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  • The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
    Publication . Pereira, Fábio; Bermúdez i Badia, Sergi; Jorge, Carolina; Cameirão, Mónica S.
    Serious games are promising for stroke rehabilitation, with studies showing a positive impact on reducing motor and cognitive defcits. However, most of the evidence is in the context of single-user rehabilitation, and little is known concerning the impact in multi-user settings. This study evaluates the impact that diferent game modes can have on engagement and social involvement during a two-user game. Specifcally, we want to under stand the benefts of game modalities based on competition, co-activation, and collaboration and analyze the infu ence of diferent motor and cognitive defcits and personality traits. Methods: We developed a two-player setup—using tangible objects and a large screen interactive table—for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played in the three diferent modes (Competitive, Co-active, and Collaborative). We ran a within-person randomized study with 21 stroke survivors that were paired and played the game in its three versions. We used the Game Experi ence Questionnaire—Core Module to assess engagement and the Social Presence Module to assess Social Involve ment. For personality, motor, and cognitive function, users answered the International Personality Item Pool (short version), Fugl-Meyer Assessment—Upper Extremity, Modifed Ashworth Scale, and Montreal Cognitive Assessment, respectively. Results: The Collaborative mode promoted signifcantly more Behavioral Involvement. The Competitive mode pro moted more Flow and Challenge than the Co-active mode with participants with better cognitive performance, with low extraversion, or with higher motor skills. Participants with higher cognitive defcits reported more Competence with the Co-active mode. Conclusions: Our results indicate that, for multi-user motor rehabilitation settings, the collaborative mode is the more appropriate gaming approach to promote social involvement, showing a high potential for increasing adher ence and efectiveness of therapy. Additionally, we show that a player’s motor and cognitive ability and personality should be considered when designing personalized tasks for multiplayer settings.
  • Combining virtual reality and a myoelectric limb orthosis to restore active movement after stroke: a pilot study
    Publication . Bermúdez i Badia, Sergi; Lewis, Ela; Bleakley, Scott
    We introduce a novel rehabilitation technology for upper limb rehabilitation after stroke that combines a virtual reality (VR) training paradigm with a myoelectric robotic limb orthosis. Our rehabilitation system is based on clinical guidelines and is designed to recruit specific motor networks to promote neuronal reorganization. The main hypothesis is that the restoration of active movement facilitates the full engagement of motor control networks during motor training. By using a robotic limb orthosis, we are able to restore active arm movement in severely affected stroke patients. In a pilot evaluation, we have successfully deployed and assessed our system with three chronic stroke patients by means of behavioral data and self-report questionnaires. The results show that our system is able to restore up to 60% of the active movement capability of patients. Further, we show that we can assess the specific contribution of the biceps/triceps movement of the paretic arm in a VR bilateral training task. Questionnaire data show enjoyment and acceptance of the developed rehabilitation system and its VR training task.
  • Eye gaze patterns after stroke: correlates of a VR action execution and observation task
    Publication . Alves, Júlio; Vourvopoulos, Athanasios; Bernardino, Alexandre; Bermúdez i Badia, Sergi
    The concept of a partially shared neural circuitry between action observation and action execution in healthy participants has been demonstrated through a number of studies. However, little research has been done in this regard utilizing eye movement metrics in rehabilitation contexts.In this study we approach action observation and action execution by combining a virtual environment and eye tracking technology. Participants consisted of stroke survivors, and were required to perform a simple reachand-grab and place-and-release task with both their paretic and non-paretic arm. Results showed congruency in gaze metrics between action execution and action observation, for distribution and duration of gaze events. Furthermore, in action observation, longer smooth pursuit segments were detected when observing the representation of the paretic arm, thus providing evidence that the affected circuitry may be activated during observation of the simulated action. These results can lead to novel rehabilitation methods using virtual reality technology.
  • An assistive mobile platform for delivering knowledge of performance feedback
    Publication . Neves, Davide; Vourvopoulos, Athanasios; Cameirão, Mónica S.; Bermúdez i Badia, Sergi
    Upper limb motor deficits caused by stroke have a big impact on a person’s daily activities and independence. One strategy for promoting motor relearning consists on the delivery of meaningful feedback during rehabilitative training. In this paper we describe the development and first evaluation of a system that combines a portable arm orthosis device and a mobile application running on a tablet in order to provide knowledge of performance to stroke patients while performing therapy. Here we present preliminary results and discuss the potential of this technology.
