The PERSON project: a serious brain-computer interface game for treatment in cognitive impairment

被引:10
|
作者
Monaco, Alfonso [1 ]
Sforza, Gianluca [1 ]
Annoroso, Nicola [1 ,2 ]
Antonacci, Marica [1 ]
Bellotti, Roberto [1 ,2 ]
de Toninnaso, Marina [3 ]
Di Bitonto, Pierpaolo [4 ]
Di Sciascio, Eugenio [5 ]
Diacono, Domenico [1 ]
Gentile, Eleonora [3 ]
Montemurno, Anna [3 ]
Ruta, Michele [5 ]
Ulloa, Antonio [4 ]
Tangaro, Sabina [1 ]
机构
[1] Ist Nazl Fis Nucl, Sez Bari, Via A Orabona 4, I-70125 Bari, Italy
[2] Univ Bari Aldo Moro, Dipartimento Interateneo Fis Michelangelo Merlin, Via G Amendola 173, I-70126 Bari, Italy
[3] Univ Bari Aldo Moro, Dipartimento Sci Med Base Neurosci & Organi Senso, Piazza G Cesare 11, Bari, Italy
[4] Grifo Multimedia Srl, Via Bruno Zaccaro 17-19, Bari, Italy
[5] Politecn Bari, Dipartimento Ingn Elettr & Informaz, Via A Orabona 4, I-70125 Bari, Italy
关键词
Serious game; Cognitive rehabilitation; EEG; SaaS paradigm; VIRTUAL-REALITY; REHABILITATION; P300; SYSTEM; DEVICE;
D O I
10.1007/s12553-018-0258-y
中图分类号
R-058 [];
学科分类号
摘要
The cognitive and computational neurosciences have developed neurorehabilitative tools able to treat suffering subjects from early symptoms, in order to give priority to a home environment. In this way, the curative treatment would not burden the hospital with excessive costs and the patient with psychological disorientation. Recent studies have shown the efficacy of video games on improving cognitive processes impaired by ageing's physiological effect, neurodegenerative or other diseases, with potential beneficial effects. The PERvasive game for perSOnalized treatment of cognitive and functional deficits associated with chronic and Neurodegenerative diseases (PERSON) project proposed new tools for cognitive rehabilitation, aiming to improve the quality of life for patients with cognitive impairments, especially at early stages, by the use of sophisticated, non-invasive technology. This article is an overview of game solutions for training cognitive abilities and it presents the tools developed within the PERSON project. These tools are serious games based on virtual reality, connected to a brain-computer interface based on electroencephalography (EEG) and to haptic devices. The project was born thanks to a strategic synergy between research and public health, to implement a technology for personalized medicine that relies on the cloud infrastructure of the REte di CAlcolo per SuperB ed altre applicazioni (ReCaS)-Bari data centre. PERSON developed a completely open source and innovative framework to interface the game device with the computational resources in the cloud. We exploited the container technology and the Software as a Service (SaaS) paradigm to implement a genetic algorithm that analyses the neural responses in EEG recordings. The paper focuses on technical aspects of the designed tools. A test was conducted on a few volunteers for the purpose of tuning the overall system. The paper does not contain results of a clinical trial as this is planned in a second testing phase, when the user's perception of the system will also be tested.
引用
收藏
页码:123 / 133
页数:11
相关论文
共 50 条
  • [31] The Berlin Brain-Computer Interface
    Blankertz, Benjamin
    Tangermann, Michael
    Popescu, Florin
    Krauledat, Matthias
    Fazli, Siamac
    Donaczy, Marton
    Curio, Gabriel
    Mueller, Klaus Robert
    COMPUTATIONAL INTELLIGENCE: RESEARCH FRONTIERS, 2008, 5050 : 79 - +
  • [32] Robust Brain-computer Interface for virtual Keyboard (RoBIK): Project results
    Mayaud, L.
    Filipe, S.
    Petegnief, L.
    Rochecouste, O.
    Congedo, M.
    IRBM, 2013, 34 (02) : 131 - 138
  • [33] Network Brain-Computer Interface (nBCI): An Alternative Approach for Cognitive Prosthetics
    Buch, Vivek P.
    Richardson, Andrew G.
    Brandon, Cameron
    Stiso, Jennifer
    Khattak, Monica N.
    Bassett, Danielle S.
    Lucas, Timothy H.
    FRONTIERS IN NEUROSCIENCE, 2018, 12
  • [34] Asynchronous brain-computer interface for cognitive assessment in people with cerebral palsy
    Alcaide-Aguirre, R. E.
    Warschausky, S. A.
    Brown, D.
    Aref, A.
    Huggins, J. E.
    JOURNAL OF NEURAL ENGINEERING, 2017, 14 (06)
  • [35] Prognosis for patients with cognitive motor dissociation identified by brain-computer interface
    Pan, Jiahui
    Xie, Qiuyou
    Qin, Pengmin
    Chen, Yan
    He, Yanbin
    Huang, Haiyun
    Wang, Fei
    Ni, Xiaoxiao
    Cichocki, Andrzej
    Yu, Ronghao
    Li, Yuanqing
    BRAIN, 2020, 143 : 1177 - 1189
  • [36] ON A GAMIFIED BRAIN-COMPUTER INTERFACE FOR COGNITIVE TRAINING OF SPATIAL WORKING MEMORY
    Liu, Ziming
    Bryan, Jonathan
    Borkoski, Robert
    Yuan, Fengpei
    Li, Yansong
    Zhao, Xiaopeng
    PROCEEDINGS OF THE ASME DYNAMIC SYSTEMS AND CONTROL CONFERENCE, DSCC2020, VOL 1, 2020,
  • [37] Development of a neuron based Internet game driven by a brain-computer interface system
    Lee, Unjoo
    Han, Seung Hoon
    Kim, Han Sup
    Kim, Young Bum
    Jung, Hyun Gi
    Lee, Hyun-joo
    Lang, Yiran
    Kim, Dachwan
    Jin, Meiying
    Song, Jungwha
    Song, Sungho
    Song, Chang Geun
    Shin, Hyung-Cheul
    2006 INTERNATIONAL CONFERENCE ON HYBRID INFORMATION TECHNOLOGY, VOL 2, PROCEEDINGS, 2006, : 600 - 604
  • [38] Real-time control of a video game with a direct brain-computer interface
    Mason, SG
    Bohringer, R
    Borisoff, JF
    Birch, GE
    JOURNAL OF CLINICAL NEUROPHYSIOLOGY, 2004, 21 (06) : 404 - 408
  • [39] Intra-User Analysis Based on Brain-Computer Interface Controlled Game
    Glavas, Kosmas
    Prapas, Georgios
    Tzimourta, Katerina D.
    Tzallas, Alexandros T.
    Giannakeas, Nikolaos
    Tsipouras, Markos G.
    2022 45TH INTERNATIONAL CONFERENCE ON TELECOMMUNICATIONS AND SIGNAL PROCESSING, TSP, 2022, : 386 - 390
  • [40] A Brain-Computer Interface for Shared Vehicle Control on TORCS Car Racing Game
    Kim, Dahee
    Cho, Sung-Bae
    2014 10TH INTERNATIONAL CONFERENCE ON NATURAL COMPUTATION (ICNC), 2014, : 550 - 555