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| 4e3242 | Anonymous | 2026-04-13 23:43:38 | 1 | # Neurofeedback Platform: Engineering Stack & SDK |
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| 3 | ## High-Level Stack Overview |
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| 5 | This platform is the backbone for building personalized neurofeedback applications. We separate core engineering from student-facing creativity. The result is a modular system: engineers build robust core libraries, while PhD/Masters students (or other developers) innovate apps on top. |
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| 7 | 1. Core platform for real-time signals, features, and states. |
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| 8 | 2. Construct axes as reusable dimensions. |
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| 9 | 3. SDK for student-led app development—defining new states, feedback, and interaction designs. |
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| 11 | ## Core Platform Engineering Stack |
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| 13 | ### Signal Acquisition & Processing |
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| 14 | - Integrate EEG (MVP) first, with future support for fNIRS. |
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| 15 | - Handle device streams, timestamps, channel metadata, and signal quality (impedance, artifacts). |
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| 16 | - Preprocessing includes: filtering, rereferencing, artifact detection, and signal reliability scoring. |
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| 18 | ### Marker/Feature Extraction |
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| 19 | - Core library of evidence-backed markers (e.g. SMR, individualized alpha, theta/beta ratio, SCPs). |
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| 20 | - Expandable registry of features (e.g. band power, coherence). |
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| 21 | - Each marker is well-defined: modality, channels, latency, and evidence level. |
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| 23 | ### Construct Axes Calculation |
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| 24 | - Axes are high-level dimensions derived from markers (e.g. Calm Focus, Task Engagement, Cognitive Control). |
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| 25 | - Each axis fuses multiple markers. |
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| 26 | - Axes are reusable across apps, acting as stable “control knobs.” |
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| 28 | ### Task-Specific States |
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| 29 | - Pre-defined states are combinations of axes (e.g. calm-focused, distracted, over-aroused). |
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| 30 | - States are what apps respond to. |
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| 32 | ## SDK for Student-Led Development |
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| 34 | ### Defining New States |
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| 35 | - Students combine existing axes to create new states relevant to their domain. |
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| 36 | - Example: Define a “flow state” as a combination of high Task Engagement and Calm Focus. |
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| 38 | ### Feedback Policy & Interactive Design |
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| 39 | - SDK exposes state listeners. Students define how feedback adapts when states change. |
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| 40 | - Students can build interactive experiences—games, tasks, or interfaces that shift based on user brain state. |
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| 41 | - Feedback can be visual, auditory, or task difficulty changes. |
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| 43 | ### Vibecoding in the SDK |
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| 44 | - Students create new neurofeedback apps by: |
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| 45 | - Subscribing to states or axes. |
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| 46 | - Designing novel feedback rules (e.g. when calm, show visual expansion). |
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| 47 | - Creating interactive games or tasks that adapt to brain state shifts. |
