CES 2018: LooxidVR Wins a Best of Innovation Award


The world’s biggest consumer tech event is back. And this time with LooxidVR, CES 2018’s most innovative VR product.

LooxidVR Wins the Best of Innovation Award in VR

Consumer Electronics Show(CES) is the world’s largest trade show annually held by the Consumer Technology Association (CTA) in Las Vegas. Among the hottest gadgets from all around the world, CES Best of Innovation Awards is given only to the first-class companies that show the best innovation in each sector in the light of its design, technology and customer value. This year’s award for VR sector went to Looxid Labs’ LooxidVR, following a CES 2016 Innovation Awards honoree Samsung’s Gear VR and a CES 2017 Best of Innovation Honoree Google’s Tilt Brush.

Media taking interest in LooxidVR

LooxidVR Disclosed in CES Unveiled

LooxidVR is the world’s first mobile-based VR headset with two eye tracking cameras and six brain-wave sensors that seamlessly measure user’s eye and brain activity. Using an eye and brain interface, Looxid Labs aims to develop an emotion recognition system to reveal users’ unspoken emotions in VR. This award-winning product was successfully presented at ‘CES Unveiled Las Vegas’ where visitors could have a first-hand experience of it. Thankfully, a lot of media including Forbes, Bloomberg, AFT and more showed great interest in the product. Also, they all had an amazing experience by trying out the demo.

Demo: visualized Eye and Brain Data
Heatmap (left), User behavior and response analysis (right)

In the demo, they were placed in a virtual museum where they could see a visualized panel for their eye and brain data including their pupil size and brain activity. They looked around the museum and saw how their physiological data change as they were enjoying the immersive VR experience in real-time. In the end, they could have a look at the result page that pinpoints where they’ve looked and quantitatively analyzes their behavior and responses such as retention rate and stress level. Those who tried our demo were excited to see its potential in various industries that require a better understanding of users’ emotional status such as education, marketing, and healthcare.

Successful Wrap Up of ‘CES Unveiled Las Vegas’

Overall, we have successfully wrapped up CES Unveiled Event and will continue to participate in CES from January 9th to 12th. If you want to take part in this amazing experience with LooxidVR, please come see us at :

Eureka Park #52907, Sands Expo Hall G on Jan. 9–12.

Pre-orders will start on Feb. 1, 2018 so if you want to receive upcoming news on our product, subscribe our website at looxidlabs.com and be ready.

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VR Neurofeedback: A New Drug-free Treatment for Mental Disorders


Let’s start off with a riddle: the number of diagnoses of this mental disorder has shot up 43 percent between 2003 and 2011 in the United States, reaching the total number of patients to almost 6 million, and this disorder is prevalent among children aged 4–17, especially boys.

Source: Daily Nexus

Current treatment for Attention Deficit Hyperactivity Disorder (ADHD)

The answer is ADHD. ADHD causes patients to have trouble controlling their impulses and staying attentive to a particular incidence for a long time. Since these behaviors significantly affect children’s social life and education as a whole, doctors, as well as parents, have called for effective and personalized treatment for ADHD.

In reflecting on the increased concerns about ADHD, National Institute of Mental Health (NIMH) conducted Multimodal Treatment for ADHD (MTA) study which involved a combination of psychoeducation, medication, behavioral interventions, parent training and school support. However, as suggested by Harvard Health Publishing, the outcomes of MTA have been found increasingly ineffective especially in a long-term; the positive effects of drugs began to fade after children had completed the intensive drug therapy session and were entirely disappeared by the 36-month mark. Besides, even though the multimodal treatment somewhat reduced ADHD symptoms, there was no significant improvement on some critical measures including academic performance, social functioning, and aggressive behavior. Indeed, the group of children who underwent MTA still lagged behind the healthy subjects on 91% of the evaluation variables.

Neurofeedback: a better alternative treatment?

Neurofeedback(NFB), also called EEG Biofeedback, is a way to train the brain to have more balanced and healthy mind and body. Mainly, NFB has been touted as a more reliable alternative for ADHD treatments for its non-invasive and drug-free therapy process. NFB for ADHD typically examines a low-frequency range (theta and alpha) and a high-frequency range (beta) in subjects’ recorded EEG since the literature suggests that ADHD subjects demonstrate an excessive theta and alpha waves but fewer beta waves.

