3,360 research outputs found

    Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

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    Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced

    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations

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    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today\u27s modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users\u27 attention to the self—from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature—January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change

    AI-Enabled Smartphone-Based Intervention Mental Health Application for University Students

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    The novel COVID-19 outbreak has resulted in lockdowns and university campus closure which affected the mental health of university students negatively. This was reflected in mental disorders, with emotional, physical fitness, exercise, and studying are the most affected aspects during the pandemic. The design and development of a smartphone application is the objective of this paper. The app\u27s goal is to assist university students in improving their mental health and overall quality of life by answering a structured questionnaire at first then the app uses artificial intelligence for sentiment analysis of a user’s social interaction. Then the app connects the user with random peers who share similar mental sentiments to chat with and if there is no peer available, a chatbot is used. In case of significant loneliness, the app connects the user with caregivers, community volunteers, and health professionals

    Towards the Quality Improvement of Web Applications by Neuroscience Techniques

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    User-centered design not only requires designers to analyse and anticipate how users are likely to use a Web application, but also to validate their assumptions with regard to user behaviour in real environments. Cognitive neuroscience, for its part, addresses the questions of how psychological functions are produced by neural circuitry. The emergence of powerful new measurement techniques allows neuroscientists and psychologists to address abstract questions such as how human cognition and emotion are mapped to specific neural substrates. This paper focus on the validation of user-centered designs and requirements of Web applications by neuroscience techniques and suggest the use of these techniques to achieve efficient and effectiveness validated designs by real behavior of potential users.Ministerio de Ciencia e Innovación TIN2013-46928-C3-3-RJunta de Andalucía TIC-578

    A review and framework for designing interactive technologies for emotion regulation training

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    Emotion regulation is foundational to mental health and well-being. In the last ten years there has been an increasing focus on the use of interactive technologies to support emotion regulation training in a variety of contexts. However, research has been done in diverse fields, and no cohesive framework exists that explicates what features of such system are important to consider, guidance on how to design these features, and what remains unknown, which should be explored in future design research. To address this gap, this thesis presents the results of a descriptive review of 54 peer-reviewed papers. Through qualitative and frequency analysis I analyzed previous technologies, reviewed their theoretical foundations, the opportunities where they appear to provide unique benefits, and their conceptual and usability challenges. Based on the findings I synthesized a design framework that presents the main concepts and design considerations that researchers and designers may find useful in designing future technologies in the context of emotion regulation training

    Biofeedback system to improve the human-orthosis interaction

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    Dissertação de mestrado integrado em Engenharia Biomédica (área de especialização em Eletrónica Médica)Every year, 15 million people worldwide suffer a stroke. More than 80 % of stroke survivors present gait disabilities, limiting their motor independence and well-being. The patients may regain their motor independence with active orthoses. Biofeedback systems (BSs) may be used as an orthotic rehabilitation’s complementary tool to inform the user timely and objectively about their behaviour during gait. Thus, teaching the patients how to improve the human-orthosis interaction. Overall, this allows accelerating and increasing the effectiveness of the gait recovery. Nonetheless, there is a lack of BSs for orthotic gait rehabilitation, and no wearable solution is available. This dissertation aims the development of a wearable, stand-alone and modular BS to be integrated into SmartOs-ankle orthosis, following a user-centered design. The developed BS provides sensory, sonorous, and visual stimulation through vibrotactile motors, headphones, and a Red-Green-Blue Light-Emitting Diode, respectively. The BS includes a microcontroller to manage the activation of the stimuli according to the interaction torque and the reference trajectory of the SmartOs-ankle orthosis. The sensory and sonorous stimuli were chosen for developing user-oriented strategies to teach the user, as follows. When and how to perform the paretic and non-paretic foot-floor contact (foot-floor contact biofeedback); the direction of ankle rotation along the gait cycle (joint motion biofeedback); and, the necessary muscular strength along with the gait cycle (user participation biofeedback). The visual stimulus is used to help the therapist to follow the performance of the patients during the therapy and, consequently, help and motivate them – therapist-oriented strategies. From a validation with healthy subjects, the BS increased the user’s motor performance significantly when walking with an orthosis. The system was able to teach the users about the direction of ankle rotation and the necessary muscular strength along with the gait cycle, improving the human-orthosis interaction. Future work towards enhancing the foot-floor contact strategies and extending the BS validation with a large group of participants and longer training period.A cada ano, 15 milhões de pessoas, mundialmente, sofrem um acidente vascular cerebral (AVC). Mais de 80 % dos sobreviventes apresentam incapacidades de marcha, limitando a sua independência motora e bem-estar. Estes pacientes podem recuperar a sua independência motora através do uso de ortóteses ativas. Adicionalmente os sistemas de biofeedback (BSs) podem ser usados como uma ferramenta complementar da reabilitação assistida por ortótese, informando os usuários, oportunamente e objetivamente, acerca do seu comportamento durante a execução de uma tarefa, e ensinando-os a melhorar a sua interação com a ortótese; assim, acelerando e aumentando a eficácia da recuperação. Não obstante, existem poucos BSs desenvolvidos para a reabilitação assistida por ortóteses, os quais não são vestíveis. Esta dissertação tem como objetivo o desenvolvimento de um BS vestível, autónomo e modular para ser integrado na ortótese de tornozelo do sistema SmartOs, baseando-se numa visão centralizada no utilizador. O BS desenvolvido fornece estimulação sensorial, sonora e visual através de motores vibratórios, auscultadores e um díodo emissor de luz vermelha-verde-azul, respetivamente. O BS inclui um microcontrolador que gere a ativação dos estímulos de acordo com o torque de interação e trajetória de referência da ortótese do tornozelo. Os estímulos sensorial e sonoro foram escolhidos para ensinar o utilizador sobre: quando e como executar o contacto entre o pé, parético e não parético, e o solo; o sentido de rotação do tornozelo ao longo do ciclo da marcha; e a força muscular necessária ao longo do ciclo da marcha. O estímulo visual é usado para ajudar o terapeuta a seguir o desempenho dos pacientes ao longo da terapia, de forma que o terapeuta possa ajudá-los e motivá-los. A partir da validação com sujeitos saudáveis, verificou-se que o BS aumentou significativamente o desempenho motor do utilizador durante a marcha com a ortótese. O sistema mostrou-se capaz de ensinar os utilizadores sobre a direção e magnitude da força muscular necessária ao longo do ciclo da marcha, melhorando a interação entre o humano e a ortótese. O trabalho futuro envolve a melhoria das estratégias que visam o contacto entre o pé e o solo e a validação do sistema com mais participantes e treinos mais longos

