BSNR Spring webinar 2022 (held on 6 May)
Serious gaming in Neurological Rehabilitation
Prof. Martin Edwards (UC Louvain)
Serious gaming applied in assessment and rehabilitation of hemineglect
Research shows that early and prolonged intensive neurorehabilitation benefits stroke patient recovery. Here, I present our development of serious games for combined cognitive and motor assessment and neurorehabilitation that run on a rehabilitation robot, tablet and in virtual reality. I will present different serious games with different assessment and rehabilitation profiles, and I will discuss the added value of combining cognitive and motor assessment and neuro rehabilitation. I will also discuss the value and challenges of using serious games for home-based neuro rehabilitation.
Martin Edwards obtained a PhD in neuropsychology from the University of Birmingham, UK (promoted by Glyn Humphreys and Jane Riddoch). He was then a research fellow at the University of Exeter and University of Birmingham (2 + 2 years), followed by a lecturer at the University of Birmingham, School of Sport, Exercise and Rehabilitation Sciences (8 years). In 2010, he moved to Belgium, to the University of Louvain, where he is now Professor, and the current president of the Psychological Sciences Research Institute. His main research interests centre around the interactions between perception and action, brain and behaviour, and patient diagnosis and rehabilitation.
Prof. Bruno Bonnechère (UHasselt)
Commercial video games in rehabilitation… what's next?
The development of so-called 'active' video games during the 2000s, popularized by the Nintendo Wii and the Kinect (Xbox) has provoked a interest from the rehabilitation specialists. Two different approaches are possible, either using existing commercial video games (i.e., not specifically developed for therapeutic aims) or specifically developed solutions, called Serious Games (SG). Unfortunately both Nintendo and Microsoft decide to stop the development of active video games to promote the development of so-called 'passive' game consoles (controlled by a controller). In this presentation we will discuss the current use of commercial video games in rehabilitation and we will see what possibilities are available to clinicians and try to identify avenues for the future.
Bruno Bonnechère performed his PhD at the Faculty of Medicine of the Université Libre de Bruxelles, in collaboration with the Faculty of Engineering of the Vrije Universiteit Brussel. This integration between faculties allows him to study the emergence of new technologies in rehabilitation and in healthcare.
He also has a Master in Public Health and is interested in translating research into practice. He did a postdoc at the Big Data Institute in Oxford, focusing on the use of Big Data in rehabilitation, and one at the University of Cambridge (Department of Psychiatry) to study the possibility of using mobile technology to diagnose dementia and to train cognitive function in various neurodegenerative disorders.
He is now an assistant professor at Hasselt University, with a focus on (affordable) technology-supported rehabilitation. He is the coordinator of the project 'Technology-Supported innovative rehabilitation', funded by the FWO.
More future events are posted at the WFNR website.