45 research outputs found
Eye gaze correlates of motor impairment in VR observation of motor actions
Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and A lgorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis.info:eu-repo/semantics/publishedVersio
Brain–computer interfacing with interactive systems-Case study 2
info:eu-repo/semantics/publishedVersio
Quantifying cognitive-motor interference in virtual reality training after stroke: the role of interfaces
Globally, stroke is the second leading cause of death above the age of 60 years, with the actual
number of strokes to increase because of the ageing population. Stroke results into chronic
conditions, loss of independence, affecting both the families of stroke survivors but also public
health systems. Virtual Reality (VR) for rehabilitation is considered a novel and effective low-cost
approach to re-train motor and cognitive function through strictly defined training tasks in a safe
simulated environment. However, little is known about how the choice of VR interfacing
technology affects motor and cognitive performance, or what the most cost-effective rehabilitation
approach for patients with different prognostics is. In this paper we assessed the effect of four
different interfaces in the training of the motor and cognitive domains within a VR
neurorehabilitation task. In this study we have evaluated the effect of training using 2-dimensional
and 3-dimensional as well as traditional and natural user interfaces with both stroke survivors and
healthy participants. Results indicate that 3-dimensional interfaces contribute towards better
results in the motor domain at the cost of lower performance in the cognitive domain, suggesting
the use 2-dimensional natural user interfaces as a trade-off. Our results provide useful pointers for
future directions towards a cost-effective and meaningful interaction in virtual rehabilitation tasks
in both motor and cognitive domains.info:eu-repo/semantics/publishedVersio
Finding the optimal time window for increased classification accuracy during motor imagery
Motor imagery classification using electroencephalography is based on feature extraction over a length of
time, and different configurations of settings can alter the performance of a classifier. Nevertheless, there
is a lack of standardized settings for motor imagery classification. This work analyzes the effect of age on
motor imagery training performance for two common spatial pattern-based classifier pipelines and various
configurations of timing parameters, such as epochs, windows, and offsets. Results showed significant (p
≤ 0.01) inverse correlations between performance and feature quantity, as well as between performance and
epoch/window ratio.info:eu-repo/semantics/publishedVersio
Impact of age, VR, immersion, and spatial resolution on classifier performance for a MI-based BCI
There are many factors outlined in the signal processing pipeline that impact brain–computer
interface (BCI) performance, but some methodological factors do not depend on signal processing.
Nevertheless, there is a lack of research assessing the effect of such factors. Here, we investigate the
impact of VR, immersiveness, age, and spatial resolution on the classifier performance of a Motor
Imagery (MI) electroencephalography (EEG)-based BCI in naïve participants. We found significantly
better performance for VR compared to non-VR (15 electrodes: VR 77.48 ± 6.09%, non-VR
73.5 ± 5.89%, p = 0.0096; 12 electrodes: VR 73.26 ± 5.2%, non-VR 70.87 ± 4.96%, p = 0.0129; 7
electrodes: VR 66.74 ± 5.92%, non-VR 63.09 ± 8.16%, p = 0.0362) and better performance for higher
electrode quantity, but no significant differences were found between immersive and non immersive VR. Finally, there was not a statistically significant correlation found between age and
classifier performance, but there was a direct relation found between spatial resolution (electrode
quantity) and classifier performance (r = 1, p = 0.0129, VR; r = 0.99, p = 0.0859, non-VR).info:eu-repo/semantics/publishedVersio
An integrative virtual reality cognitive-motor intervention approach in stroke rehabilitation: a pilot study
Stroke is one of the most common causes of acquired disability, leaving numerous adults with
cognitive and motor impairments, and affecting patient’s capability to live independently. In
post-stroke it is imperative to initiate a process of intensive rehabilitation and personalized
objectives to maximize functional cognitive and motor recovery. Virtual Reality (VR)
technology is being widely applied to rehabilitation of stroke, however, not in an integrative
manner. Like traditional rehabilitation, these new tools mostly focus either in the cognitive or
in the motor domain, which can take to a reduced impact in the performance of activities of
daily living, most of them dual-task. Assuming the existence of cognitive and motor recovery
interdependence, RehabNet proposes a holistic approach. Here we present a one-month long
pilot study with three stroke patients whose training was a game-like VR version of the
Toulouse-Piéron cancellation test, adapted to be performed by repetitive arm reaching
movements. A standardized motor and cognitive assessment was performed pre and post
intervention. The first results on this intervention support a holistic model for rehabilitation of
stroke patients, sustaining interdependence on cognitive and motor recovery. Furthermore, we
observed that the impact of the integrative VR approach generalizes to the performance of the
activities of daily living.info:eu-repo/semantics/publishedVersio
Performance of an inverted sputter source
An inverted sputter source manufactured locally was installed on the Demokritos Tandem for heavy ion production. The source is utilizing as an extracted beam the negative ions that are found to be back streaming towards the ionizer in a regular sputter source. The source produces in sufficient quantities a number of ion species with rather few signs of ionizer erosion. Concerning the quality of the beam, direct comparison of the transmission through the accelerator of an oxygen beam produced by the sputter source and a diode source indicates the same percentage of transmission.Pour la production d'ions lourds, nous avons construit et installé sur l'accélérateur TANDEM de NRC Demokritos, une source sputtering renversée. Avec cette source les ions négatifs qui, dans les sources sputtering normales, vont vers l'ioniseur sont utilisés comme faisceau. La source produit un nombre d'ions lourds en quantité suffisante sans érosion significative de l'ioniseur. Pour comparer la qualité du faisceau, on a transmit un faisceau d'oxygène produit par la source renversée et la source diode. Le même pourcentage de transmission à travers l'accélérateur a été observé, indiquant une qualité de faisceau similaire pour les deux sources
Performance of an inverted sputter source
An inverted sputter source manufactured locally was installed on the Demokritos Tandem for heavy ion production. The source is utilizing as an extracted beam the negative ions that are found to be back streaming towards the ionizer in a regular sputter source. The source produces in sufficient quantities a number of ion species with rather few signs of ionizer erosion. Concerning the quality of the beam, direct comparison of the transmission through the accelerator of an oxygen beam produced by the sputter source and a diode source indicates the same percentage of transmission