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- A study on EEG power and connectivity in a virtual reality bimanual rehabilitation training systemPublication . Blanco-Mora, D. A.; Almeida, Y.; Vieira, C.; Bermúdez i Badia, S.The study of neural processes that describe bimanual activity in areas such as neurology and rehabilitation are of high interest, in particular for rehabilitation after brain injury. However, brain processes during bimanual motor rehabilitation are not fully understood during stroke rehabilitation. Hence, it is not clear how to exploit them and their possible advantages in an EEG driven Virtual Reality (VR) training. In this work, VR and EEG were combined to study the neural processes in motor areas during bimanual activity in a serious game, involving two kind of movements: Left to Right (L2R) movement (Right handle forward and Left handle backward movements) and Right to Left (R2L) movement (Right handle backward and Left handle forward movements). 10 right handed healthy people (7 Males, 3 Females, 29.9 ± 6.21 years old) participated in this study. As it was expected, differences between rest and bimanual activity conditions (L2R and R2L) were found, surprisingly, on lowest frequency bands, Delta and Theta. More relevant results were found on Delta band at the right Hemisphere and inter-hemispherical relations, specifically for intra-hemispherical connectivity for CPSD relations with p=0.005 (L2R) and p=0.02 (R2L), and power quantified with PSD with p=0.023 (L2R) and p=0.03 (R2L), while inter-hemispherical connectivity got lower values on resting compared to L2R movement with a p=0.015. Besides, comparisons between resting and movement in Theta band showed significant results for inter-hemispherical connectivity (p=0.03, L2R vs Rest, and R2L vs Rest) and differences in power for Left Hemisphere (p=0.05). Finally, non-significant differences were found in motor cortex between the two kind of bimanual activities tested on this work. These results create an opening scenario to test for mirror effect of bimanual activities from one hemisphere to another on populations with hemi paretic conditions, aiming to apply it in a near future as therapy for Stroke Survivors.
- Keepers of intheris: mechanics and technologyPublication . Almeida, Yuri Aristides da Silva Godinho de; Fermé, Eduardo Leopoldo; Badia, Sergi Bermúdez iIn recent years, the development of video games has become more and more affordable, with several game engines being released for free, which allowed small independent teams to produce quality games. In this project, we detail the development process of a digital game which is an adaptation of a previously existing board game. This project focuses on the development and technological implementation as well as the game mechanics, two of the four elements of the game design tetrad, which encapsulates every aspect existing in a video game. The existing board game is a turn based strategy game, with 6 heroes, 48 unique abilities and 55 element powers. Here we will explain how we designed the architecture of this project, which technologies we used and developed to allow us to achieve this adaptation, and how we structured the multiplayer architecture to allow networked play. This work provides a deep insight for anyone that wishes to understand the game industry and learn the process of creating a video game.
- AI-Rehab: a framework for AI driven neurorehabilitation training - the profiling challengePublication . Fermé, Eduardo; Bermúdez i Badia, Sergi; Sirsat, Manisha; Almeida, YuriOne of the health clinic challenges is rehabilitation therapy cognitive impairment that can happen after brain injury, dementia and in normal cognitive decline due to aging. Current cognitive rehabilitation therapy has been shown to be the most effective way to address this problem. However, a) it is not adaptive for every patient, b) it has a high cost, and c) it is usually implemented in clinical environments. The Task Generator (TG) is a free tool for the generation of cognitive training tasks. However, TG is not designed to adapt and monitor the cognitive progress of the patient. Hence, we propose in the BRaNT project an enhancement of TG with belief revision and machine learning techniques, gamification and remote monitoring capabilities to enable health professionals to provide a long-term personalized cognitive rehabilitation therapy at home. The BRaNT is an interdisciplinary effort that addresses scientific limitations of current practices as well as provides solutions towards the sustainability of health systems and contributes towards the improvement of quality of life of patients. This paper proposes the AI-Rehab framework for the BRaNT, explains profiling challenge in the situation of insufficient data and presents an alternate AI solutions which might be applicable once enough data is available.
- Knowledge-driven profile dynamicsPublication . Fermé, Eduardo; Garapa, Marco; Reis, Maurício D. L.; Almeida, Yuri; Paulino, Teresa; Mariana Rodrigues; Garapa, Marco; Aristides da Silva Godinho de Almeida, Yuri; Fermé, Eduardo; Reis, Maurício; Paulino, TeresaIn the last decades, user profiles have been used in several areas of information technology. In the literature, most research works, and systems focus on the creation of profiles (using Data Mining techniques based on user’s navigation or interaction history). In general, the dynamics of profiles are made by means of a systematic recreation of the profiles, without using the previous profiles. In this paper we propose to formalize the creation, representation, and dynamics of profiles from a Knowledge-Driven perspective. We introduce and axiomatically characterize four operators for changing profiles using a belief change inspired approach.