BCBT offers hands-on tutorials.
BCBT offers hands-on tutorials.
- State of the art in Brain Architecture: DAC. Adrian Fernandez Amil, Ismael T. Freire (IBEC)
- Brain Functional Networks Connectivity. BrainX3 & network simulations. Vivek Sharma, Francisco Santos, Pedro Omedas (IBEC, EODYNE)
- Digital technology for health: rehabilitation systems demos. Xavi de la Torre (IBEC) Hector Lopez (IBEC), Pilar Zhang Qiu (ICL)
- RGS@home Webinar
- RGS@Home Project: a rehabilitation solution for Home use. Irina Gomez and Cristina Melero
RGS is a clinically validated technology: data from previous studies. Belen Rubio Ballester
Practical Demo: equipment features and technology, how does it work, how to play serious games. Santiago Brandi
Testimonials from medical professionals and patients who have used RGS@Home
Q&A
- RGS@Home Project: a rehabilitation solution for Home use. Irina Gomez and Cristina Melero
Monday, 13 September, 11:30 – 13:30 am
STATE OF THE ART IN BRAIN ARCHITECTURES. DAC – DISTRIBUTED ADAPTIVE CONTROL.
Adrian Fernandez Amil, Ismael T. Freire.
Supported by Eu project: HR-Recycler https://www.hr-recycler.eu/
This tutorial introduces the Distributed Adaptive Control (DAC), a theory of the design principles underlying the Mind, Brain, Body Nexus (MBBN) that has been developed over the last 20 years. DAC assumes that the brain maintains stability between an embodied agent, its internal state and its environment through action. It postulates that in order to act, or know-how, the brain has to answer 5 fundamental questions: who, why, what, where, when. Thus, the function of the brain is to continuously solve the so-called H5W problem, with ‘H’ standing for the ‘How’ an agent acts in the world. The DAC theory is expressed as a neural-based architecture implemented in robots and organized in two complementary structures: layers and columns. The organizational layers are called: reactive, adaptive and contextual, and its columnar organization defines the processing of states of the world, the self and the generation of action. After an overview of the key elements of DAC, the mapping of its key assumptions towards the invertebrate and mammalian brain is described. The general overview of DAC’s explanation of MBBN is combined with examples of application scenarios in which DAC has been validated, including mobile and humanoid robots, neuro-rehabilitation, and the large-scale interactive spaces. In this tutorial, we will provide the elements necessary to implement an autonomous control system based on the DAC architecture, and we will explore how the different layers of DAC contribute to solving a foraging task.
Tuesday, 14 September, 11:30 – 13:30 am
BRAIN X3 – BRAIN FUNCTIONAL NETWORK CONNECTIVITY.
Vivek Sharma, Francisco Santos, Pedro Omedas,
With this tutorial, we address multi-modal data integration in human brain imaging using BrainX3, an interactive platform for 3D visualization, analysis, and simulation of human neuroimaging data. We will focus on volumetric MRI data, DTI/DSI tractographic data, intracranial epilepsy data, and semantic corpora from available text databases. BrainX3 provides a tool to organize and visualize data and extract meaningful insights about brain structures and functional networks. BrainX3 is a useful tool for scientific exploration and in the clinic to investigate complex neuro-pathologies and for neuro-surgery. BrainX3 is developed by SPECS research group to advance knowledge in mind-brain and behaviour.
Supported by Eu projects: Virtual Brain Could https://virtualbraincloud-2020.eu and European school of Neuroscience (euSNN) http://www.eusnn.eu/
DIGITAL TECHNOLOGY FOR HEALTH: REHABILITATION SYSTEMS DEMOS.
Xavi de la Torre, Hector Lopez, Pilar Zhang Qiu.
Supported by Eu Projects: REHYB https://rehyb.eu/ and RGS@home https://rgs-at-home.eu/
Wednesday, 15 September 15:30 – 17:30
Digital technology for health: Neurorehabilitation Devices and Examples
- Talk – Introduction to the ReHyb Project (15:30 – 16:00) → The ReHyb Project, funded by the EU Horizon 2020 Framework, proposes a novel upper-limb exoskeleton rehabilitation system to enhance motor recovery in stroke patients. This talk will provide a brief overview of the project to showcase state-of-the art research methods and technologies currently being developed, as well as contextualizing the rest of the activities presented in this session.
- Tutorial – Game Control in Unity through Hand Gestures (16:00 – 16:30) → This tutorial introduces a practical approach to electromyography (EMG) and its analysis for basic, real-time gesture classification. In particular, in this project participants will implement the use of a Thalmic Myo armband (EMG wearable) into an interactive Unity game, based on archery. The participants will develop live classifications of flexion and extension of the wrist, as well as fist gestures. These gestures will be mapped to the motion controls of the archer avatar. The aim is to develop seamless and fun rehabilitation routines, while creating a platform for novel neurorehabilitation research.
- Tutorial – Physiological signals for user state monitoring (16:30 – 17:00) → This tutorial will introduce additional physiological signals and devices to acquire them. In particular, first, the Empatica E4 wristband will be presented. This wrist-worn device captures a number of signals that can be used to estimate different user states, such as emotion or fatigue. These signals include electrodermal activity (EDA), blood volume pulse (BVP, measured using photoplethysmography [PPG]), and temperature. Then, we will present a demo of an electroencephalography (EEG) device, which allows us to measure brain activity. Finally, an overview of basic analysis methods of these signals will be provided.
Thursday, 16 September 15:30 – 17:30
Digital technology for health: Neurorehabilitation demos
- Demo – Rehabilitation Gaming System (15:30 – 16:15) → This tutorial will bring together the methods and technologies presented on the previous to provide a general outlook of an experimental protocol currently being deployed in collaboration with different partners within the ReHyb project. This study, targeted towards stroke patients, relies on the usage of the Rehabilitation Gaming System (RGS), together with some of the devices presented in the previous session (Thalmic Myo and Empatica E4). A demo of the experiment will be showcased with onsite participants.
- Demo – Computer-Vision Spasticity Assessment System (16:15 – 17:00): Spasticity is a condition characterized by a velocity-dependent increase of muscle tone. In passive movement, this increase in muscle tone leads to resistance to joint motion, which hinders fluid muscle movements. Thus, understanding this complication is crucial for optimal exoskeleton-aided rehabilitation systems. In this demo, we will present a computer-vision and EMG solution, allowing for more detailed studies of spasticity parameters and how they change throughout rehabilitation sessions.