    Mobile solution for three-tier biofeedback data acquisition and processing

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    “Copyright © [2008] IEEE. Reprinted from Global Telecommunications Conference. (GLOBECOM 2008).IEEE ISBN:978-1-4244-2324-8. This material is posted here with permission of the IEEE. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to [email protected]. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.”Wireless sensor networks span from military applications into everyday life. Body sensor networks greatly benefit from wireless sensor networks to answer the biofeedback challenges in healthcare applications. In such applications, data is of fundamental importance, it must be reliable and within easy reach. However, most solutions rely on a personal computer to process and display sensor data. In this paper we propose a mobile solution that draws on three-tier body sensor networks to dramatically improve data accessibility, through the use of a Java and Bluetooth-enabled mobile phone. The mobile tool features data monitoring and presentation. This approach allows data visualization by the patient or medical staff without a portable computer or specific monitoring hardware. We hope to contribute to the adoption of biofeedback for early detection of health abnormalities and lower the budget that governments spend each year in healthcare

    Hybrid e-rehabilitation services: SMART-system for remote support of rehabilitation activities and services

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    One of the most effective solutions in medical rehabilitation assistance is remote patient / person-centered rehabilitation. Rehabilitation also needs effective methods for the “Physical therapist – Patient – Multidisciplinary team” system, including the statistical processing of large volumes of data. Therefore, along with the traditional means of rehabilitation, as part of the “Transdisciplinary intelligent information and analytical system for the rehabilitation processes support in a pandemic (TISP)” in this paper, we introduce and define: the basic concepts of the new hybrid e-rehabilitation notion and its fundamental foundations; the formalization concept of the new Smart-system for remote support of rehabilitation activities and services; and the methodological foundations for the use of services (UkrVectores and vHealth) of the remote Patient / Person-centered Smart-system. The software implementation of the services of the Smart-system has been developed

    Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers

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    Intuition, metacognition, and subjective uncertainty interact in complex ways to shape the creative design process. Design intuition, a designer's innate ability to generate creative ideas and solutions based on implicit knowledge and experience, is often evaluated and refined through metacognitive monitoring. This self-awareness and management of cognitive processes can be triggered by subjective uncertainty, reflecting the designer's self-assessed confidence in their decisions. Despite their significance, few creativity support tools have targeted the enhancement of these intertwined components using biofeedback, particularly the affect associated with these processes. In this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify metacognitive monitoring in architectural design. Multi-Self evaluates designers' affect (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants assessed its feasibility. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped modulate subjective uncertainty
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