CPC A61B 5/165 (2013.01) [A61B 5/01 (2013.01); A61B 5/02055 (2013.01); A61B 5/1118 (2013.01); A61B 5/14546 (2013.01); A61B 5/14551 (2013.01); A61B 5/162 (2013.01); A61B 5/4815 (2013.01); A61B 5/6802 (2013.01); A61B 5/7267 (2013.01); A61B 5/742 (2013.01); G16H 50/30 (2018.01); A61B 5/02416 (2013.01)] | 20 Claims |
1. A computer-implemented method, comprising:
obtaining, using a non-invasive measurement system of a monitoring device worn by a user, physiological data including at least one of heart rate data, activity data, and sleep data;
inputting the physiological data into a predictive model to identify one or more biomarkers relevant to a mental state of the user;
determining, using the one or more biomarkers, a mental state status for the user;
determining an area for potential cognitive performance improvement for the user using the predictive model;
based on the mental state status, determining one or more subsets of specific games which calculate data most likely to vary the area for potential cognitive performance improvement for the user;
obtaining gamification data for the user from the one or more subsets of specific games executed by at least one gamification application on the monitoring device;
updating the mental state status based at least in part on the gamification data; and
presenting, by a display on the monitoring device, the mental state status.
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