141 research outputs found

    Methods and metrics for the improvement of the interaction and the rehabilitation of cerebral palsy through inertial technology

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    Cerebral palsy (CP) is one of the most limiting disabilities in childhood, with 2.2 cases per 1000 1-year survivors. It is a disorder of movement and posture due to a defect or lesion of the immature brain during the pregnancy or the birth. These motor limitations appear frequently in combination with sensory and cognitive alterations generally result in great difficulties for some people with CP to manipulate objects, communicate and interact with their environment, as well as limiting their mobility. Over the last decades, instruments such as personal computers have become a popular tool to overcome some of the motor limitations and promote neural plasticity, especially during childhood. According to some estimations, 65% of youths with CP that present severely limited manipulation skills cannot use standard mice nor keyboards. Unfortunately, even when people with CP use assistive technology for computer access, they face barriers that lead to the use of typical mice, track balls or touch screens for practical reasons. Nevertheless, with the proper customization, novel developments of alternative input devices such as head mice or eye trackers can be a valuable solution for these individuals. This thesis presents a collection of novel mapping functions and facilitation algorithms that were proposed and designed to ease the act of pointing to graphical elements on the screen—the most elemental task in human-computer interaction—to individuals with CP. These developments were implemented to be used with any head mouse, although they were all tested with the ENLAZA, an inertial interface. The development of such techniques required the following approach: Developing a methodology to evaluate the performance of individuals with CP in pointing tasks, which are usually described as two sequential subtasks: navigation and targeting. Identifying the main motor abnormalities that are present in individuals with CP as well as assessing the compliance of these people with standard motor behaviour models such as Fitts’ law. Designing and validating three novel pointing facilitation techniques to be implemented in a head mouse. They were conceived for users with CP and muscle weakness that have great difficulties to maintain their heads in a stable position. The first two algorithms consist in two novel mapping functions that aim to facilitate the navigation phase, whereas the third technique is based in gravity wells and was specially developed to facilitate the selection of elements in the screen. In parallel with the development of the facilitation techniques for the interaction process, we evaluated the feasibility of use inertial technology for the control of serious videogames as a complement to traditional rehabilitation therapies of posture and balance. The experimental validation here presented confirms that this concept could be implemented in clinical practice with good results. In summary, the works here presented prove the suitability of using inertial technology for the development of an alternative pointing device—and pointing algorithms—based on movements of the head for individuals with CP and severely limited manipulation skills and new rehabilitation therapies for the improvement of posture and balance. All the contributions were validated in collaboration with several centres specialized in CP and similar disorders and users with disability recruited in those centres.La parálisis cerebral (PC) es una de las deficiencias más limitantes de la infancia, con un incidencia de 2.2 casos por cada 1000 supervivientes tras un año de vida. La PC se manifiesta principalmente como una alteración del movimiento y la postura y es consecuencia de un defecto o lesión en el cerebro inmaduro durante el embarazo o el parto. Las limitaciones motrices suelen aparecer además en compañía de alteraciones sensoriales y cognitivas, lo que provoca por lo general grandes dificultades de movilidad, de manipulación, de relación y de interacción con el entorno. En las últimas décadas, el ordenador personal se ha extendido como herramienta para la compensación de parte de estas limitaciones motoras y como medio de promoción de la neuroplasticidad, especialmente durante la infancia. Desafortunadamente, cerca de un 65% de las personas PC que son diagnosticadas con limitaciones severas de manipulación son incapaces de utilizar ratones o teclados convencionales. A veces, ni siquiera la tecnología asistencial les resulta de utilidad ya que se encuentran con impedimentos que hacen que opten por usar dispositivos tradicionales aun sin dominar su manejo. Para estas personas, los desarrollos recientes de ratones operados a través de movimientos residuales con la cabeza o la mirada podrían ser una solución válida, siempre y cuando se personalice su manejo. Esta tesis presenta un conjunto de novedosas funciones de mapeo y algoritmos de facilitaci ón que se han propuesto y diseñado con el ánimo de ayudar a personas con PC en las tareas de apuntamiento de objetos en la pantalla —las más elementales dentro de la interacción con el ordenador. Aunque todas las contribuciones se evaluaron con la interfaz inercial ENLAZA, desarrollada igualmente en nuestro grupo, podrían ser aplicadas a cualquier ratón basado en movimientos de cabeza. El desarrollo de los trabajos se resume en las siguientes tareas abordadas: Desarrollo de una metodología para la evaluación de la habilidad de usuarios con PC en tareas de apuntamiento, que se contemplan como el encadenamiento de dos sub-tareas: navegación (alcance) y selección (clic). Identificación de los tipos de alteraciones motrices presentes en individuos con PC y el grado de ajuste de éstos a modelos estándares de comportamiento motriz como puede ser la ley de Fitts. Propuesta y validación de tres técnicas de facilitación del alcance para ser implementadas en un ratón basado en movimientos de cabeza. La facilitación se ha centrado en personas que presentan debilidad muscular y dificultades para mantener la posición de la cabeza. Mientras que los dos primeros algoritmos se centraron en facilitar la navegación, el tercero tuvo como objetivo ayudar en la selección a través de una técnica basada en pozos gravitatorios de proximidad. En paralelo al desarrollo de estos algoritmos de facilitación de la interacción, evaluamos la posibilidad de utilizar tecnología inercial para el control de videojuegos en rehabilitación. Nuestra validación experimental demostró que este concepto puede implementarse en la práctica clínica como complemento a terapias tradicionales de rehabilitación de la postura y el equilibrio. Como conclusión, los trabajos desarrollados en esta tesis vienen a constatar la idoneidad de utilizar sensores inerciales para el desarrollo de interfaces de accesso alternativo al ordenador basados en movimientos residuales de la cabeza para personas con limitaciones severas de manipulación. Esta solución se complementa con algoritmos de facilitación del alcance. Por otra parte, estas soluciones tecnológicas de interfaz con el ordenador representan igualmente un complemento de terapias tradicionales de rehabilitación de la postura y el equilibrio. Todas las contribuciones se validaron en colaboración con una serie de centros especializados en parálisis cerebral y trastornos afines contando con usuarios con discapacidad reclutados en dichos centros.This thesis was completed in the Group of Neural and Cognitive Engineering (gNEC) of the CAR UPM-CSIC with the financial support of the FP7 Framework EU Research Project ABC (EU-2012-287774), the IVANPACE Project (funded by Obra Social de Caja Cantabria, 2012-2013), and the Spanish Ministry of Economy and Competitiveness in the framework of two projects: the Interplay Project (RTC-2014-1812-1) and most recently the InterAAC Project (RTC-2015-4327-1)Programa Oficial de Doctorado en Ingeniería Eléctrica, Electrónica y AutomáticaPresidente: Juan Manuel Belda Lois.- Secretario: María Dolores Blanco Rojas.- Vocal: Luis Fernando Sánchez Sante

