Jul 06, 2006
Biofeedback for neuromotor rehabilitation
Recent developments of biofeedback for neuromotor rehabilitation.
J Neuroengineering Rehabil. 2006 Jun 21;3(1):11
Authors: Huang H, Wolf SL, He J
ABSTRACT: The original use of biofeedback to train single muscle activity in static positions or movement unrelated to function did not correlate well to motor function improvements in patients with central nervous system injuries. The concept of task-oriented repetitive training suggests that biofeedback therapy should be delivered during functionally related dynamic movement to optimize motor function improvement. Current, advanced technologies facilitate the design of novel biofeedback systems that possess diverse parameters, advanced cue display, and sophisticated control systems for use in task-oriented biofeedback. In light of these advancements, this article: (1) reviews early biofeedback studies and their conclusions; (2) presents recent developments in biofeedback technologies and their applications to task-oriented biofeedback interventions; and (3) discusses considerations regarding the therapeutic system design and the clinical application of task-oriented biofeedback therapy. This review should provide a framework to further broaden the application of task-oriented biofeedback therapy in neuromotor rehabilitation.
00:20 Posted in Biofeedback & neurofeedback | Permalink | Comments (0) | Tags: biofeedback, neurofeedback
Recording of electrical activity by a multi-transistor array (MTA)
M. Hutzler, A. Lambacher, B. Eversmann, M. Jenkner, R. Thewes, and P. Fromherz
Journal of Neuropyhsiology. Preprint online (May 10, 2006).
We report on the recording of electrical activity in cultured hippocampal slices by a multi-transistor array (MTA) with 16384 elements. Time-resolved imaging is achieved with a resolution of 7.8 µm on an area of 1 mm2 at 2 kHz. A read-out of fewer elements allows an enhanced time resolution. Individual transistor signals are caused by local evoked field potentials. They agree with micropipette measurements in amplitude and shape. The spatial continuity of the records provides time-resolved images of evoked field potentials and allows the detection of functional correlations over large distances. As examples, fast propagating waves of presynaptic action potentials are recorded as well as patterns of excitatory postsynaptic potentials across and along cornu ammonis.
00:10 Posted in Neurotechnology & neuroinformatics | Permalink | Comments (0) | Tags: neurotechnology
Third International Meeting on Brain-Computer Interface Technology
00:08 Posted in Brain-computer interface | Permalink | Comments (0) | Tags: brain-computer interface
Next-generation gaming experiences
While players of video games have always been waiting for the next generation of technology, less fuss is made about next-generation experiences. If such experiences are already there, what are they like? What would be the 21st-century-equivalent to the experiences of Andy Capp's Tavern's customers who rushed into the bar to play Pong until the machine got jammed with coins? Ask a script writer, a political mod artist, a middleware developer, a computer game researcher, and someone who has traded off his social contacts in real life for a high-level character in a MMOG - and you will be overwhelmed by the diversity of what makes an experience worth striving for.
Department of Media at the Faculty of Art & Design of the University of Lapland and Mediapolis Innomedia project will publish a multidisciplinary book on player experiences in early 2007. The book will be a compilation of peer-reviewed articles. Respecting the department of Media's tradition of combining research with design, the book aims to piece together contemplations from researchers, designers, and those in-between, within or outside the academia.
On one hand, the extending might mean creating games that allow new kinds of experiences or are more emotional, maybe by implementing innovations regarding for example gameplay, graphics, sound or the interface. Also the players are creative. Their use of games in a way designers did not intend alters their experiences. On the other hand, the extending takes place concept-wise. In the wake of new forms of games and playing new types of players get introduced to digital games. Thus, the concept of player experience has to assimilate very different takes on how, where, when and why games are played and experienced. No matter from which viewpoint one looks at the player's experience, it seems that it poses challenges for those trying to observe or analyse it, not to mention those who are trying to understand it in order to be able to design something new.
Topics that the authors are invited to be address from the viewpoint of the players experience include, but are not limited to the following, and case-studies with an artistic or an industrial perspective are also welcomed.
Games
- Game genres and gameplay concepts, abstract games, story-based games
- Game design "trends", e.g. movie-like games with no HUDs
- Graphics and sound; audiovisual styles, cel-shading, photorealism, sound-based games
- Different player setups; one or many, local or online, one-vs-one, team-vs-team, etc.
- Avatars and other player representations
- Innovations; new gameplay concepts, platforms, input devices, interfaces, AI
- Different types of games; online multiplaying (both hc & casual), mobile and portable games, pervasive and VR games
- Content; games not only for entertaining, i.e. "seriousness" of games, in-game advertising
Players
- Different player groups and motivations; e.g. newbie, casual, hc, professional, senior, grrl, and mom gamers
- The role of "fun" in players' experiences
- Player identities
- Games as media for human relations
- Players' goals, emotions, motivations, expectations
- Consequences of playing
- Borderline activities; guild/clan webfora, mods, machinima, real-money trade of in-game assets
Methodological challenges for research and design
- Games as form of art, propaganda or education
- Design research from all viewpoints
- Philosophy of the experience
- Game-related experiences vs. other experiences
- Player's experience compared to user's/reader's/viewer's experience
- The applications of cognitive psychology, affective computing, HCI, Media Studies, etc. on understanding the players' experiences
IMPORTANT DATES
All papers will be reviewed by an independent review committee, which will provide written feedback on each paper. NB: Due to popular demand, the abstract submission deadline has been extended from the original.
June, 19. 2006 Abstract submission (was: June 5th)
June, 26. 2006 Notification of acceptance (was: June 12th)
Sept, 5. 2006 Submission of full papers
Jan, 10. 2006 Submission of final papers
00:04 Posted in Call for papers | Permalink | Comments (0) | Tags: emotional computing