In contrast to the literature, a research team in the Technical University of Denmark devised a new method to train ADHD subjects with NFB. This group of researchers decided to look into P300 potential―a large positive voltage in the recorded EEG that peaks 300 ms after relevant stimuli―instead of beta, theta, and alpha waves as P300 potential is widely regarded as an attention-related indicator. For the experiment, they implemented a brain-computer interface (BCI) inside a virtual Reality (VR) classroom for NFB attention training. (BCI inside a virtual reality classroom: a potential training tool for attention)


The experiment includes two attention training games in the virtual classroom. The first training game is called ANISPELL. The subject sees a 4 x 4 grid of animal images in gray-scale with a black background. Randomly, a row or a column lights up by displaying the original colors of the animal images with a white background. A row or column lights up for 100 ms and returns to gray-scale. Each trial has 15 light-up sessions. For the entire trial, the subjects are instructed to pay close attention to a specific animal. After the trial terminates, they have to recall the color of the animal and locate the most dominantly colored part of the animal. Lastly, the experimenters ask an additional question that is completely irrelevant to the designated animal so that the subjects stay attentive during the entire session.

Fig. 2: T-Search

The second game, called T-Search, is little more challenging than the first. The subjects go through twelve different images one at a time for five trials. Eight of the twelve images have several red ‘X’s and ‘T’s (Fig. 2a) while four of them contain a blue ‘T’ with the reds (Fig. 2b-c). At the end of each trial, the subjects are asked to locate the location of the blue “T” in a compartmentalized square (Fig. 2d) and count the number of red T’s that were present with the blue “T”. The cumulative scores of the two games were shown to the subjects to drive competitive spirit, thus intensifying their attentiveness.

Based on the detected P-300 signals in the subjects’ recorded EEG, the researchers were able to predict the attentiveness of the ADHD subjects and conclude that the attention training with NFB could not only reduce ADHD symptoms but also promote academic performance considerably.

Neurofeedback training in Virtual Reality (VR)

Fig. 3: A VR classroom scene

The researchers attributed the decent performance of their experiment to its children-friendly and easy-to-use setup that the literature has had difficulty establishing. In particular, the researchers emphasized the advantage of VR in constructing a desirable experiment environment. VR classroom, a setting to which children are exposed almost every day, provides a real-life and naturalistic environment where subjects can forget the controlled test lab environment. Also, the researchers could handily simulate distractions such as the car driving by outside the window or a bunch of colorful hula-hoops in a fully controlled environment.

VR-integrated NFB is not a mere alternative to commonly known ADHD treatments but is gaining huge traction as the next frontier for psychological and cognitive disorder treatment:

VR therapy significantly reduces the severity of PTSD symptoms and results in rapid extinction. The findings also suggested combining VR and EEG biofeedback as a potential treatment for stress-related disorders. It is because real-time neurophysiological data such as serum cortisol levels, heart rate variability and mid-frontal alpha EEG asymmetry may provide useful inputs for adjusting VR exposure therapy protocols to enhance stress resilience or accelerate treatment response. (Dare To Explore: VR Helps You Conquer Your Fear)

VR-integrated NFB opens up opportunities for noninvasive and drug-free treatment with almost no side-effects and increased control of experimental environments.

A key bottleneck for VR-integrated Neurofeedback

Despite a promising future that VR-integrated NFB can deliver, there is a critical bottleneck at stake: accuracy. Two aspects need to be considered in establishing NFB system with high accuracy: how robustly are EEG signals acquired and how well are EEG signals and VR contents synchronized in times series. Taking account of these two aspects will ensure the high accuracy of NFB system and therefore provide more reliable and personalized treatment for various psychological disorders.

LooxidVR | All-in-one mobile VR headset embedded with EEG sensors and eye-tracking cameras

LooxidVR can help alleviate the bottleneck. Embedded with EEG sensors and eye tracking cameras, LooxidVR helps researchers acquire the user’s robust EEG signals by employing processing algorithm to eliminate unwanted noises. Most importantly, LooxidVR facilitates time synchronized acquisition of eye tracking data, EEG signals, and stimuli so that researchers can obtain correlated data-sets from different modalities.

Interested in VR-integrated neurofeedback for treating mental disorders? Embrace the opportunity with LooxidVR.

LooxidVR pre-orders kick off on February 1st, 2018. If you are interested in learning more, please visit our website at www.looxidlabs.com.


