This invention describes a training program that uses a series of computerized games to help people overcome social cognitive difficulties by systematically encouraging neurological changes. The games challenge participants to recognize social cues like gaze direction and facial expressions, and to identify emotions. Specifically, the program trains users to ignore distracting information and pinpoint stimuli that have the most similar emotional meaning to a target.
Why it matters: Filed before AI could effectively personalize and adapt cognitive training programs. Advances in machine learning now allow for more sophisticated analysis of social cues and dynamic adjustment of game difficulty to systematically drive neurological changes.
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