrupts, serial
programmable USART and a 2-wire serial interface that is
byte-oriented. It also has a programmable watchdog timer
with an internal oscillator. It comes with ‘read-while-
write’ capabilities. The device operates between 1.8 to 5.5
volts.
2.2.3 Communication: Bluetooth Module HC-05
Fig-2.2.3: HC-05 circuit diagram
HC-05 is a very useful Bluetooth module that enables full-
duplex wireless communication between either two
microcontrollers or between a microcontroller and any
other device like a phone, laptop or in this case, the EEG
headset. The Bluetooth module can be interfaced with any
microcontroller as it uses a USART communication
protocol at different, configurable baud rates. The
command mode can be used to change the configuration of
the module. It operates in two modes: Data mode and AT
command mode. Data mode is used for sending and
receiving data from other Bluetooth devices while the AT
command mode is used to change the default settings of
the module. It uses the ‘Serial Port Protocol’ (SPP) which
enables easy pairing with microcontrollers.
2.2.4 Shift Register: 74HC595
Fig-2.2.3: 74HC595 pin diagram
It is an 8-bit, serial-in, parallel-out with 3 state output
latches. It works through synchronous serial
communication. Shift registers are generally used to
increase the number of I/O pins on the microcontroller.
The 595 has two registers each with 8 bits of data, namely
the shift register and the latch register. The shift register
receives data from the data pin and the data is copied and
stored in the latch register. Each storage bit is connected
to one of the output pins Q0-Q7 which reflects the value
stored in the latch register.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 122
3. WORKING
The setup works on a neuro-feedback mechanism. The
biosensor is employed to get the brainwave data from the
subjects. The device used for this purpose is the Neurosky
Mindwave 2. It has several built-in algorithms that enable
users to obtain data in the form of attention, meditation,
blink detection, brainwave bands (ex. delta, theta, alpha,
and beta) and also raw data. The data is transmitted to the
Atmega-328 microcontroller through the Bluetooth
module HC-05. The Bluetooth module is interfaced with
the microcontroller and uses USART to communicate with
it with a baud rate of 57600. The attention and meditation
data that are received from the biosensor are on a scale of
0-100 in steps of 1. The data is transmitted once every
second.
Controlling 206 LEDs independently using only Arduino
Uno is not possible as it has only 13 digital and 6 analog
outputs. Therefore, we used 26 shift registers (74HC595)
in series to effectively increase the number of digital
outputs to 208 while using only 3 pins from the Arduino.
74HC595 works on a Serial in - Parallel out protocol. The
data pin (pin 14) receives the data from the
microcontroller serially and outputs the Logic values on its
output pins (Q0-Q7). The data is transmitted to the next
shift register through Q7’ on pin 9. The registers outputs
are individually addressable via the software code thus we
are able to control individual LEDs.
Fig-3.1: Printed Mandala Board with LED placements
Fig-3.2: Attention visualization using the BCI Mandala
setup
Fig-3.3: Back of the Mandala with circuit implementation
There are two phases to the project.
i. Determining the attention/meditation thresholds
for lighting up the different layers of the mandala
through experimentation with participants.
ii. Using the mandala board as a neuro-feedback
based intervention tool to improve the attention
levels of the participants.
4. EXPERIMENT AND ANALYSIS
4.1 Phase 1
The experiment was conducted on school going children of
Grade 8. This was to determine the baseline attention
levels of the students while performing different activities
and to use the data in order to determine thresholds for
lighting up the layers of the mandala.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 123
Aim: To determine the baseline levels of attention in
school going kids, grade 8 (n = 5)
Procedure:
a. The participant was made to wear the biosensor
headband in a quiet room.
b. The participant was instructed to do three tasks with
each task being performed for two minutes.
i. Task 1: The participant was instructed to not
focus their attention on any object.
ii. Task 2: The participant was instructed to read
from a book.
iii. Task 3: The participant was instructed to focus on
a single point.
c. The attention data was recorded for two minutes during
each task and the recorded values with poor signal quality
(due to artifacts) were discarded.
d. The recorded values were then graphed using Box and
Whisker plots to study their characteristics.
