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Apr 22, 2007

Summer School on: Theoretical Neuroscience & Complex Systems

Frankfurt Institute for Advanced Studies (FIAS) 

Applications are invited for a three-week summer workshop that will be held in Frankfurt, Germany from Saturday, August 4 to Sunday, August 26, 2007.

The application deadline is Monday, April 30.

Apr 20, 2007

A virtual reality environment for designing and fitting neural prosthetic limbs

A virtual reality environment for designing and fitting neural prosthetic limbs.

IEEE Trans Neural Syst Rehabil Eng. 2007 Mar;15(1):9-15

Authors: Hauschild M, Davoodi R, Loeb GE

Building and testing novel prosthetic limbs and control algorithms for functional electrical stimulation (FES) is expensive and risky. Here, we describe a virtual reality environment (VRE) to facilitate and accelerate the development of novel systems. In the VRE, subjects/patients can operate a simulated limb to interact with virtual objects. Realistic models of all relevant musculoskeletal and mechatronic components allow the development of entire prosthetic systems in VR before introducing them to the patient. The system is used both by engineers as a development tool and by clinicians to fit prosthetic devices to patients.

Graphical tactile displays for visually-impaired people

Graphical tactile displays for visually-impaired people.

IEEE Trans Neural Syst Rehabil Eng. 2007 Mar;15(1):119-30

Authors: Vidal-Verdú F, Hafez M

This paper presents an up-to-date survey of graphical tactile displays. These devices provide information through the sense of touch. At best, they should display both text and graphics (text may be considered a type of graphic). Graphs made with shapeable sheets result in bulky items awkward to store and transport; their production is expensive and time-consuming and they deteriorate quickly. Research is ongoing for a refreshable tactile display that acts as an output device for a computer or other information source and can present the information in text and graphics. The work in this field has branched into diverse areas, from physiological studies to technological aspects and challenges. Moreover, interest in these devices is now being shown by other fields such as virtual reality, minimally invasive surgery and teleoperation. It is attracting more and more people, research and money. Many proposals have been put forward, several of them succeeding in the task of presenting tactile information. However, most are research prototypes and very expensive to produce commercially. Thus the goal of an efficient low-cost tactile display for visually-impaired people has not yet been reached.

19:51 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Apr 17, 2007

New technologies in stroke rehabilitation

New technologies and concepts for rehabilitation in the acute phase of stroke: a collaborative matrix.

Neurodegener Dis. 2007;4(1):57-69

Authors: Siekierka EM, Eng K, Bassetti C, Blickenstorfer A, Cameirao MS, Dietz V, Duff A, Erol F, Ettlin T, Hermann DM, Keller T, Keisker B, Kesselring J, Kleiser R, Kollias S, Kool JP, Kurre A, Mangold S, Nef T, Pyk P, Riener R, Schuster C, Tosi F, Verschure PF, Zimmerli L

The process of developing a successful stroke rehabilitation methodology requires four key components: a good understanding of the pathophysiological mechanisms underlying this brain disease, clear neuroscientific hypotheses to guide therapy, adequate clinical assessments of its efficacy on multiple timescales, and a systematic approach to the application of modern technologies to assist in the everyday work of therapists. Achieving this goal requires collaboration between neuroscientists, technologists and clinicians to develop well-founded systems and clinical protocols that are able to provide quantitatively validated improvements in patient rehabilitation outcomes. In this article we present three new applications of complementary technologies developed in an interdisciplinary matrix for acute-phase upper limb stroke rehabilitation - functional electrical stimulation, arm robot-assisted therapy and virtual reality-based cognitive therapy. We also outline the neuroscientific basis of our approach, present our detailed clinical assessment protocol and provide preliminary results from patient testing of each of the three systems showing their viability for patient use. Copyright (c) 2007 S. Karger AG, Basel.

20:23 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Virtual reality in mental health

Virtual reality in mental health: A review of the literature.

Soc Psychiatry Psychiatr Epidemiol. 2007 Mar 12;

Authors: Gregg L, Tarrier N

BACKGROUND: Several virtual reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 10 years. The purpose of this review is to outline the current state of virtual reality research in the treatment of mental health problems. METHODS: PubMed and PsycINFO were searched for all articles containing the words "virtual reality". In addition a manual search of the references contained in the papers resulting from this search was conducted and relevant periodicals were searched. Studies reporting the results of treatment utilizing VR in the mental health field and involving at least one patient were identified. RESULTS: More than 50 studies using VR were identified, the majority of which were case studies. Seventeen employed a between groups design: 4 involved patients with fear of flying; 3 involved patients with fear of heights; 3 involved patients with social phobia/public speaking anxiety; 2 involved people with spider phobia; 2 involved patients with agoraphobia; 2 involved patients with body image disturbance and 1 involved obese patients. There are both advantages in terms of delivery and disadvantages in terms of side effects to using VR. Although virtual reality based therapy appears to be superior to no treatment the effectiveness of VR therapy over traditional therapeutic approaches is not supported by the research currently available. CONCLUSIONS: There is a lack of good quality research on the effectiveness of VR therapy. Before clinicians will be able to make effective use of this emerging technology greater emphasis must be placed on controlled trials with clinically identified populations.

