Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning

212 p.

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Bibliographic Details
Main Author: Deepali Bhatt
Other Authors: Heng Kok Hui, John Gerard
Format: Theses and Dissertations
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/10356/47216
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Institution: Nanyang Technological University
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spelling sg-ntu-dr.10356-472162023-03-11T17:02:56Z Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning Deepali Bhatt Heng Kok Hui, John Gerard School of Mechanical and Aerospace Engineering DRNTU::Engineering::Mechanical engineering::Assistive technology 212 p. Currently there are various approaches for stroke rehabilitation. Although various parameters can be measured using robotics technologies and other tools, there are few which provide biofeedback for eliminating compensatory muscle use. while at the same time providing a platform of therapy where supervision is minimised. Both these aspects are crucial in the emerging scenario of high levels of residual disability in chronic phase of stroke and a rapidly decreasing therapist-patient ratio in clinics around the world, and particularly in Singapore. Master of Science (Biomedical Engineering) 2011-12-27T06:36:39Z 2011-12-27T06:36:39Z 2009 2009 Thesis http://hdl.handle.net/10356/47216 Nanyang Technological University application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
topic DRNTU::Engineering::Mechanical engineering::Assistive technology
spellingShingle DRNTU::Engineering::Mechanical engineering::Assistive technology
Deepali Bhatt
Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
description 212 p.
author2 Heng Kok Hui, John Gerard
author_facet Heng Kok Hui, John Gerard
Deepali Bhatt
format Theses and Dissertations
author Deepali Bhatt
author_sort Deepali Bhatt
title Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
title_short Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
title_full Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
title_fullStr Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
title_full_unstemmed Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
title_sort using gaming with audio-visual cues and semg/eeg data as biofeedback for rehabilitation and accelerated learning
publishDate 2011
url http://hdl.handle.net/10356/47216
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