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Elektroencefalografski označevalci motoričnega učenja med igranjem rehabilitacijske igre v navidezni resničnosti
ID Mihić Zidar, Lucija (Author), ID Grosse-Wentrup, Moritz (Mentor) More about this mentor... This link opens in a new window

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Abstract
Magistrska naloga raziskuje integracijo virtualne resničnosti (VR) in elektroencefalografije (EEG) za motorično rehabilitacijo po možganski kapi skozi pilotno raziskavo VR-EEG platforme za rehabilitacijo zgornjih okončin. Možganska kap sodi med primarne povzročitelje invalidnosti v odraslosti. Posebno kritične so motnje v motoriki zgornjih okončin, ki prizadenejo velik del bolnikov in jih ovirajo pri opravljanju vsakodnevnih dejavnosti. V zadnjih desetletjih opažamo porast v razvoju novih rehabilitacijskih tehnologij, ki skušajo nasloviti potrebo po dostopni individualizirani oskrbi. V tej raziskavi je bila testirana VR aplikacija, s katero lahko uporabniki v 3D okolju vadijo funkcionalne motorične naloge, ki posnemajo vsakodnevne aktivnosti. Aplikacija beleži podatke o gibanju rok in podpira sočasno snemanje EEG signalov. V raziskavi so sodelovali štirje zdravi udeleženci, ki so aplikacijo testirali na več srečanjih. Rezultati so pokazali statistično pomembne učinke vadbe na čas izvedbe nalog, ne pa tudi na kakovost gibov. Sočasno je bil izmerjen statistično pomemben upad v senzomotorični EEG aktivnosti, ki odraža motorično učenje. Udeleženci so virtualno okolje ocenili kot ustrezno z vidika simptomov kibernetske bolezni, poročali so o zmerni vživetosti v virtualni svet. Aplikacija je pokazala potencial za nadaljnjo uporabo: izkazala se je predvsem z vidika zagotavljanja celostnih podatkov za spremljanje napredka uporabnikov, potrebne pa bodo izboljšave programske opreme za povečanje imerzivnosti in spodbujanje naravnega vedenja v virtualnem okolju. V razpravi so naslovljene tudi implikacije raziskave za načrtovanje rehabilitacijskih VR-BCI sistemov v skladu z načeli motoričnega učenja in nevroplastičnosti.

Language:English
Keywords:EEG, motorična rehabilitacija, možganska kap, virtualna resničnost, vmesnik možgani-računalnik
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:L. Mihić Zidar
Year:2024
Number of pages:78 str.
PID:20.500.12556/RUL-162672 This link opens in a new window
UDC:616.831-005.1(043.2)
COBISS.SI-ID:209186051 This link opens in a new window
Publication date in RUL:26.09.2024
Views:151
Downloads:42
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Secondary language

Language:Slovenian
Title:Electroencephalographic markers of motor learning in a virtual reality-based rehabilitation game
Abstract:
This thesis explores the integration of virtual reality (VR) and electroencephalography (EEG) for post-stroke motor rehabilitation through a proof-of-concept study of a VR-EEG upper limb rehabilitation platform. Stroke remains a leading cause of disability in adults, often resulting in significant upper limb impairments that hinder daily activities and reduce quality of life. As the need for motor rehabilitation increases, new technologies are being developed to meet the demand for individualized and accessible care. The VR application used in the study provides a 3D environment for rehabilitative training with functional tasks that mirror everyday activities. It records comprehensive performance data, including hand trajectories, and integrates EEG recording. The application was tested with four healthy individuals over multiple training sessions and showed significant training effects on task completion times, but not on movement quality. Changes in performance coincided with decreases in EEG sensorimotor activity, indicating motor learning. Participants found the setup comfortable in terms of cybersickness symptoms, but only moderately engaging. The thesis concludes with an evaluation indicating that the application has potential to support motor learning and provide comprehensive monitoring data, but needs software improvements to promote natural motor behavior and user engagement. The implications of the findings for the design of VR-BCI systems based on principles of motor learning and neuroplasticity are discussed.

Keywords:Brain-computer interface, EEG, motor rehabilitation, stroke, virtual reality

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