7,385 research outputs found
Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.
Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems
Games and Brain-Computer Interfaces: The State of the Art
BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control
A Toolkit for Exploring Affective Interface Adaptation in Videogames
From its humble beginnings back in the early 1960âs the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the playerâs physiological condition
An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software
Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the advantages of not being surface bound and easier for some individuals to grasp. This study evaluated the feasibility of using the Nunchuk by comparing its performance as a switch with the participant's usual switch. Twenty three volunteers aged between 17 and 21 with intellectual and physical disabilities completed a Single Switch Performance Test using the new device and their familiar device. For most functions of the switch, there was no significant difference between the participants' performance using the Nunchuck and their familiar device. Additional analysis found that some participants' performance did improve whilst using the Nunchuck, but this was not significantly related to physical or cognitive ability. Those whose performance was better with the Nunchuk were more likely to hold it in the conventional way than were those who had better performance with their familiar device. This merits it being offered as a possible alternative to currently available switches for those with physical difficulties affecting their grip
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
Rehabilitative devices for a top-down approach
In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies
Actual and Imagined Movement in BCI Gaming
Most research on Brain-Computer Interfaces (BCI) focuses\ud
on developing ways of expression for disabled people who are\ud
not able to communicate through other means. Recently it has been\ud
shown that BCI can also be used in games to give users a richer experience\ud
and new ways to interact with a computer or game console.\ud
This paper describes research conducted to find out what the differences\ud
are between using actual and imagined movement as modalities\ud
in a BCI game. Results show that there are significant differences\ud
in user experience and that actual movement is a more robust way of\ud
communicating through a BCI
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