2016
DOI: 10.1007/978-3-319-46669-9_66
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Combining EEG and Serious Games for Attention Assessment of Children with Cerebral Palsy

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Cited by 14 publications
(17 citation statements)
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“…Over the last decade, studies have used the ENOBIO system to measure ERP in children. Using this system, investigators studied changes in alpha, beta and theta EEG waves to understand attentional abilities in children aged 8–12 years with cerebral palsy (CP) compared with healthy controls 39. A recent multisite study of neurodevelopment in pre-school-age children, the INTERGROWTH 21 st Project, is also proposing to use the wireless electrode system to capture ERPs 40…”
Section: Methods and Analysismentioning
confidence: 99%
“…Over the last decade, studies have used the ENOBIO system to measure ERP in children. Using this system, investigators studied changes in alpha, beta and theta EEG waves to understand attentional abilities in children aged 8–12 years with cerebral palsy (CP) compared with healthy controls 39. A recent multisite study of neurodevelopment in pre-school-age children, the INTERGROWTH 21 st Project, is also proposing to use the wireless electrode system to capture ERPs 40…”
Section: Methods and Analysismentioning
confidence: 99%
“…Consecuencia de un uso prolongado por los afectados se observó una mejora en el control cefálico (Manresa et al, 2014). Estos estudios han generado la creación de un sistema hibrido BCI-VPO para el estudio de la atención (Perales et al, 2016). La primera versión de este sistema permitía el control del cursor mediante el seguimiento de la nariz (Manresa-Yee et al, 2010) y la segunda versión mediante el movimiento de los ojos (Garcés et al, 2011).…”
Section: Tecnologías De La Informaciónunclassified
“…En la actualidad se ha desarrollado un sistema que permite estudiar el nivel de atención de los usuarios ejecutando una aplicación didáctica (laberinto 3D) (Ramón et al, 2013) y analizado la variación de las frecuencias en alfa y el beta/theta ratio (Perales et al, 2016). Se está desarrollando una versión extendida donde el control del laberinto pueda ser realizado de forma hibrida con EMG y EEG controlando el rendimiento de la interacción mediante algoritmos de deep learning (Perales et al, 2017).…”
Section: Tecnologías De La Informaciónunclassified
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“…On the other hand, games also used for not only entertainment but for more critical tasks which are then associated to the term serious games [54], [59]. Among critical tasks which have been developed using serious games are in virtual heritage projects [51], attention assessment for cerebral palsy [55], in tourism [56], in retraining cognition for elderly [57], in educating domestic energy consumption [58], and nutrition education for children [61]. There is also an attempt to apply game aesthetics using machine learning [53].…”
Section: Introductionmentioning
confidence: 99%