The document discusses a study using biofeedback in physical therapy games. Electromyography sensors will detect muscle activation during exercises. Two game styles are considered: basic biofeedback simply showing muscle activation, while game-based biofeedback requires correct form to achieve in-game goals like victory. Simple games like a modified Pong aim to improve engagement and compliance over repetitive exercises. With an intuitive interface, the system could begin human testing within a month to determine if biofeedback games improve physical therapy outcomes.
Ch5 Social interaction in individual vs. partner playing begonapino.comBegoña Pino
Social interaction in individual vs. partner playing - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
The science behind optogentics and its potential applications in neuroscience. An 8-minute presentation for an audience of fellow neural engineering students.
.Participants will be able to Better Define the Brain Development Benefits of Playgrounds in Child Development
2.Participants will be able to Better Analyzing playground Structures based on Brain Development.
3.Learn How to Design Play Environments Based on the Knowledge as to How Playgrounds Effect Brain Development.
Activities to be Conducted:
Interactive learning occurs as participants discuss newest research on the brain value of playgrounds.
Ch5 Social interaction in individual vs. partner playing begonapino.comBegoña Pino
Social interaction in individual vs. partner playing - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
The science behind optogentics and its potential applications in neuroscience. An 8-minute presentation for an audience of fellow neural engineering students.
.Participants will be able to Better Define the Brain Development Benefits of Playgrounds in Child Development
2.Participants will be able to Better Analyzing playground Structures based on Brain Development.
3.Learn How to Design Play Environments Based on the Knowledge as to How Playgrounds Effect Brain Development.
Activities to be Conducted:
Interactive learning occurs as participants discuss newest research on the brain value of playgrounds.
Evaluating the Microsoft Kinect for use in Upper Extremity Rehabilitation Following Stroke as a Commercial off the Shelf Gaming System. The Therapist’s Perspective by Luke Shires, David Brown, Nasser Sherkat, James Lewis and Penny Standen
[CHI '18 Paper] BioFidget: Biofeedback for Respiration Training Using an Augm...Rong-Hao Liang
Project Page: http://tinyurl.com/BioFidget
Full Paper DOI: https://doi.org/10.1145/3173574.3174187 (ACM DL)
BioFidget: Biofeedback for Respiration Training Using an Augmented Fidget Spinner
Rong-Hao Liang, Bin Yu, Mengru Xue, Jun Hu, Loe M. G. Feijs.
CHI '18: ACM CHI Conference on Human Factors in Computing Systems
Session: VR/AR/Telepresence 2
Abstract
This paper presents BioFidget, a biofeedback system that integrates physiological sensing and display into a smart fidget spinner for respiration training. We present a simple yet novel hardware design that transforms a fidget spinner into 1) a nonintrusive heart rate variability (HRV) sensor, 2) an electromechanical respiration sensor, and 3) an information display. The combination of these features enables users to engage in respiration training through designed tangible and embodied interactions, without requiring them to wear additional physiological sensors. The results of this empirical user study prove that the respiration training method reduces stress, and the proposed system meets the requirements of sensing validity and engagement with 32 participants in a practical setting.
Presented by Brad Aiken
Doctor and science-fiction writer Brad Aiken presents on new and upcoming technologies in neurological rehabilitation. Topics include breakthrough advances that can help people recover from stroke, brain injury, and spinal cord injury. Current, cutting-edge technologies will be discussed, as well as likely upcoming advances in this field.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
Active Vision Therapy in Management of Amblyopia (healthkura.com)Bikash Sapkota
DIRECT DOWNLOAD LINK ❤❤https://healthkura.com/lazy-eye-amblyopia/❤❤
In the request of my viewers, I have compiled my works here in a website. Visit this website (healthkura.com) to freely download this presentation along with other tons of presentations. Some useful links are given here.____Remember___healthkura.com
Active Vision Therapy in Management of Amblyopia
- Pleoptics
- Near activities
- Active stimulation therapy using CAM vision stimulator
- Syntonic phototherapy
- Role of perceptual learning
- Binocular stimulation
- Software-based active treatments
- Exposure to dark
- Pharmacological Therapy
EEG signal processing and application to Neurofeedback : Operant Conditioning...MOK wahedi
Introduce therapeutic applications of EEG & QEEG in health and disease
Know about Neurofeedback an emerging modality of treatment of disease where Drugs and surgery has limited effects.
Overview Neurofeedback World Market size and Bangladesh Context
Identify role of Engineers in the application of Neurofeedback and other Advanced Medical Brain imaging and Therapeutics.
EEG stands for “electroencephalography” which is an electrophysiological process to record the electrical activity of the brain.