Graphs and Tabulation:
Fig-4.1.1: Mean attention levels of 5 subjects across tasks
The thick black line in the box represents the median
attention level of the subjects.
Result: The obtained values were used to set thresholds
for different layers of the Mandala to be used in the second
phase of experiments.
4.2 Phase 2
This experiment was conducted to study the effects of
using the mandala as a neuro-feedback tool to study
attention levels in participants. The attention range
obtained from phase 1 were used to set thresholds for
lighting up the layers of the mandala. The experiment
helps in determining the feasibility of using the mandala
board as an intervention tool to help increase the mean
attention levels in subjects.
Aim: To determine the feasibility of using the mandala
board as an intervention tool to increase mean attention
levels in subjects.
Procedure:
Pre-Intervention: The subject was asked to perform a
cognitive task for 2 minutes and their attention levels
were recorded.
Intervention: The subject was instructed to focus on the
mandala board for two minutes and try to light up the
entire board. This requires an immense amount of
concentration and focus. The attention levels were
recorded.
Post-Intervention: The subject was asked to perform the
same cognitive task again for 2 minutes and attention
levels were recorded.
Graphs and Tabulation:
Pre-intervention task performance
Fig-4.2.1: Pre-intervention task attention
Table -1: Pre-intervention task data
Pre-intervention
Min. 34
Median 69
Mean 66.59
Max. 91
Intervention task performance
Fig-4.2.2: Intervention task attention
Attentionalscale
AttentionalscaleAttentionalscale
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 124
Table -2: Intervention data
Intervention
Min. 41
Median 63
Mean 61.32
Max. 87
Post-Intervention task performance
Fig-4.2.3: Post-Intervention task attention
Table -3: Post-intervention data
Post-intervention
data
Min. 37
Median 77
Mean 71.12
Max. 91
Observation and Conclusion:
The tables and plots clearly indicate that the mean
attention level of the subject during a cognitive task
increased after the intervention was supplied.
The LED Mandala is a novel tool which can find application
in many fields. Yoga and meditation centers can use it as
an aid for meditation. It can also be used as a physical
scale for the display of attention/meditation levels while
studying the effects of different stimuli on the mind. It can
be used as a tool to decrease anxiety and stress levels in
workplaces. Another application would be in special
education centers where children with special needs can
make use of the Mandala to improve their attentional
abilities.
REFERENCES
1. Lim, C. G., Lee, T. S., Guan, C., Fung, D. S. S., Zhao, Y.,
Teng, S. S. W., … Krishnan, K. R. R. (2012). A Brain-
Computer Interface Based Attention Training
Program for Treating Attention Deficit
Hyperactivity Disorder. PLoS ONE, 7(10). doi:
10.1371/journal.pone.0046692
2. Kim, S.-H., & Kim, K.-U. (2015). The Effect of Game
and Mandala on the Attention of School-aged
Children. Journal of Digital Convergence, 13(8),
525–533. doi: 10.14400/jdc.2015.13.8.525
3. R. K. M. (2015). Master Slave Autonomous
Surveillance Bot for Military Applications.
International Journal of Research in Engineering
and Technology, 04(07), 477–482. doi:
