Colaboraciones

 



   

Convenio Fundacion Sembrar Futuro

 

 

 

People:Jaime hernandez y Paola

 

 

Convenio Instituto de audiologia

 

 

Convenio de investigación sobre señales p300 y ADHD

People:Francia Retrepo y Jose Luís Rodriguez

 

 

 

Design and Creation of a BCI Videogame to Train Sustained Attention in Children with ADHD

 

   

Attention Deficit Hyperactivity Disorder (ADHD) is a disorder that affects 1 out of 5 Colombian children, converting into a real public health problem in the country. This work demonstrates a design and development of a videogame that uses a brain computer interface not only to serve as an input device but also as a tool to monitor neurophysiologic signal. The video game named “The Harvest Challenge” puts a cultural scene of a Colombian coffee grower in its context, where a player can use his/her avatar in three mini games created in order to reinforce four fundamental aspects: i) waiting ability, ii) planning ability, iii) ability to follow instructions and iv) ability to achieve objectives.

   

Status: Active (Demo Feb/2015)

People: John Muñoz, David Lopez, Alexander Lopez,Julian Giraldo.

Email: jemunozc@misena.edu.co
Click to watch the video
 

Icaros VR

 



   

 

 

Status: Active (Demo Feb/2015)

People: John Edison Cardona

Email:jemunozc@misena.edu.co
 

   

This project explores the usefulness of a sports video game (Exergames) based on the recognition of gestures and movement to develop self-control. In this sense, some games might support and improve psychological interventions. The baseball commercial exergame for the Xbox-360 video console stages the self-control training and requires different movements for interacting; as for example some of them (as adding curve to a baseball pitch) demand careful control in order to execute the desired action. Finally, Exergames seem very promising and affordable tools for training self–control within a simulated context to transfer it into natural environments of clinical and normal population. Videogame interventions may hold promise in terms of addressing academic declines associated with low levels of self-control, but there are still many unknowns.

 

Status: Active (Demo Feb/2015)

People:

Email:
 

Training program for ADHD children using BCI Videogames

 



   

The Project includes the development of a training program for sustained attention for children with Attention Deficit hyperactivity Disorder (ADHD) through a videogame that uses as input signals some mental intentions of the child captured from a low-cost brain computer interface (BCI). The videogame described in its scenographic context the coffee cultural landscape, an exceptional example of sustainable and productive cultural landscape representing a tradition with powerful symbolism both nationally and for other coffee and scenic areas of the world and to generate in the child added knowledge of this world heritage. In dynamics, the videogame provides a way of interaction through individual mental states: relaxation and concentration. When the child acquire one specific concentration level, the brain signal is recorded by a portable BCI sensor that sends the signal into the videogame and there the interactions can be programmed; events as increasing or decreasing the speed of an object, collecting objects and repair damage virtual objects can be used for improve the videogame playability.

 

Status: Active (Demo October/2014)

People: Daniela Ospina.

Email: danielaospinatoro@gmail.com
 

Cognitive Balance: Hybrid Videogame for Motor Restoration

 



   

This project proposes the hybridization between two types of videogames that can be complementary in motor restoration tasks: the videogames based on motion capture systems (Exergames) and the videogames based on brain computer interfaces (BCI Games). This hybrid system allow the interaction inside of a videogame created for the rehabilitation of standing balance in hemiparetic stroke patients through of movements and modulated mental intentions, generated when the patient goes into specific mental states such as relaxation and concentration. The hybrid interface called Brain Kinect Interface (BKI) is shown as a tool not only for improve the immersivity in serious videogames for health, but as an instrumental arrangement for recording and analyzing of motion capture signals recorded using the Kinect sensor and electroencephalographic (EEG) signals recorded from the low cost BCI system in order to improve the objectivity in analyzing motor recovery process. In previous results obtained and since a neurophysiological point of view, the results suggest that the acute exercise generated through Exergaming, can improve the cognitive control due to the Flow state that is induced by the videogame in the patients.

 

Status: Finalized

People: John Muñoz, David Lopez, Alexander Lopez.

Email: jemunozc@misena.edu.co
Click to watch the video

BCI Duck Hunt

 



   

The application of rehabilitation programs based on videogames with brain-computer interfaces (BCI) allows to provide feedback to the user with the expectation of stimulate the brain plasticity that will restore the motor control. The use of specific mental strategies such as Motor Imagery (MI) in neuroscientific experiments with BCI systems often requires the acquisition of sophisticated interfaces and specialized software for execution, which usually have a high implementation costs. We present a combination of low-cost hardware and open-source software for the implementation of videogame based on virtual reality with MI and its potential use as neurotherapy for stroke patients. Three machine learning algorithms for the BCI signals classification are shown: LDA (Linear Discriminant Analysis) and two Support Vector Machines (SVM) in order to determine which task of MI is being performed by the user in a particular moment of the experiment. All classification algorithms was evaluated in 8 healthy subjects, the average accuracy of the best classifier was 96.7%, which shows that it is possible to carry out serious neuroscientific experiments with MI using low-cost BCI systems and achieve comparable accuracies with more sophisticated and expensive devices.