  • Combined cognitive-motor rehabilitation in virtual reality improves motor outcomes in chronic stroke–a pilot study
    Publication . Faria, Ana L.; Cameirão, Mónica S.; Couras, Joana F.; Aguiar, Joana R. O.; Costa, Gabriel M.; Bermúdez i Badia, Sergi
    Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients' capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest toward the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention and memory training. 24 participants in the chronic stage of stroke, with cognitive and motor deficits, were allocated to one of two groups (VR, Control). Both groups were enrolled in conventional occupational therapy, which mostly involves motor training. Additionally, the VR group underwent training with the Reh@Task and the control group performed time-matched conventional occupational therapy. Motor and cognitive competences were assessed at baseline, end of treatment (1 month) and at a 1-month follow-up through the Montreal Cognitive Assessment, Single Letter Cancelation, Digit Cancelation, Bells Test, Fugl-Meyer Assessment Test, Chedoke Arm and Hand Activity Inventory, Modified Ashworth Scale, and Barthel Index. Our results show that both groups improved in motor function over time, but the Reh@Task group displayed significantly higher between-group outcomes in the arm subpart of the Fugl-Meyer Assessment Test. Improvements in cognitive function were significant and similar in both groups. Overall, these results are supportive of the viability of VR tools that combine motor and cognitive training, such as the Reh@Task. Trial Registration: This trial was not registered because it is a small clinical study that addresses the feasibility of a prototype device.
  • The impact of positive, negative and neutral stimuli in a virtual reality cognitive-motor rehabilitation task: a pilot study with stroke patients
    Publication . Cameirão, Mónica S.; Faria, Ana Lúcia; Paulino, Teresa; Alves, Júlio; Bermúdez i Badia, Sergi
    Background: Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest in integrating motor and cognitive training to increase similarity to real-world settings. Unfortunately, more research is needed for the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socioemotional Selectivity Theory, as people age, the emotional salience arises for positive and neutral, but not for negative stimuli. Methods: For this study we developed a cognitive-motor VR task involving attention and short-term memory, and we investigated the impact of using emotional images of varying valence. The task consisted of finding a target image, shown for only two seconds, among fourteen neutral distractors, and selecting it through arm movements. After performing the VR task, a recall task took place and the patients had to identify the target images among a valence-matched number of distractors. Ten stroke patients participated in a within-subjects experiment with three conditions based on the valence of the images: positive, negative and neutral. Eye movements were recorded during VR task performance with an eye tracking system. Results: Our results show decreased attention for negative stimuli in the VR task performance when compared to neutral stimuli. The recall task shows significantly more wrongly identified images (false memories) for negative stimuli than for neutral. Regression and correlation analyses with the Montreal Cognitive Assessment and the Geriatric Depression Scale revealed differential effects of cognitive function and depressive symptomatology in the encoding and recall of positive, negative and neutral images. Further, eye movement data shows reduced search patterns for wrongly selected stimuli containing emotional content. Conclusions: The results of this study suggest that it is feasible to use emotional content in a VR based cognitivemotor task for attention and memory training after stroke. Stroke survivors showed less attention towards negative information, exhibiting reduced visual search patterns and more false memories. We have also shown that the use of emotional stimuli in a VR task can provide additional information regarding patient’s mood and cognitive status.
  • Using a hybrid brain computer interface and virtual reality system to monitor and promote cortical reorganization through motor activity and motor imagery training
    Publication . Bermúdez i Badia, S.; Garcia Morgade, A.; Samaha, H.; Verschure, P. F. M. J.
    Stroke is one of the leading causes of adult disability with high economical and societal costs. In recent years, novel rehabilitation paradigms have been proposed to address the life-long plasticity of the brain to regain motor function. We propose a hybrid brain-computer interface (BCI)-virtual reality (VR) system that combines a personalized motor training in a VR environment, exploiting brain mechanisms for action execution and observation, and a neuro-feedback paradigm using mental imagery as a way to engage secondary or indirect pathways to access undamaged cortico-spinal tracts. Furthermore, we present the development and validation experiments of the proposed system. More specifically, EEG data on nine naïve healthy subjects show that a simultaneous motor activity and motor imagery paradigm is more effective at engaging cortical motor areas and related networks to a larger extent. Additionally, we propose a motor imagery driven BCI-VR version of our system that was evaluated with nine different healthy subjects. Data show that users are capable of controlling a virtual avatar in a motor imagery training task that dynamically adjusts its difficulty to the capabilities of the user. User self-report questionnaires indicate enjoyment and acceptance of the proposed system.
