AIMC Topic: Video Games

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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...

Resting-state connectome-based support-vector-machine predictive modeling of internet gaming disorder.

Addiction biology
Internet gaming disorder (IGD), a worldwide mental health issue, has been widely studied using neuroimaging techniques during the last decade. Although dysfunctions in resting-state functional connectivity have been reported in IGD, mapping relations...

A Steering Algorithm for Redirected Walking Using Reinforcement Learning.

IEEE transactions on visualization and computer graphics
Redirected Walking (RDW) steering algorithms have traditionally relied on human-engineered logic. However, recent advances in reinforcement learning (RL) have produced systems that surpass human performance on a variety of control tasks. This paper i...

Effects of interactive robot-enhanced hand rehabilitation in treatment of paediatric hand-burns: A randomized, controlled trial with 3-months follow-up.

Burns : journal of the International Society for Burn Injuries
PURPOSE: To evaluate the effectiveness of the robotic-assisted exercise with virtual gaming on total active range of motion (ROM) of the digits, hand grip strength (HGS), and hand function in children with hand burns.