An electroencephalogram (EEG) is a recording of brain activity.
EEG measures changes in the electrical activity produced by the brain.
Voltage changes come from ionic current within and between brain cells called neurons.
The electrodes of an EEG device capture electrical activity expressed in various EEG frequencies using an algorithm called a Fast Fourier Transform (FFT), these raw EEG signals can be identified as distinct waves with different frequencies.
Frequency, which refers to the speed of the electrical oscillations, is measured in cycles per second — one Hertz (Hz) is equal to one cycle per second.
Brainwaves are categorized by frequency into four main types: Beta, Alpha, Theta and Delta.
Quantitative
igital processing of EEG signals consists of different components: signal acquisition unit, feature extraction unit, and a decision algorithm.
The input to the system is an EEG signal acquired from the scalp, brain surface, or brain interior. The signal acquisition unit is represented by electrodes whether they are invasive or non-invasive.
The feature extraction unit is a signal processing unit aiming to extract discriminative features from channel(s).
The decision unit, in brain computer interface (BCI) for example, is a hybrid unit with the purpose of classification, decision-making, and passing the decisions to external devices outputting the intention of the subject.
Electroencephalography (qEEG) is a procedure that processes the recorded EEG activity from a multi-electrode recording using a computer.
This multi-channel EEG data is processed with various algorithms, such as the “Fourier” classically, or in more modern applications “Wavelet” analysis.
The digital data is statistically analyzed, sometimes comparing values with “normative” database reference values.
The processed EEG is commonly converted into color maps of brain functioning called “Brain maps”.
Quantitative EEG (qEEG) is the analysis of the digitized EEG, and in lay terms this sometimes is also called “Brain Mapping”.
In Neurofeedback (NF) the current parameters of EEG recorded from a subject’s head is presented to the subject through visual, auditory, or tactile modality, where the subject alters these parameters to reach a more efficient mode of brain functioning.
Over the last 40 years, neurofeedback has been used to treat various neurological and psychiatric conditions, and to improve cognitive function in various contexts.
Evaluating the Microsoft Kinect for use in Upper Extremity Rehabilitation Following Stroke as a Commercial off the Shelf Gaming System. The Therapist’s Perspective by Luke Shires, David Brown, Nasser Sherkat, James Lewis and Penny Standen
[CHI '18 Paper] BioFidget: Biofeedback for Respiration Training Using an Augm...Rong-Hao Liang
Project Page: http://tinyurl.com/BioFidget
Full Paper DOI: https://doi.org/10.1145/3173574.3174187 (ACM DL)
BioFidget: Biofeedback for Respiration Training Using an Augmented Fidget Spinner
Rong-Hao Liang, Bin Yu, Mengru Xue, Jun Hu, Loe M. G. Feijs.
CHI '18: ACM CHI Conference on Human Factors in Computing Systems
Session: VR/AR/Telepresence 2
Abstract
This paper presents BioFidget, a biofeedback system that integrates physiological sensing and display into a smart fidget spinner for respiration training. We present a simple yet novel hardware design that transforms a fidget spinner into 1) a nonintrusive heart rate variability (HRV) sensor, 2) an electromechanical respiration sensor, and 3) an information display. The combination of these features enables users to engage in respiration training through designed tangible and embodied interactions, without requiring them to wear additional physiological sensors. The results of this empirical user study prove that the respiration training method reduces stress, and the proposed system meets the requirements of sensing validity and engagement with 32 participants in a practical setting.
Presented by Brad Aiken
Doctor and science-fiction writer Brad Aiken presents on new and upcoming technologies in neurological rehabilitation. Topics include breakthrough advances that can help people recover from stroke, brain injury, and spinal cord injury. Current, cutting-edge technologies will be discussed, as well as likely upcoming advances in this field.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
Active Vision Therapy in Management of Amblyopia (healthkura.com)Bikash Sapkota
DIRECT DOWNLOAD LINK ❤❤https://healthkura.com/lazy-eye-amblyopia/❤❤
In the request of my viewers, I have compiled my works here in a website. Visit this website (healthkura.com) to freely download this presentation along with other tons of presentations. Some useful links are given here.____Remember___healthkura.com
Active Vision Therapy in Management of Amblyopia
- Pleoptics
- Near activities
- Active stimulation therapy using CAM vision stimulator
- Syntonic phototherapy
- Role of perceptual learning
- Binocular stimulation
- Software-based active treatments
- Exposure to dark
- Pharmacological Therapy
EEG signal processing and application to Neurofeedback : Operant Conditioning...MOK wahedi
Introduce therapeutic applications of EEG & QEEG in health and disease
Know about Neurofeedback an emerging modality of treatment of disease where Drugs and surgery has limited effects.