    PhysioVR: a novel mobile virtual reality framework for physiological computing

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    Virtual Reality (VR) is morphing into a ubiquitous technology by leveraging of smartphones and screenless cases in order to provide highly immersive experiences at a low price point. The result of this shift in paradigm is now known as mobile VR (mVR). Although mVR offers numerous advantages over conventional immersive VR methods, one of the biggest limitations is related with the interaction pathways available for the mVR experiences. Using physiological computing principles, we created the PhysioVR framework, an Open-Source software tool developed to facilitate the integration of physiological signals measured through wearable devices in mVR applications. PhysioVR includes heart rate (HR) signals from Android wearables, electroencephalography (EEG) signals from a low cost brain computer interface and electromyography (EMG) signals from a wireless armband. The physiological sensors are connected with a smartphone via Bluetooth and the PhysioVR facilitates the streaming of the data using UDP communication protocol, thus allowing a multicast transmission for a third party application such as the Unity3D game engine. Furthermore, the framework provides a bidirectional communication with the VR content allowing an external event triggering using a real-time control as well as data recording options. We developed a demo game project called EmoCat Rescue which encourage players to modulate HR levels in order to successfully complete the in-game mission. EmoCat Rescue is included in the PhysioVR project which can be freely downloaded. This framework simplifies the acquisition, streaming and recording of multiple physiological signals and parameters from wearable consumer devices providing a single and efficient interface to create novel physiologically-responsive mVR applications.info:eu-repo/semantics/publishedVersio

