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Using deep reinforcement learning to reveal how the brain encodes abstract state-space representations in high-dimensional environments.

Neuron
Humans possess an exceptional aptitude to efficiently make decisions from high-dimensional sensory observations. However, it is unknown how the brain compactly represents the current state of the environment to guide this process. The deep Q-network ...

A usability study in patients with stroke using MERLIN, a robotic system based on serious games for upper limb rehabilitation in the home setting.

Journal of neuroengineering and rehabilitation
BACKGROUND: Neuroscience and neurotechnology are transforming stroke rehabilitation. Robotic devices, in addition to telerehabilitation, are increasingly being used to train the upper limbs after stroke, and their use at home allows us to extend inst...

User training for machine learning controlled upper limb prostheses: a serious game approach.

Journal of neuroengineering and rehabilitation
BACKGROUND: Upper limb prosthetics with multiple degrees of freedom (DoFs) are still mostly operated through the clinical standard Direct Control scheme. Machine learning control, on the other hand, allows controlling multiple DoFs although it requir...

HoMEcare aRm rehabiLItatioN (MERLIN): telerehabilitation using an unactuated device based on serious games improves the upper limb function in chronic stroke.

Journal of neuroengineering and rehabilitation
BACKGROUND: HoMEcare aRm rehabiLItatioN (MERLIN) is an unactuated version of the robotic device ArmAssist combined with a telecare platform. Stroke patients are able to train the upper limb function using serious games at home. The aim of this study ...

Getting into a "Flow" state: a systematic review of flow experience in neurological diseases.

Journal of neuroengineering and rehabilitation
BACKGROUND: Flow is a subjective psychological state that people report when they are fully involved in an activity to the point of forgetting time and their surrounding except the activity itself. Being in flow during physical/cognitive rehabilitati...

Proprioceptive Gaming: Making Finger Sensation Training Intense and Engaging with the P-Pong Game and PINKIE Robot.

Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference
Proprioceptive deficits are common after a stroke and are thought to negatively impact motor learning. Despite this, there is a lack of practical robotic devices for assessing proprioception, as well as few robotic rehabilitation techniques that inte...

The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial.

Games for health journal
Stroke is a common reason for motor disability and is often associated with spasticity and poor motor function of the upper limbs involved. Spasticity management is important to accelerate motor recovery. The objective of this study was to investiga...

Outracing champion Gran Turismo drivers with deep reinforcement learning.

Nature
Many potential applications of artificial intelligence involve making real-time decisions in physical systems while interacting with humans. Automobile racing represents an extreme example of these conditions; drivers must execute complex tactical ma...