IEEE Global Humanitarian Technology Conference (GHTC 2014) 2014
DOI: 10.1109/ghtc.2014.6970312
|View full text |Cite
|
Sign up to set email alerts
|

BCI and motion capture technologies for rehabilitation based on videogames

Abstract: this paper presents a cost-effective rehabilitation system based on videogames and multi modal recordings of physiological signals. The system targets patients with sensory motor impairments resulting from lesions of the central nervous system (e.g., due to stroke or traumatic injuries). It relies on a wireless low-cost hybrid interface combining a consumer-level electroencephalographic (EEG) device and the Kinect sensor to record the motion capture information. Thus providing quantitative physiological measur… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
3
0
2

Year Published

2015
2015
2023
2023

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 12 publications
(5 citation statements)
references
References 12 publications
0
3
0
2
Order By: Relevance
“…Additionally, VR/AR balance assessments could be used to conduct vision screenings, through the ability to measure visual acuity and identify abnormal eye movements in a dynamic environment [ 76 , 77 ]. Rehabilitation engagement could also be increased via brain–computer interfaces, which record real-time neural signals (e.g., via EEG) and transform motor intent into output commands [ 78 ]. These brain–computer interfaces allow for the development of interactive videogames/exergames, and are becoming increasingly popular in rehabilitation for populations such as those with stroke or spinal cord injury, with higher effectiveness than conventional therapies for restoring motor function [ 79 , 80 ].…”
Section: Discussionmentioning
confidence: 99%
“…Additionally, VR/AR balance assessments could be used to conduct vision screenings, through the ability to measure visual acuity and identify abnormal eye movements in a dynamic environment [ 76 , 77 ]. Rehabilitation engagement could also be increased via brain–computer interfaces, which record real-time neural signals (e.g., via EEG) and transform motor intent into output commands [ 78 ]. These brain–computer interfaces allow for the development of interactive videogames/exergames, and are becoming increasingly popular in rehabilitation for populations such as those with stroke or spinal cord injury, with higher effectiveness than conventional therapies for restoring motor function [ 79 , 80 ].…”
Section: Discussionmentioning
confidence: 99%
“…Na seleção dos artigos, seguindo a metodologia descrita na secção deste artigo, verificou-se que a maioria dos estudos foca tecnológicos que têm como ambição a ajuda do tratamento da mobilidade em indivíduos que sofreram AVC: 7 em 10 estudos (ABD LATIF et al, 2014;CHOI et al, 2016;HUANG et al, 2016;MUNOZ et al, 2014;LOPEZ, 2014;BAMBERG, 2012;TANG et al, 2015) um estudo é dedicado ao tratamento de escoliose, LATIF et al, 2014;CHOI et al, 2016;HUANG et al, 2016;MUNOZ et al, 2014;LOPEZ, 2014;BAMBERG, 2012;TANG et al, 2015 Nas 10 propostas contexto hospitalar (HUANG et al, 2016;MUNOZ et al, 2014) referência à existência de um sistema ou base de dados responsável por gravar os movimentos dos pacientes para a realização de uma determinada tarefa.…”
Section: Dos Dadosunclassified
“…como objetivo exercer um papel ativo no através da monitorização dos gestos, a Nas 10 propostas analisadas, 3 delas são jogos para serem jogados em (HUANG et al, 2016;MUNOZ et al, 2014) …”
Section: Dos Dadosunclassified
“…Motion capture has a wide range of applications in medical rehabilitation, virtual reality, sports training and other fields [ 1 , 2 , 3 ]. However, the current inertial motion-capture devices require subjects to wear 17 or more inertial sensors [ 4 ].…”
Section: Introductionmentioning
confidence: 99%