  • Virtual reality for sensorimotor rehabilitation post stroke: design principles and evidence
    Publication . Bermúdez i Badia, Sergi; Fluet, Gerard G.; Llorens, Roberto; Deutsch, Judith E.
    n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity and participation restriction due to disease or injury has been become an important area of research. In this chapter, we describe the design of such VR systems and their underlying principles, such as experience-dependent neuroplasticity and motor learning. Further, psychological constructs related to motivation including salience, goal setting, and rewards are commonly utilized in VR to optimize motivation during rehabilitation activities. Hence, virtually simulated activities are considered to be ideal for (1) the delivery of specifi c feedback, (2) the a bility to perform large volumes of training, and (3) the presentation of precisely calibrated diffi culty levels, which maintain a high level of challenge throughout long training sessions. These underlying principles are contrasted with a growing body of research comparing the effi cacy of VR with traditionally presented rehabilitation activities in persons with stroke that demonstrate comparable or better outcomes for VR. In addition, a small body of literature has utilized direct assays of neuroplasticity to evaluate the effects of virtual rehabilitation interventions in persons with stroke. Promising developments and fi ndings also arise from the use of off-the-s helf video game systems for virtual rehabilitation purposes and the integration of VR with robots and brain-computer interfaces. Several challenges limiting the translation of virtual rehabilitation into routine rehabilitation practice need to be addressed but the fi eld continues to hold promise to answer key issues faced by modern healthcare.
  • Personalizing paper-and-pencil training for cognitive rehabilitation: a feasibility study with a web-based Task Generator
    Publication . Faria, Ana Lúcia; Bermúdez i Badia, Sergi
    Cognitive impairments impose important limitations in the performance of activities of daily living. Although there is important evidence on cognitive rehabilitation benefits, its implementation is limited due to the demands in terms of time and human resources. Moreover, many cognitive rehabilitation interventions lack a solid theoretical framework in the selection of paper-and-pencil tasks by the clinicians. In this endeavor, it would be useful to have a tool that could generate standardized paper-and pencil tasks, customized according to patients’ needs. Combining the advantages of information and communication technologies (ICT’s) with a participatory design approach involving 20 health professionals, a novel web-tool for the generation of cognitive rehabilitation training was developed: the Task Generator (TG). The TG is a web-based tool that systematically addresses multiple cognitive domains, and easily generates highly personalized paper and-pencil training tasks. A clinical evaluation of the TG with twenty stroke patients showed that, by enabling the adaptation of task parameters and difficulty levels according to patient cognitive assessment, this tool provides a comprehensive cognitive training.
  • Clinical effects of immersive multimodal BCI-VR training after bilateral neuromodulation with rTMS on upper limb motor recovery after stroke. a study protocol for a randomized controlled trial
    Publication . Sánchez Cuesta, Francisco José; Arroyo-Ferrer, Aida; González-Zamorano, Yeray; Vourvopoulos, Athanasios; Bermúdez i Badia, Sergi; Figueiredo, Patricia; Serrano, José Ignacio; Romero, Juan Pablo
    The motor sequelae after a stroke are frequently persistent and cause a high degree of disability. Cortical ischemic or hemorrhagic strokes affecting the cortico spinal pathways are known to cause a reduction of cortical excitability in the lesioned area not only for the local connectivity impairment but also due to a contralateral hemisphere inhibitory action. Non-invasive brain stimulation using high frequency repetitive magnetic transcranial stimulation (rTMS) over the lesioned hemisphere and contralateral cortical inhibition using low-frequency rTMS have been shown to increase the excitability of the lesioned hemisphere. Mental representation techniques, neurofeedback, and virtual reality have also been shown to increase cortical excitability and complement conventional rehabilitation. Materials and Methods: We aim to carry out a single-blind, randomized, controlled trial aiming to study the efficacy of immersive multimodal Brain–Computer Interfacing-Virtual Reality (BCI-VR) training after bilateral neuromodulation with rTMS on upper limb motor recovery after subacute stroke (>3 months) compared to neuromodulation combined with conventional motor imagery tasks. This study will include 42 subjects in a randomized controlled trial design. The main expected outcomes are changes in the Motricity Index of the Arm (MI), dynamometry of the upper limb, score according to Fugl-Meyer for upper limb (FMA-UE), and changes in the Stroke Impact Scale (SIS). The evaluation will be carried out before the intervention, after each intervention and 15 days after the last session. Conclusions: This trial will show the additive value of VR immersive motor imagery as an adjuvant therapy combined with a known effective neuromodulation approach opening new perspectives for clinical rehabilitation protocols.