 

Status: Finalized

People: John Muñoz, David Lopez, Alexander Lopez.

Email: jemunozc@misena.edu.co
Click to watch the video

Self control training using Exergaming

 



   

This project plans to identify the effectiveness of a self-control training using an Exergame, versus verbal intervention, in which physical activity is not involved. For this objective, we will develop an experiment with 60 students of psychology at a local university. An Exergame based on the use of the Kinect sensor will be developed; motion capture data will be collected during each session. The WAIS, CAE and IDARE will be applied; motor impulsivity with motion capture data collected by the Kinect sensor and analyzed with Bio- Cirac software will be measured, self-control will be analyzed using the Iowa Gambling Task. It is understood that self-control is a skill, which to the exercise develops a pattern of preference for most valuable delayed consequences. It is expected that after intervention with the Exergame participants improve their level of self-control motor and behavioral.

 

Status: Active (Finalization- December 2014)

People: John Muñoz, Felipe Parrado

Email: jemunozc@misena.edu.co
 

NeuroGame Station. Work Station for Rehab

 



   

This work present a cost-effective rehabilitation system based on videogames and multimodal recordings of physiological signals. The system targets patients with sensory-motor impairments resulting from lesions of the central nervous system (e.g., due to stroke or traumatic injuries). It relies on a wireless low-cost hybrid interface combining a consumer-level electroencephalographic (EEG) device and the Kinect sensor to record the motion capture information. Thus providing quantitative physiological measures to support medical evaluations and improve the personalization of health service. Furthermore, through the design of specialized videogames for rehabilitation, this approach aim at increasing the patient’s motivation, potentially improving the service quality and the recovery process. The system is currently being used in a rehabilitation center in Colombia by patients with upper limb paralysis and balance disorders after stroke or traumas.

 

Status: Active

People: John Muñoz.

Email: jemunozc@misena.edu.co

Exergame for Pyramidal SyndromeRehab

 



   
Pyramidal syndrome, also called upper motor neuron disease, usually impair patient mobility and severely affect their independence. Among the more severe effects is spasticity in the upper limbs that often hinders the free movement of joints like the shoulder. This project was designed, development and evaluated a Exergame that aims to emphasize the gesture of shoulder flexion by an avatar that exemplifies a martial arts student breaking boards with their hand. The patient then must perform shoulder flexion to leave a certain number of tables in the virtual environment created. Through this system, not only the user can be rehabilitated by a videogame, but specialists accurately capture data related to the biomechanics of the motion of the patients when they are playing. These data are recorded in a logbook and to analyze the performance curve and patient outcomes over time.
Status: Active(Validation July/2013)

People: Juan Hoyos,Javier Bedoya,Jhon Muñoz.

Email: juandavid1387@hotmail.com
Click to watch the video

BCI workstation design

 



   

This work presents the design of a workstation for employment inclusion of people with upper-limbs disabilities. The system involves the use of a low-cost BCI system that serves as a bridge between the user and the computer. The goal is to elucidate the functional, technological, ergonomic and procedural aspects of implementation of the workstation, in order to break down the barriers preventing access to the ICT’s tools and work of people with upper-limbs disabilities. The companies best placed to implement this workstation are: BPO, telemarketing, telesales, telephone surveys, order taking, social assistance in disasters, general information and inquiries, reservations at tourist sites, technical support, online emergency assistance and after sales services.

 

1. BCI System
2. Computer.
3. Wireless Headphone with Microphone
4. Work Surface
5. Adjustable seat
6. Pedals (optional)
Status: Active(Desing July/2013)

People: Cristian Muñoz.,Oscar Henao,John Muñoz.

Link: Info by clicking here

Email: cdmunoz@utp.edu.co

Exergame for Balance Evaluation

 



   

This project was designed, developed and validated one Exergame that uses the Kinect sensor as an input device and Bio-Cirac software for biomechanical analysis of results. The Exergame is an avatar that moves on skates for a fixed virtual trunk, the user must remain on one foot trying to through their balance, the virtual character moving forward in the proposed route. When the user starts to lose his balance, the avatar is inclined to one side; at which time the user must make is inclination movements, slight or exaggerated, towards the other side. The game ends with the weather screen printing total balance on one foot of the user in the trunk.

 

Status: Active (Validation July/2013)

People: Juliana Guzmán,Elizabeth Alzate,José lópez,Jhon Muñoz.

Email: julguzman@utp.edu.co
Click to watch the video