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    A LOW COST EEG BASED BCI PROSTHETIC USING MOTOR IMAGERY

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    Brain Computer Interfaces (BCI) provide the opportunity to control external devices using the brain ElectroEncephaloGram (EEG) signals. In this paper we propose two software framework in order to control a 5 degree of freedom robotic and prosthetic hand. Results are presented where an Emotiv Cognitive Suite (i.e. the 1st framework) combined with an embedded software system (i.e. an open source Arduino board) is able to control the hand through character input associated with the taught actions of the suite. This system provides evidence of the feasibility of brain signals being a viable approach to controlling the chosen prosthetic. Results are then presented in the second framework. This latter one allowed for the training and classification of EEG signals for motor imagery tasks. When analysing the system, clear visual representations of the performance and accuracy are presented in the results using a confusion matrix, accuracy measurement and a feedback bar signifying signal strength. Experiments with various acquisition datasets were carried out and with a critical evaluation of the results given. Finally depending on the classification of the brain signal a Python script outputs the driving command to the Arduino to control the prosthetic. The proposed architecture performs overall good results for the design and implementation of economically convenient BCI and prosthesis

    Gamification in stroke rehabilitation

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    Stroke has a high incidence in the population and it is one of the leading causes of functional impairments among adults. Brain damage rehabilitation is still a relatively undeveloped field and some research lines are following functional motor recovery. Brain-Computer Interface (BCI) provides new techniques to overcome stroke-related motor impairments. Recent studies present the brain’s capacity in order to promote the brain plasticity. The use of the BCI for rehabilitation tries to foster three mechanisms of neuropsychology that have proven to be of radical impact in brain function recovery: Motor Imagery, Mirror Neuron and Sensoriomotor loop. In this project, we present a pilot study with a rehabilitation session based on BCI system combined with gamification. We try to demonstrate that including gamification in the rehabilitation sessions the performance is the same as the base avatar, but the engagement and entertainment of patients increase. In this pilot study is explained the whole design and development of the gamification session as well as the intervention with real patients

    A Human-Centric Metaverse Enabled by Brain-Computer Interface: A Survey

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    The growing interest in the Metaverse has generated momentum for members of academia and industry to innovate toward realizing the Metaverse world. The Metaverse is a unique, continuous, and shared virtual world where humans embody a digital form within an online platform. Through a digital avatar, Metaverse users should have a perceptual presence within the environment and can interact and control the virtual world around them. Thus, a human-centric design is a crucial element of the Metaverse. The human users are not only the central entity but also the source of multi-sensory data that can be used to enrich the Metaverse ecosystem. In this survey, we study the potential applications of Brain-Computer Interface (BCI) technologies that can enhance the experience of Metaverse users. By directly communicating with the human brain, the most complex organ in the human body, BCI technologies hold the potential for the most intuitive human-machine system operating at the speed of thought. BCI technologies can enable various innovative applications for the Metaverse through this neural pathway, such as user cognitive state monitoring, digital avatar control, virtual interactions, and imagined speech communications. This survey first outlines the fundamental background of the Metaverse and BCI technologies. We then discuss the current challenges of the Metaverse that can potentially be addressed by BCI, such as motion sickness when users experience virtual environments or the negative emotional states of users in immersive virtual applications. After that, we propose and discuss a new research direction called Human Digital Twin, in which digital twins can create an intelligent and interactable avatar from the user's brain signals. We also present the challenges and potential solutions in synchronizing and communicating between virtual and physical entities in the Metaverse

    QUANDO JOGO ATÉ ME ESQUEÇO DAS DORES: Jogos digitais como estratégia para a reabilitação física