20:12 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual worlds

Virtual reality and acupuncture research

Preliminary study on force feedback of acupuncture in virtual reality based on the visible human

Zhongguo Yi Liao Qi Xie Za Zhi. 2007 Jan;31(1):5-9

Authors: Cheng Z, Wang HS, Min YJ, Yan ZG, Hong ZT, Zhuang TG

This paper discusses the application of virtual reality technology in the 3-D visible human body and acupuncture research. Based on the 3-D visible human fused with the localization information and hierarchy of acupoints, the paper analyzes the force against the needle and haptic rendering during the needle manipulation according to the physical properties of different tissues. A haptic model is constructed to demonstrate the force behaviors during acupuncture, and the force will be produced and passed to the manipulator by a force feedback device. It enriches the contents of 3-D visible human project, provides a dynamic simulation instrument for acupuncture teaching, and supplies a platform for acupuncture research.

20:11 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual worlds

Dandheld device for the diagnosis of brain injury

Via Medgadget

 

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From the Press Release: InfraScan Announces First Patients Enroll in Clinical Trial in Brain Hematoma Detection (PDF)

 

Infrascanner™ is a hand-held, non-invasive, near-infrared (NIR) based mobile imaging device to detect brain hematoma at the site of injury within the "golden hour". This refers to the period following head trauma when pre-hospital analysis is needed to rapidly assess the neurological condition of a victim. Pending FDA clearance, the Infrascanner™ will be an affordable, accurate and clinically effective screening solution for head trauma patients in settings where timely triage is critical. It is intended to aid the decision to proceed with other tests such as head Computed Tomography (CT) scans. In environments where access to CT scan is restricted or not available, Infrascanner™ will facilitate surgical intervention decisions. The InfraScanner™ can be a practical solution to the problem of early identification of intracranial hematomas because of the unique light-absorbing properties of hemoglobin and the non-invasive, non-ionizing nature of NIR technology. The basic method for Hematoma detection is based on the differential light absorption of the injured vs. the non-injured part of brain. Under normal circumstances, the brain's absorption should be symmetrical. When additional underlying extra vascular blood is present due to internal bleeding, there is a greater local concentration of hemoglobin and consequently the absorbance of the light is greater while the reflected component is commensurately less. This differential can be detected via sources and detectors placed on symmetrical lobes of the skull. The science of diffused optical tomography used by the Infrascanner™ enables the conversion of light differential data into interpretative scientific results. The Infrascanner™ unit is a small, portable handheld device based on a PDA platform with wireless detector probes.

19:59 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Apr 15, 2007

The application of eye-tracking technology in the study of autism

The application of eye-tracking technology in the study of autism.

J Physiol. 2007 Apr 12;

Authors: Boraston ZL, Blakemore SJ

For over three decades, eye-tracking has been used to investigate looking behaviour in the normal population. Recent studies have extended its use to individuals with disorders on the autism spectrum. Such studies typically focus on the processing of socially salient stimuli. In this review, we discuss the potential for this technique to reveal the strategies adopted by individuals with high-functioning autism when processing social information. We suggest that eye-tracking techniques have the potential to offer insight into the downstream difficulties in everyday social interaction which such individuals experience.

13:09 Posted in Cybertherapy | Permalink | Comments (0) | Tags: eye tracking

Glocal & Outsiders: Call for Proposals

From Networked Performance

merilyn.jpg


 

Center for Global Studies (Academy of Sciences and Charles University), International Centre for Art and New Technologies (CIANT) and Prague Biennale 3 invite you to send proposals for Glocal & Outsiders, the conference on the interplay between art, culture and technology and issues of globalization and international cooperation (part of the Prague Biennale 3): Prague, July 13-14, 2007.

Read full post on NP 

Effects of meditation on frontal alpha-asymmetry in previously suicidal individuals

Effects of meditation on frontal alpha-asymmetry in previously suicidal individuals.