10.15623/ijret.2015.0407077
4. Shenjie, S., Thomas, K. P., G, S. K., & Vinod, A. P.
(2014). Two player EEG-based neurofeedback ball
game for attention enhancement. 2014 IEEE
International Conference on Systems, Man, and
Cybernetics(SMC).doi:10.1109/smc.2014.697441
2
Attentionalscale
5. CONCLUSION

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IRJET- BCI Mandala-based Intervention Tool to Increase Mean Attention Levels in Subjects

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 120 BCI Mandala-based Intervention Tool to Increase Mean Attention Levels in Subjects Nitin Hugar1, Sharnya Govindaraj1, Pooja R2, Dr. Deepti Navaratna1 Indira Gandhi National Centre for the Arts, Kengunte Circle, Mallathalli, Bengaluru 560072 2Indian Institute of Technology, Gandhinagar ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Brain-computer interfaces are increasingly being employed to study psychological processes. In this project, we attempted to create a psychological intervention tool based on the same concept, using a Mandala. A Mandala is a design with recurring patterns in concentric layers. It’s a useful tool to increase focus and attention, as observed in a few studies. In this project, a Mandala-based intervention tool was created and its effect on the attention levels of subjects was tested. The Mandala consisted of concentric layers of LEDs mounted across six layers. An EEG device was used to measure the attention data. The attention levels of the subject controlled the lighting up of the subsequent layers of the mandala. Subjects had to focus on the Mandala and light up as many layers as possible in a limited amount of time. The attention readouts per second were continuously measured and analyzed based on the different types of attention tasks that the subjects performed during the intervention. It was observed that the mean attention level on a scale of hundred rose serially across trials in the participants. The Mandala acted both as a visual readout of brainwave data, as well as a simultaneous intervention tool. The Mandala can subsequently be taken to a setting with individuals with attention problems. Key Words: Mandala, Attention, Brain-computer interface, Intervention, EEG 1. INTRODUCTION Attention can be defined as an internal cognitive process by which one actively selects environmental information (i.e. sensation) or actively processes information from internal sources (i.e., visceral cues or other thought processes) (Dictionary of Cognitive Psychology). Attention allows cognitive processes to take in selected aspects of the sensory world in an efficient and accurate manner (Fernandez-Duque & Johnson, 2002; Palmer, 1999). In general terms, attention can be defined as an ability to focus and maintain interest in a given task or idea, including managing distractions. There is no single definition for the psychological process, as it depends on the conditions and circumstances during which it is employed. In recent years, several researchers have contributed to the application of brain-computer interface (‘BCI’ henceforth) in enhancing the attention level of various categories of subjects. For instance, in a study conducted on children with Attention-deficit hyperactivity disorder (ADHD), which is a common childhood psychological disorder characterised by inattention and restlessness, Lim et al., in the year 2012 devised an experiment to improve attentional capacities of children with ADHD by setting up an 8-week long training program for them. They created games on brain computer interface to help improve attention. The subjects were to control an avatar in the game using the signals from the EEG. The behavioural & attentional improvements of these children was monitored by the ADHD-RS by parents during the start of the sessions, in between and at the end of the sessions. A group from Korea including Kim et al., talks about the effect of games and mandala on the attention of school children. The authors took three groups of children: mandala group, games group and a control group. The children were in total given 12 sessions across four weeks. Their attentional abilities were measured before and after the sessions using a standardized tool called the FAIR test for concentration and attention. It was found that the games and the mandala group was effective in improving attention among children. In totality, BCI tools can be effective technological aids to improve attention. Traditionally, a Mandala has been used in Asian cultures as a tool to focus and improve attention. The same rationale was employed in this study, with the addition of a modern BCI component. The experiment was designed to study the effect of a Mandala-based intervention on the attention levels of subjects. A Mandala is a symmetric design with concentric layers, each of them having repetitive patterns and motifs, which was printed on a 4x4 feet board. The board consists of 206 LEDs that adorn the Mandala design in a concentric pattern. They are divided into 6 layers, each with different coloured LEDs. The Mandala design and the LED placement are shown below. Fig-1.1: Study Mandala design