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    Não é recente a ideia de recorrer aos jogos digitais como ferramenta de apoio à reabilitação física de pacientes. As causas que afetam a mobilidade física podem ser várias desde Acidentes Vasculares Cerebrais, o envelhecimento ou traumas causados por incidentes. Neste artigo são alvo de análise e discussão jogos digitais e sistemas digitais gamificados que promovem a realização de atividade física como forma de fisioterapia de diversas patologias. O artigo pretende ainda discutir e enquadrar um conjunto de recomendações que devem ser consideradas no desenvolvimento de jogos digitais desta natureza.     PALAVRAS-CHAVE: Jogos Digitais; Reabilitação física; gamificação; Interação humano-computador.     ABSTRACT                                 The idea of using digital games in patients' physical rehabilitation is not new. The causes that affect physical mobility can range from stroke, aging or trauma caused by incidents. In this article, digital games and gamified digital systems that encourage physical activity as a form of physiotherapy of various pathologies are the subject of analysis and discussion. This article aims to discuss and present a set of recommendations that should be considered in the development of such digital games.     KEYWORDS: Videogames; Physical rehabilitation; gamification; Human-computer interaction.     RESUMEN La idea de utilizar los juegos digitales como una herramienta para apoyar la rehabilitación física de los pacientes no es nueva. Las causas que afectan la movilidad física pueden ir desde accidentes cerebrovasculares, envejecimiento hasta traumatismos causados por incidentes. En este artículo, el objeto de análisis y discusión es los juegos digitales y los sistemas de gamificación que promueven la actividad física como una forma de fisioterapia de diversas patologías. El artículo también tiene la intención de discutir y enmarcar un conjunto de recomendaciones que deben considerarse en el desarrollo de juegos digitales de este tipo.   PALABRAS CLAVE: Juegos digitales; Rehabilitación física; gamificación; Interacción humano-computador

    Academic methods for usability evaluation of serious games: a systematic review

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    In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key factor in any video game, becomes even more important in these so-called Bserious games^, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. This view may be a very valuable foundation for future researchMinisterio de Ciencia e Innovación PROCUR@-IPT-2011-1038-90000

    Fatigue-Aware gaming system for motor rehabilitation using biocybernetic loops.

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    Esta tesis tiene como objetivo proponer una terapia de rehabilitación complementaria basada en paradigmas de interacción humano-computadora (HCI) que exploran i) Técnicas de rehabilitación virtual, integrando tecnologías de realidad virtual (VR) sofisticadas y (hoy en día) accesibles, ii) sensores fisiológicos de bajo costo, a saber, electromiografía de superficie (sEMG) y iii)sistema inteligente, a través de adaptación biocibernética, para proporcionar una nueva técnica de rehabilitación virtual..

    Fusion of virtual reality and brain-machine interfaces for the assessment and rehabilitation of patients with spinal cord injury

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    La presente tesis está centrada en la utilización de nuevas tecnologías (Interfaces Cerebro-Máquina y Realidad Virtual). En la primera parte de la tesis se describe la definición y la aplicación de un conjunto de métricas para evaluar el estado funcional de los pacientes con lesión medular en el contexto de un sistema de realidad virtual para la rehabilitación de los miembros superiores. El objetivo de este primer estudio es demostrar que la realidad virtual puede utilizarse, en combinación con sensores inerciales para rehabilitar y evaluar simultáneamente. 15 pacientes con lesión medular llevaron a cabo 3 sesiones con el sistema de realidad virtual Toyra y se aplicó el conjunto definido de métricas a las grabaciones obtenidas con los sensores inerciales. Se encontraron correlaciones entre algunas de las métricas definidas y algunas de las escalas clínicas utilizadas con frecuencia en el contexto de la rehabilitación. En la segunda parte de la tesis se ha combinado una retroalimentación virtual con un estimulador eléctrico funcional (en adelante FES, por sus siglas en inglés Functional Electrical Stimulator), ambos controlados por un Interfaz Cerebro-Máquina (BMI por sus siglas en inglés Brain-Machine Interface), para desarrollar un nuevo tipo de enfoque terapéutico para los pacientes. El sistema ha sido utilizado por 4 pacientes con lesión medular que intentaron mover sus manos. Esta intención desencadenó simultáneamente el FES y la retroalimentación virtual, cerrando la mano de los pacientes y mostrándoles una fuente adicional de retroalimentación para complementar la terapia. Este trabajo es, de acuerdo al estado del arte revisado, el primero que integra BMI, FES y realidad virtual como terapia para pacientes con lesión medular. Se han obtenido resultados clínicos prometedores por 4 pacientes con lesión medular después de realizar 5 sesiones de terapia con el sistema, mostrando buenos niveles de precisión en las diferentes sesiones (79,13% en promedio). En la tercera parte de la tesis se ha definido una nueva métrica para estudiar los cambios de conectividad cerebral en los pacientes con lesión medular, que incluye información de las interacciones neuronales entre diferentes áreas. El objetivo de este estudio ha sido extraer información clínicamente relevante de la actividad del EEG cuando se realizan terapias basadas en BMI
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