  1. Neurofeedback for attention deficit hyperactivity disorder |Harvard Medical School
  2. ADHD, By the Numbers |ADDITUDE
  3. How Does BrainCore Neurofeedback Work?
  4. BCI Inside a virtual reality classroom: a potential training tool for attention | EPJ Nonlinear Biomedical Physics

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Why Is It Important To Monitor Brain Activity In Virtual Reality?


In line with our older Medium post Virtual Reality: Elevate Your Research from Mediocrity to Greatness, today’s research review discusses briefly how virtual reality can enrich human research and then goes further into the implication of monitoring brain activity in virtual reality.

Why incorporate Virtual Reality (VR) into research?

  • VR brings a higher degree of ecological validity to ordinary research which normally employs 2-dimensional audio-visual stimuli, which means VR’s virtually simulated environment is more likely to be generalized to a real-life setting.
  • VR gives unexplored insights into human psychology and cognition by constructing nonviable contexts―seeing the world through a toddler’s eyes, jumping around on the moon, or even walking with elongated limbs. It is just impossible to gauge human response to such unrealistic settings without VR.

If you are interested in reading more about how VR can be helpful to your research, read more at Virtual Reality: Elevate Your Research from Mediocrity to Greatness.

How to identify bullying experience by monitoring brain activity?

Despite its enormous advantages, merely incorporating VR into your research is insufficient. VR-integrated research calls for more proper tools to measure human response to stimuli in an immersive environment. Indeed, today’s paper review deals with state-of-the-art research that attempted to correlate the subject’s stimulus in a virtual setting with his/her EEG activity to better understand how the brain responds to bullying incidence within VR.

Image Source: Sweden’s Educational Broadcasting Company

The team that published Bullying incidences identification within an immersive environment using HD EEG-based analysis gathered 18 subjects aged 21–24 years old for the experiment. During the experiment, each participant wore an EEG cap and watched two types of visual stimulations, namely a 2-dimensional (2D) video and a VR content. To begin with, the subject was set to stare at a black background for 20 seconds. They then watched 15 2D-bullying videos with the neutral emotional content(non-bullying) coming in between each video. After the 2D session was over, the subject was fitted with a mobile-based VR headset and went through the identical experimental procedure within an immersive environment.

Table 1 | The values presented are percentages (%) of the test set. The whole test set comprised of 254 instances, 52 of which belonging to Bul2D class, 56 belonging to NoBul2D class, 81 belonging to BullVR class and 65 belonging to NoBulVR class.

Applying deep learning technique―convolutional neural networks (CNNs)― on the collected EEG data, the research team attempted to identify whether each subject had experienced bullying or non-bullying instances in 2D or VR respectively. In Table 1, the actual distribution of the test set did not vary vastly from the EEG-based predicted classification; it is possible to distinguish not only whether a person was experiencing 2D or VR stimuli but also whether a person was undergoing intimating situations. This new approach to identify bullying incidences by EEG monitoring would definitely recast the way psychologists tackle teenage bullying.

Why is time synchronization necessary for your research?

Conventional identification of human response to stimuli in psychology and cognitive science involves the use of questionnaires, interviews, and tests. However, as they are not synchronized with the time that the actual stimuli take place, they could only capture the emotional effects of stimuli that have already been worn off considerably. On the other hand, this team of researchers was able to deliver the promising results because they could synchronize the stimuli and response―the brain activity. In other words, they was able to correlate each bullying-related or non-bullying-related content with simultaneously recorded EEG signals.

Yes. Synchronization is crucial for efficiently and accurately identifying how a subject responds to stimuli, yet many researchers find it difficult and time- consuming to synchronize time frames of different experiment modalities, thus restraining themselves from enlarging the spectrum of their research.

LooxidVR | A mobile-based VR headset with an eye and brain interface

Looxid Labs can help you make headway against such ‘adversary’. Embedded with EEG sensors and eye tracking cameras, Looxid Labs’ mobile-based VR headset LooxidVR helps researchers to acquire the user’s robust EEG signals and trace his/her pupil dilation and saccades in times series. Most importantly, LooxidVR facilitates time synchronized acquisition of eye tracking data, EEG signals, and stimuli (VR contents) so that researchers can obtain correlated data-sets from different modalities.

Do not be afraid to be innovative.

Enrich your research with LooxidVR.

LooxidVR pre-orders kick off on February 1st, 2018. If you are interested in learning more, please visit our website at www.looxidlabs.com and subscribe us.


  1. Bullying incidences identification within an immersive environment using HD EEG-based analysis: A Swarm Decomposition and Deep Learning approach
  2. LeNet: Convolutional Neural Networks

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