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 121 The experiment was designed in two phases. The first phase measured attention readouts of subjects which was used to set thresholds for the second phase. The second phase involved a subject performing a cognitive task, followed by the intervention tool and ultimately repeating the first task. The details of the experiment phases are explained further. Since the intervention tool is reward- based, i.e., the higher the attention levels of the subject, the more number of layers light up – this model can be extrapolated to facilitate elongation of attention span in children with ADHD and Autism. 2. SYSTEM ARCHITECTURE 2.1 Block Diagram Fig - 2.1: Block diagram of tool 2.2 Hardware 2.2.1 Neurosky Mindwave Mobile 2 Fig-2.2.1: Neurosky Mindwave Mobile 2 device Neurosky Mindwave is a single electrode EEG headset that can be used to obtain brain-wave data. It consists of a dry electrode in contrast to many other EEG devices which would require the application of a conductive gel between the sensors and the head. It is portable and easy to use. The Neurosky uses Bluetooth to transmit raw sensor data to any other Bluetooth enabled device. It also consists of in-built electrical noise filtering algorithms and embedded signal processing solutions. 2.2.2 Development Boards: Atmega 328 (Arduino Uno) Atmega 328 is a single micro-chip microcontroller created by Atmel and it consists of a modified Harvard architecture 8-bit RISC processor core. It consists of 32-bit flash memory, 1 KB EEPROM, 2 KB SRAM, 23 general- purpose I/O lines, 32 general-purpose registers, 3 timers/counters with internal/external interrupts, serial programmable USART and a 2-wire serial interface that is byte-oriented. It also has a programmable watchdog timer with an internal oscillator. It comes with ‘read-while- write’ capabilities. The device operates between 1.8 to 5.5 volts. 2.2.3 Communication: Bluetooth Module HC-05 Fig-2.2.3: HC-05 circuit diagram HC-05 is a very useful Bluetooth module that enables full- duplex wireless communication between either two microcontrollers or between a microcontroller and any other device like a phone, laptop or in this case, the EEG headset. The Bluetooth module can be interfaced with any microcontroller as it uses a USART communication protocol at different, configurable baud rates. The command mode can be used to change the configuration of the module. It operates in two modes: Data mode and AT command mode. Data mode is used for sending and receiving data from other Bluetooth devices while the AT command mode is used to change the default settings of the module. It uses the ‘Serial Port Protocol’ (SPP) which enables easy pairing with microcontrollers. 2.2.4 Shift Register: 74HC595 Fig-2.2.3: 74HC595 pin diagram It is an 8-bit, serial-in, parallel-out with 3 state output latches. It works through synchronous serial communication. Shift registers are generally used to increase the number of I/O pins on the microcontroller. The 595 has two registers each with 8 bits of data, namely the shift register and the latch register. The shift register receives data from the data pin and the data is copied and stored in the latch register. Each storage bit is connected to one of the output pins Q0-Q7 which reflects the value stored in the latch register.
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 122 3. WORKING The setup works on a neuro-feedback mechanism. The biosensor is employed to get the brainwave data from the subjects. The device used for this purpose is the Neurosky Mindwave 2. It has several built-in algorithms that enable users to obtain data in the form of attention, meditation, blink detection, brainwave bands (ex. delta, theta, alpha, and beta) and also raw data. The data is transmitted to the Atmega-328 microcontroller through the Bluetooth module HC-05. The Bluetooth module is interfaced with the microcontroller and uses USART to communicate with it with a baud rate of 57600. The attention and meditation data that are received from the biosensor are on a scale of 0-100 in steps of 1. The data is transmitted once every second. Controlling 206 LEDs independently using only Arduino Uno is not possible as it has only 13 digital and 6 analog outputs. Therefore, we used 26 shift registers (74HC595) in series to effectively increase the number of digital outputs to 208 while using only 3 pins from the Arduino. 74HC595 works on a Serial in - Parallel out protocol. The data pin (pin 14) receives the data from the microcontroller serially and outputs the Logic values on its output pins (Q0-Q7). The data is transmitted to the next shift register through Q7’ on pin 9. The registers outputs are individually addressable via the software code thus we are able to control individual LEDs. Fig-3.1: Printed Mandala Board with LED placements Fig-3.2: Attention visualization using the BCI Mandala setup Fig-3.3: Back of the Mandala with circuit implementation There are two phases to the project. i. Determining the attention/meditation thresholds for lighting up the different layers of the mandala through experimentation with participants. ii. Using the mandala board as a neuro-feedback based intervention tool to improve the attention levels of the participants. 4. EXPERIMENT AND ANALYSIS 4.1 Phase 1 The experiment was conducted on school going children of Grade 8. This was to determine the baseline attention levels of the students while performing different activities and to use the data in order to determine thresholds for lighting up the layers of the mandala.