Neuroreport. 2007 May 7;18(7):709-12

Authors: Barnhofer T, Duggan D, Crane C, Hepburn S, Fennell MJ, Williams JM

This study investigated the effects of a meditation-based treatment for preventing relapse to depression, mindfulness-based cognitive therapy (MBCT), on prefrontal alpha-asymmetry in resting electroencephalogram (EEG), a biological indicator of affective style. Twenty-two individuals with a previous history of suicidal depression were randomly assigned to either MBCT (N=10) or treatment-as-usual (TAU, N=12). Resting electroencephalogram was measured before and after an 8-week course of treatment. The TAU group showed a significant deterioration toward decreased relative left-frontal activation, indexing decreases in positive affective style, while there was no significant change in the MBCT group. The findings suggest that MBCT can help individuals at high risk for suicidal depression to retain a balanced pattern of baseline emotion-related brain activation.

Virtual Reality Forever

Re-blogged from KurzweilAI.net

The University of Illinois at Chicago and the University of Central Florida plan to combine AI, advanced graphics and video game-type technology to enable creation of historical archives of people.

The UIC's Electronic Visualization Laboratory will build a state-of-the-art motion-capture studio to digitize the image and movements of real people, who will go on to live a virtual eternity in virtual reality. Knowledge will be archived into databases. Voices will be analyzed to create synthesized but natural-sounding "virtual" voices. Mannerisms will be studied and used in creating the 3-D avatars.

The team hopes to create virtual people who respond with a high degree of recognition to different voices and the various ways questions are phrased . 

Virtual Maps for the Blind

ScientificAmerican.com, April 4, 2007

Researchers in Greece have developed a new system that converts video into virtual, touchable maps for the blind.

The software tracks each structure and determines its shape and location. That data is used to create a three-dimensional grid of force fields for each structure.

Read the full article on Sciam

Apr 11, 2007

Cortical current density estimation for the classification of motor imagery

Classification of motor imagery by means of cortical current density estimation and Von Neumann entropy.

J Neural Eng. 2007 Jun;4(2):17-25

Authors: Kamousi B, Amini AN, He B

The goal of the present study is to employ the source imaging methods such as cortical current density estimation for the classification of left- and right-hand motor imagery tasks, which may be used for brain-computer interface (BCI) applications. The scalp recorded EEG was first preprocessed by surface Laplacian filtering, time-frequency filtering, noise normalization and independent component analysis. Then the cortical imaging technique was used to solve the EEG inverse problem. Cortical current density distributions of left and right trials were classified from each other by exploiting the concept of Von Neumann entropy. The proposed method was tested on three human subjects (180 trials each) and a maximum accuracy of 91.5% and an average accuracy of 88% were obtained. The present results confirm the hypothesis that source analysis methods may improve accuracy for classification of motor imagery tasks. The present promising results using source analysis for classification of motor imagery enhances our ability of performing source analysis from single trial EEG data recorded on the scalp, and may have applications to improved BCI systems.

IJHCS Special Issue on Mobility: Understanding Mobile Use

Via Usability News 

Call for Papers: International Journal of Human-Computer Studies Special Issue on Mobility: Understanding Mobile Use and Users

23:16 Posted in Call for papers | Permalink | Comments (0) | Tags: mobile

Future Networked Interactive Media Systems and Services for the New-senior Communities

Via Usability News 

This Special issue of the Journal of Computers in Human Behavior is a consequence of a UbiComp 06 workshop and looks at understanding crucial design issues of incoming scenarios of pervasive networked systems for elderly people

Summer school on Presence

Via Usability News

Event Date: 4 July 2007 to 6 July 2007
The First PEACH Summer School: 4-6th July 2007, Santorini Greece
"Towards Human Machine Confluence - Presence Technologies and Foundations"

Are you a PRESENCE researcher or PhD student? Are you looking to find out more about the latest presence research, methodologies and technologies? If so then the first PEACH Summer School is for you.

Registration deadline: 20th April 2007

PEACH is a FP6 Coordination Action on Presence. Its objective is to stimulate structure and support the Presence research community, with special attention to the challenges associated with the interdisciplinary character of the field, and to produce visions and roadmaps to support the construction of the Presence ERA. The Summer School is the ideal place to join the leaders in the field for a series of lectures and presentations. There are also working groups, which will focus on the latest technologies, applications and measurement techniques along with a poster session where you can present your work to other attendees and experts.

