AIMC Topic: Video Games

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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...

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...

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 ...

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...

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 ...

Predicting risk of dyslexia with an online gamified test.

PloS one
Dyslexia is a specific learning disorder related to school failure. Detection is both crucial and challenging, especially in languages with transparent orthographies, such as Spanish. To make detecting dyslexia easier, we designed an online gamified ...

Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges.

Psychiatry research
Human evolution has regularly intersected with technology. Digitalization of various services has brought a paradigm shift in consumerism. Treading this path, mental health practice has gradually moved to Digital Mental Health Interventions (DMHI), t...

An sEMG-Controlled 3D Game for Rehabilitation Therapies: Real-Time Time Hand Gesture Recognition Using Deep Learning Techniques.

Sensors (Basel, Switzerland)
In recent years the advances in Artificial Intelligence (AI) have been seen to play an important role in human well-being, in particular enabling novel forms of human-computer interaction for people with a disability. In this paper, we propose a sEMG...