Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
212 p.
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2011
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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 |
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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 |
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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 |
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http://hdl.handle.net/10356/47216 |
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1761781892056612864 |