KEYNOTE SPEAKERS INCLUDE
Prof David Benyon, Napier University
Dr Wijnand IJsselsteijn, Eidhoven University of Technology (Pasion IP-EU Project)
Dr Paul Verschure, University Pompeu Fabra (Presenccia)
Prof Mel Slater, University College London (Presenccia IP-EU Project, Immersence IP-EU Project)
Dr Christoph Gurger, Guger Technologies OEG BMI (Presenccia)
Dr Maria Victoria Sánchez Vives, Universidad Miguel Hernández-CSIC (Presenccia IP-EU Project)
Prof John Waterworth, Umea University
Dr Doron Friedman, University College London, (Presenccia IP-EU Project)
Dr Robert Bracewell, Universities of Birmingham and Wales, (Immersence IP-EU Project)
Dr Luciano Gamberini, University of Padua (Pasion)
Dr Wolfgang Broll, Fraunhofer (IP City-EU Project)
Dr Giullio Jacucci, Fraunhofer (IP City-EU Project)

MOBI

From Networked Performance

mobi.jpg



MOBI (Mobile Operating Bi-directional Interface), by Graham Smith, is a human sized telepresence robot that users remotely control to move through distant environments, see through its camera eye, talk through its speakers and hear via its microphone ear. Simultaneously a life sized image of themselves is projected onto the robots LCD face, creating a robotic avatar. MOBI allows people to "explore far away art shows, attend distant presentations and make public appearences from anywhere on earth, thus helping to reduce air travel and reduce global warming". MOBI is at DEAF 07.

Graham Smith is a leading expert in the fields of telepresence, virtual reality, videoconferencing and robotics. He has worked with leading Canadian high tech companies for more than 14 years, including Nortel, Vivid Effects, VPL, BNR and IMAX. Graham initiated and headed the Virtual Reality Artist Access Program at the world-renowned McLuhan Program at the University of Toronto, and has lectured internationally. He holds numerous patents in the field of telepresence and panoramic imaging, and was recognized in Macleans magazine as one of the top 100 Canadians to watch
.

Apr 05, 2007

A buddhist game to help teach ethics

Via Lothusinthemud

 

<B>Gara d'intelligenza e bontà d'animo<br>Il videogame si converte al buddismo</B>

 

Bangkok, Thailand -- Concerned about a news report of a boy attacking his mother because she refused to give him money to play online games, a senior officer at the Religious Affairs Department decided to create a game himself.

Ethics Game", created by Pakorn Tancharoen, director of the Moral and Ethical Development Office works by using a principled game to overcome decadent games.

.... He spent his after-work time at online-game arcades to observe what kinds of games attract children.

"Most of them were about killing," he said.

He then devised a game plot that includes four main characters: Dharmmahapanyo, an old respected monk; Charn, an orphaned boy who is mischievous but clever; Nu Na, a girl who is clever and kind-hearted; and Paloe, a big half-Chinese boy who was born into a rich family and likes to tease others, especially animals.

Pakorn said he had initially asked children to participate in designing physical images of the four characters because he wanted them to win kids' hearts.

The three kids have to follow the monk on a pilgrimage. There are many barriers they have to face during the journey. Only intelligence, goodness and morals help get them past the barriers.

Killing might be the aim in most popular games, but in "Ethics Game", hurting even an animal means you lose points.

read more

20:08 Posted in Serious games | Permalink | Comments (0) | Tags: serious games

Apr 01, 2007

Brain-controlled devices and games

Via pasta & vinegar 

An article in The Economist about brain-controlled devices and games.

From the article:

At the moment, EEG's uses are mostly medical. Though the output of the electrodes is a set of crude brain waves, enough is now known about the healthy patterns of these waves for changes in them to be used to diagnose unhealthy abnormalities. Yet, because parts of a person's grey matter exhibit increased electric activity when they respond to stimuli or prepare for movements, there has always been the lingering hope that EEG might also manifest someone's thoughts in a machine-readable form that could be used for everyday purposes.

To realise that hope means solving two problems—one of hardware and one of software. The hardware problem is that existing EEG requires a helmet with as many as 120 electrodes in it, and that these electrodes have to be affixed to the scalp with a gel. The software problem is that many different types of brain waves have to be interpreted simultaneously and instantly. That is no mean computing task.

 

VR 2.0 & gesture recognition

Via Pasta & Vinegar

An Intel Chief Technology Officer predicts that within five years we “could use gesture recognition to get rid of the remote control” and “drive demand for its important new generation of semiconductors, the superprocessors known as teraflop chips, which Intel previewed in February”

virtual reality 1.0 was a bust. The hype was too loud, computers were too slow, networking was too complicated, and because of motion-sickness issues that were never quite resolved, the whole VR experience was, frankly, somewhat nauseating.
(…)
VR 2.0, enhanced by motion capture, is different in many critical ways. Most important, the first batch of applications, such as the Wii, while still primitive, are easy to use, inexpensive, and hard to crash. You don’t get anything close to a fully sense-surround experience, but neither do you feel sick after you put down the wand. The games are simple and intuitive
(…)
system enables a presenter to take audiences on a tour of a 3D architectural design or on a fly-through of a model city. And the presenter’s measured theatrics make a big impression. “Everyone’s looking for the new, sexy way to communicate with their employees and their clients. We’re selling their ability to sell,”