Proceedings of the 11th Conference on Advances in Computer Entertainment Technology 2014
DOI: 10.1145/2663806.2671211
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Application of hybrid BCI and exergames for balance rehabilitation after stroke

Abstract: This paper proposes the hybridization between two types of videogames (VG) that can be complementary in motor restoration tasks: the VG based on motion capture systems and the VG based on brain computer interfaces. This hybrid system allow the interaction inside of a VG created for the rehabilitation of standing balance in hemiparetic stroke patients through of movements and modulated mental intentions. The Brain Kinect Interface (BKI) is shown as a tool not only for improve the immersivity in serious VG for h… Show more

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Cited by 17 publications
(13 citation statements)
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“…While 38% (9/24) of papers with patients did not record gender [ 23 , 44 - 47 , 57 , 59 , 60 , 70 ], the majority of patients in those that did were male and 2 had an equal distribution [ 39 , 48 ]. Meanwhile, 54% (7/13) of papers with healthy subjects did not record gender [ 52 , 53 , 55 - 57 , 59 , 60 ]; the majority of patients in those that did were male. None had more females, and only 1 had an equal distribution [ 54 ].…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…While 38% (9/24) of papers with patients did not record gender [ 23 , 44 - 47 , 57 , 59 , 60 , 70 ], the majority of patients in those that did were male and 2 had an equal distribution [ 39 , 48 ]. Meanwhile, 54% (7/13) of papers with healthy subjects did not record gender [ 52 , 53 , 55 - 57 , 59 , 60 ]; the majority of patients in those that did were male. None had more females, and only 1 had an equal distribution [ 54 ].…”
Section: Resultsmentioning
confidence: 99%
“…The types of feedback provided to patients are described in the next section. Human performance data (n=25) are those used to indicate movement or exercise performance of the individual [ 22 , 36 - 40 , 42 , 45 - 48 , 52 , 53 , 57 , 59 , 60 , 62 , 64 - 67 , 69 - 72 ]. Most of these data were generated directly from the Kinect sensor; others were from different sensors such as accelerometers.…”
Section: Resultsmentioning
confidence: 99%
“…Three comparison tests are conducted to evaluate the performance of the software. device [33] [38] [18], hybrid device [30], evaluation investigation [13] [14], related interaction technology [9] [1] [10].…”
Section: Discussionmentioning
confidence: 99%
“…Examples of such multimodal applications or hybrid BCIs are the “AlphaWoW” (Alpha-World of Warcraft) [ 67 ], where brainwaves in the alpha band are combined with keyboard and mouse inputs, and “Mind the Sheep!” [ 68 ], where SSVEP is combined with mouse input. Other examples include a touchless system [ 69 ], which combines eye gaze for cursor control with a BCI for making selections, and exergames with Brain Kinect Interface (BKI) for recording and analyzing motion capture signals and EEG signals in order to monitor motor recovery process [ 70 ].…”
Section: Requirements and Limitations Of Eeg-based Gaming Systemsmentioning
confidence: 99%