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.
Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability.
Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention.
We present as novel method for the exploration of multiple overlapping volumes that provides flexibility to merge data in different ways in different regions. In each region, either one of the modalities is rendered alone or the fusion of two modalities is shown. In the regions where data is fused, the relative weights of each modality are defined with a 2D transfer function depending on the voxel's pair of property values.
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