Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/47216
Title: Using gaming with audio-visual cues and SEMG/EEG data as biofeedback for rehabilitation and accelerated learning
Authors: Deepali Bhatt
Keywords: DRNTU::Engineering::Mechanical engineering::Assistive technology
Issue Date: 2009
Abstract: 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.
Description: 212 p.
URI: http://hdl.handle.net/10356/47216
Rights: Nanyang Technological University
Fulltext Permission: restricted
Fulltext Availability: With Fulltext
Appears in Collections:MAE Theses

Files in This Item:
File Description SizeFormat 
MAE_THESES_38.pdf
  Restricted Access
18.56 MBAdobe PDFView/Open

Page view(s) 50

216
Updated on Dec 4, 2020

Download(s)

7
Updated on Dec 4, 2020

Google ScholarTM

Check

Items in DR-NTU are protected by copyright, with all rights reserved, unless otherwise indicated.