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 123 Aim: To determine the baseline levels of attention in school going kids, grade 8 (n = 5) Procedure: a. The participant was made to wear the biosensor headband in a quiet room. b. The participant was instructed to do three tasks with each task being performed for two minutes. i. Task 1: The participant was instructed to not focus their attention on any object. ii. Task 2: The participant was instructed to read from a book. iii. Task 3: The participant was instructed to focus on a single point. c. The attention data was recorded for two minutes during each task and the recorded values with poor signal quality (due to artifacts) were discarded. d. The recorded values were then graphed using Box and Whisker plots to study their characteristics. Graphs and Tabulation: Fig-4.1.1: Mean attention levels of 5 subjects across tasks The thick black line in the box represents the median attention level of the subjects. Result: The obtained values were used to set thresholds for different layers of the Mandala to be used in the second phase of experiments. 4.2 Phase 2 This experiment was conducted to study the effects of using the mandala as a neuro-feedback tool to study attention levels in participants. The attention range obtained from phase 1 were used to set thresholds for lighting up the layers of the mandala. The experiment helps in determining the feasibility of using the mandala board as an intervention tool to help increase the mean attention levels in subjects. Aim: To determine the feasibility of using the mandala board as an intervention tool to increase mean attention levels in subjects. Procedure: Pre-Intervention: The subject was asked to perform a cognitive task for 2 minutes and their attention levels were recorded. Intervention: The subject was instructed to focus on the mandala board for two minutes and try to light up the entire board. This requires an immense amount of concentration and focus. The attention levels were recorded. Post-Intervention: The subject was asked to perform the same cognitive task again for 2 minutes and attention levels were recorded. Graphs and Tabulation: Pre-intervention task performance Fig-4.2.1: Pre-intervention task attention Table -1: Pre-intervention task data Pre-intervention Min. 34 Median 69 Mean 66.59 Max. 91 Intervention task performance Fig-4.2.2: Intervention task attention Attentionalscale AttentionalscaleAttentionalscale
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 11 | Nov 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 124 Table -2: Intervention data Intervention Min. 41 Median 63 Mean 61.32 Max. 87 Post-Intervention task performance Fig-4.2.3: Post-Intervention task attention Table -3: Post-intervention data Post-intervention data Min. 37 Median 77 Mean 71.12 Max. 91 Observation and Conclusion: The tables and plots clearly indicate that the mean attention level of the subject during a cognitive task increased after the intervention was supplied. The LED Mandala is a novel tool which can find application in many fields. Yoga and meditation centers can use it as an aid for meditation. It can also be used as a physical scale for the display of attention/meditation levels while studying the effects of different stimuli on the mind. It can be used as a tool to decrease anxiety and stress levels in workplaces. Another application would be in special education centers where children with special needs can make use of the Mandala to improve their attentional abilities. REFERENCES 1. Lim, C. G., Lee, T. S., Guan, C., Fung, D. S. S., Zhao, Y., Teng, S. S. W., … Krishnan, K. R. R. (2012). A Brain- Computer Interface Based Attention Training Program for Treating Attention Deficit Hyperactivity Disorder. PLoS ONE, 7(10). doi: 10.1371/journal.pone.0046692 2. Kim, S.-H., & Kim, K.-U. (2015). The Effect of Game and Mandala on the Attention of School-aged Children. Journal of Digital Convergence, 13(8), 525–533. doi: 10.14400/jdc.2015.13.8.525 3. R. K. M. (2015). Master Slave Autonomous Surveillance Bot for Military Applications. International Journal of Research in Engineering and Technology, 04(07), 477–482. doi: 10.15623/ijret.2015.0407077 4. Shenjie, S., Thomas, K. P., G, S. K., & Vinod, A. P. (2014). Two player EEG-based neurofeedback ball game for attention enhancement. 2014 IEEE International Conference on Systems, Man, and Cybernetics(SMC).doi:10.1109/smc.2014.697441 2 Attentionalscale 5. CONCLUSION