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Effects of Gamification in BCI Functional Rehabilitation

OBJECTIVE: To evaluate whether introducing gamification in BCI rehabilitation of the upper limbs of post-stroke patients has a positive impact on their experience without altering their efficacy in creating motor mental images (MI). DESIGN: A game was designed purposely adapted to the pace and goals...

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Autores principales: de Castro-Cros, Martí, Sebastian-Romagosa, Marc, Rodríguez-Serrano, Javier, Opisso, Eloy, Ochoa, Manel, Ortner, Rupert, Guger, Christoph, Tost, Dani
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7472985/
https://www.ncbi.nlm.nih.gov/pubmed/32973435
http://dx.doi.org/10.3389/fnins.2020.00882
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author de Castro-Cros, Martí
Sebastian-Romagosa, Marc
Rodríguez-Serrano, Javier
Opisso, Eloy
Ochoa, Manel
Ortner, Rupert
Guger, Christoph
Tost, Dani
author_facet de Castro-Cros, Martí
Sebastian-Romagosa, Marc
Rodríguez-Serrano, Javier
Opisso, Eloy
Ochoa, Manel
Ortner, Rupert
Guger, Christoph
Tost, Dani
author_sort de Castro-Cros, Martí
collection PubMed
description OBJECTIVE: To evaluate whether introducing gamification in BCI rehabilitation of the upper limbs of post-stroke patients has a positive impact on their experience without altering their efficacy in creating motor mental images (MI). DESIGN: A game was designed purposely adapted to the pace and goals of an established BCI-rehabilitation protocol. Rehabilitation was based on a double feedback: functional electrostimulation and animation of a virtual avatar of the patient’s limbs. The game introduced a narrative on top of this visual feedback with an external goal to achieve (protecting bits of cheese from a rat character). A pilot study was performed with 10 patients and a control group of six volunteers. Two rehabilitation sessions were done, each made up of one stage of calibration and two training stages, some stages with the game and others without. The accuracy of the classification computed was taken as a measure to compare the efficacy of MI. Users’ opinions were gathered through a questionnaire. No potentially identifiable human images or data are presented in this study. RESULTS: The gamified rehabilitation presented in the pilot study does not impact on the efficacy of MI, but it improves users experience making it more fun. CONCLUSION: These preliminary results are encouraging to continue investigating how game narratives can be introduced in BCI rehabilitation to make it more gratifying and engaging.
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spelling pubmed-74729852020-09-23 Effects of Gamification in BCI Functional Rehabilitation de Castro-Cros, Martí Sebastian-Romagosa, Marc Rodríguez-Serrano, Javier Opisso, Eloy Ochoa, Manel Ortner, Rupert Guger, Christoph Tost, Dani Front Neurosci Neuroscience OBJECTIVE: To evaluate whether introducing gamification in BCI rehabilitation of the upper limbs of post-stroke patients has a positive impact on their experience without altering their efficacy in creating motor mental images (MI). DESIGN: A game was designed purposely adapted to the pace and goals of an established BCI-rehabilitation protocol. Rehabilitation was based on a double feedback: functional electrostimulation and animation of a virtual avatar of the patient’s limbs. The game introduced a narrative on top of this visual feedback with an external goal to achieve (protecting bits of cheese from a rat character). A pilot study was performed with 10 patients and a control group of six volunteers. Two rehabilitation sessions were done, each made up of one stage of calibration and two training stages, some stages with the game and others without. The accuracy of the classification computed was taken as a measure to compare the efficacy of MI. Users’ opinions were gathered through a questionnaire. No potentially identifiable human images or data are presented in this study. RESULTS: The gamified rehabilitation presented in the pilot study does not impact on the efficacy of MI, but it improves users experience making it more fun. CONCLUSION: These preliminary results are encouraging to continue investigating how game narratives can be introduced in BCI rehabilitation to make it more gratifying and engaging. Frontiers Media S.A. 2020-08-21 /pmc/articles/PMC7472985/ /pubmed/32973435 http://dx.doi.org/10.3389/fnins.2020.00882 Text en Copyright © 2020 de Castro-Cros, Sebastian-Romagosa, Rodríguez-Serrano, Opisso, Ochoa, Ortner, Guger and Tost. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
de Castro-Cros, Martí
Sebastian-Romagosa, Marc
Rodríguez-Serrano, Javier
Opisso, Eloy
Ochoa, Manel
Ortner, Rupert
Guger, Christoph
Tost, Dani
Effects of Gamification in BCI Functional Rehabilitation
title Effects of Gamification in BCI Functional Rehabilitation
title_full Effects of Gamification in BCI Functional Rehabilitation
title_fullStr Effects of Gamification in BCI Functional Rehabilitation
title_full_unstemmed Effects of Gamification in BCI Functional Rehabilitation
title_short Effects of Gamification in BCI Functional Rehabilitation
title_sort effects of gamification in bci functional rehabilitation
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7472985/
https://www.ncbi.nlm.nih.gov/pubmed/32973435
http://dx.doi.org/10.3389/fnins.2020.00882
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