Overview Neurofeedback World Market size and Bangladesh Context
Identify role of Engineers in the application of Neurofeedback and other Advanced Medical Brain imaging and Therapeutics.
EEG stands for “electroencephalography” which is an electrophysiological process to record the electrical activity of the brain.
An electroencephalogram (EEG) is a recording of brain activity.
EEG measures changes in the electrical activity produced by the brain.
Voltage changes come from ionic current within and between brain cells called neurons.
The electrodes of an EEG device capture electrical activity expressed in various EEG frequencies using an algorithm called a Fast Fourier Transform (FFT), these raw EEG signals can be identified as distinct waves with different frequencies.
Frequency, which refers to the speed of the electrical oscillations, is measured in cycles per second — one Hertz (Hz) is equal to one cycle per second.
Brainwaves are categorized by frequency into four main types: Beta, Alpha, Theta and Delta.
Quantitative
igital processing of EEG signals consists of different components: signal acquisition unit, feature extraction unit, and a decision algorithm.
The input to the system is an EEG signal acquired from the scalp, brain surface, or brain interior. The signal acquisition unit is represented by electrodes whether they are invasive or non-invasive.
The feature extraction unit is a signal processing unit aiming to extract discriminative features from channel(s).
The decision unit, in brain computer interface (BCI) for example, is a hybrid unit with the purpose of classification, decision-making, and passing the decisions to external devices outputting the intention of the subject.
Electroencephalography (qEEG) is a procedure that processes the recorded EEG activity from a multi-electrode recording using a computer.
This multi-channel EEG data is processed with various algorithms, such as the “Fourier” classically, or in more modern applications “Wavelet” analysis.
The digital data is statistically analyzed, sometimes comparing values with “normative” database reference values.
The processed EEG is commonly converted into color maps of brain functioning called “Brain maps”.
Quantitative EEG (qEEG) is the analysis of the digitized EEG, and in lay terms this sometimes is also called “Brain Mapping”.
In Neurofeedback (NF) the current parameters of EEG recorded from a subject’s head is presented to the subject through visual, auditory, or tactile modality, where the subject alters these parameters to reach a more efficient mode of brain functioning.
Over the last 40 years, neurofeedback has been used to treat various neurological and psychiatric conditions, and to improve cognitive function in various contexts.
1. A Look at Biofeedback and Interpretation of Muscle Movement
2. Physical therapy can be a generally
repetitive, strenuous process that may not
result in short term improvement1
To increase patient retention, we aim to
increase engagement with the subject
Implementation of biofeedback in the form of
games could address this issue
3. Signal Sleeve
EZ430-
EZ430- RF250 with
ADS1298
RF250 TUSB410
Computer
User Feedback
Java
Video Game
Analysis
4. We are in the process of teaching our neural
net to recognize a wide variety of exercises
Using the Waikato Environment for Knowledge
Analysis (WEKA) v.3.6.8
Preliminary N = 10 testing has yielded
approximately 100 data sets for this purpose
5. Two forms of biofeedback are under
consideration
Basic Biofeedback
Game-based Biofeedback
Basic shows which muscles are activated
Game-based requires that an exercise be
performed correctly to achieve victory
6. Videogames have been shown to be highly
engaging and will hopefully lead to increased
willingness or even eagerness to continue the
exercises2
Add a tangible goal to the day-t0-day process
of exercising: victory/high scores
7. The games must be very simple to
accommodate what is essentially a 1-button
input
Games cannot be reflex-based or fast-
paced, as this would discourage accuracy
End user ease-of-use is a priority
concern, making intuitive interface design
paramount
8. Re-contextualized Pong:
Opponent will always play
perfectly
Perform the exercise correctly
to play perfectly as well
Perform correctly for long
enough to win
Not reflex-based
9. Physical therapy could be improved using
video game biofeedback and EMG if the two
worked harmoniously in a device simple
enough for patient in-home use
Team ADEPT is designing and producing this
device and the companion biofeedback suite
We project that we will begin testing on
human subjects within a month
10. 1. E. Sluijs, G. Kok, J. van der Zee, “Correlates of exercise compliance in physical
therapy,” Physical Therapy, vol. 73, no.11, 1993, pp. 771-782.
2. C.E. Stepp, D. Britton, C. Chang, A.L. Merati, Y. Matsuoka, “Feasibility of game-
based electromyographic biofeedback for dysphagia rehabilitation,” 5th
International Conference on IEEE/EMBS Conference on Neural
Engineering, pp.233-236, June 2011
11. Our mentor, Dr. Pamela Abshire
University of MD, College Park
Gemstone Program
Honors College
Texas Instruments