2014 IEEE Central America and Panama Convention (CONCAPAN XXXIV) 2014
DOI: 10.1109/concapan.2014.7000395
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Multimodal system for rehabilitation aids using videogames

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Cited by 5 publications
(3 citation statements)
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“…However, there are a significant number of potential disabled players that may not be able to access video games if they are not thought of when designing the games. For this group of players, access to video games can mean a form of leisure that they did not know, and improvements in their education [5] or rehabilitation [19,26]. Several initiatives have been carried out to bring the world of video games closer to cerebral palsy.…”
Section: Video Games and Disabilitymentioning
confidence: 99%
“…However, there are a significant number of potential disabled players that may not be able to access video games if they are not thought of when designing the games. For this group of players, access to video games can mean a form of leisure that they did not know, and improvements in their education [5] or rehabilitation [19,26]. Several initiatives have been carried out to bring the world of video games closer to cerebral palsy.…”
Section: Video Games and Disabilitymentioning
confidence: 99%
“…Las INU también permiten crear sistemas de rehabilitación más completos que permiten no sólo ayudar al paciente sino también permitir que el terapeuta siga la evolución y capture señales cerebrales que permiten obtener datos adicionales y alimentar bases de datos sobre el progreso de pacientes con estas tecnologías. Este sistema ha sido probado con pacientes con múltiples lesiones motoneuronales [41]. También son compatibles con aplicaciones móviles que hacen más portable el sistema, permiten el monitoreo remoto y el control de varios pacientes al mismo tiempo [42].…”
Section: Inu En La Medicinaunclassified
“…In other words, the interface establishes a channel of communication and control between an individual and an external device. BCI systems use EEG activity to perform various tasks, such as controlling cursor movements [ 2 ], browsing the web [ 3 , 4 ], selecting letters or icons [ 5 , 6 , 7 , 8 ], communicating with virtual environments (e.g., in games) [ 9 , 10 ], robot navigation [ 11 , 12 , 13 ], controlling a wheelchair [ 14 , 15 , 16 , 17 ] or operating prosthetics [ 18 , 19 , 20 ], among others.…”
Section: Introductionmentioning
confidence: 99%