Athanasios Vourvopoulos

ORCID: 0000-0001-9676-8599
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • EEG and Brain-Computer Interfaces
  • Stroke Rehabilitation and Recovery
  • Neural and Behavioral Psychology Studies
  • Functional Brain Connectivity Studies
  • Neural dynamics and brain function
  • Action Observation and Synchronization
  • Advanced Memory and Neural Computing
  • Neuroscience and Neural Engineering
  • Gaze Tracking and Assistive Technology
  • Virtual Reality Applications and Impacts
  • Muscle activation and electromyography studies
  • Motor Control and Adaptation
  • Tactile and Sensory Interactions
  • Sport Psychology and Performance
  • Transcranial Magnetic Stimulation Studies
  • Mobile Crowdsensing and Crowdsourcing
  • Human-Automation Interaction and Safety
  • Spatial Neglect and Hemispheric Dysfunction
  • Human Mobility and Location-Based Analysis
  • Advanced MRI Techniques and Applications
  • Teleoperation and Haptic Systems
  • Innovative Human-Technology Interaction
  • Cognitive Functions and Memory
  • Vestibular and auditory disorders
  • Evacuation and Crowd Dynamics

University of Lisbon
2019-2025

Instituto Superior Técnico
2020-2024

Instituto Politécnico de Lisboa
2022-2024

INESC TEC
2020-2024

Universidade da Madeira
2013-2022

Mississippi State University
2022

Hospital Dr. Nélio Mendonça
2022

University of Southern California
2019-2020

Lusíada University of Lisbon
2019

Active Technologies (Italy)
2016

To maximize brain plasticity after stroke, a plethora of rehabilitation strategies have been explored. These include the use intensive motor training, motor-imagery (MI), and action-observation (AO). Growing evidence positive impact virtual reality (VR) techniques on recovery following stroke has shown. However, most VR tools are designed to exploit active movement, hence patients with low level control cannot fully benefit from them. Consequently, idea directly training central nervous...

10.3389/fnhum.2019.00244 article EN cc-by Frontiers in Human Neuroscience 2019-07-11

Rehabilitation for stroke patients with severe motor impairments (e.g., inability to perform wrist or finger extension on the affected side) is burdensome and difficult because most current rehabilitation options require some volitional movement retrain side. However, although these participate in therapy requiring movement, previous research has shown that they may receive modest benefits from action observation, virtual reality (VR), brain-computer interfaces (BCIs). These approaches have...

10.3389/fnhum.2019.00210 article EN cc-by Frontiers in Human Neuroscience 2019-06-19

The use of Brain-Computer Interface (BCI) technology in neurorehabilitation provides new strategies to overcome stroke-related motor limitations. Recent studies demonstrated the brain's capacity for functional and structural plasticity through BCI. However, it is not fully clear how we can take full advantage neurobiological mechanisms underlying recovery maximize restoration In this study investigate role multimodal virtual reality (VR) simulations priming (MP) an upper limb motor-imagery...

10.1186/s12984-016-0173-2 article EN cc-by Journal of NeuroEngineering and Rehabilitation 2016-07-27

Electroencephalography (EEG)-based brain–computer interfaces (BCIs) for motor rehabilitation aim to “close the loop” between attempted commands and sensory feedback by providing supplemental information when individuals successfully achieve specific brain patterns. Existing EEG-based BCIs use various displays provide feedback, ranging from considered more immersive (e.g., head-mounted display virtual reality (HMD-VR)) less computer screens). However, it is not clear whether improve...

10.3390/s20041204 article EN cc-by Sensors 2020-02-22

This paper focuses on the research of human-robot interaction through tele-operation with help brain-computer interfaces (BCIs). To accomplish that, a working system has been created based off-the-shelf components. The experimental prototype uses basic movement operations and obstacle detection Lego Mindstroms NXT Robot. There are two versions this prototype, taking readings from users' brain electrical activity in real-time performance. first version is made by using Neurosky Mindset,...

10.1109/vs-games.2011.27 article EN 2011-05-01

Every year millions of people worldwide suffer from stroke, resulting in motor and/or cognitive disability. As a result, patients experience an increased loss independence, autonomy and low self-esteem. Evolving to chronic condition, stroke requires continuous rehabilitation therapy. Current ICT approaches, with the use robotics Virtual Reality, show some benefits over conventional However, most novel approaches are suitable only for reduced subset patients. RehabNet proposes inclusive...

10.1109/healthcom.2013.6720719 article EN 2013-10-01

Worldwide, more than one in three adults suffers from a cardiovascular disease. According to the World Health Organization, 15 million people experience stroke each year and, of these, 5 stay permanently disabled. The current limitations traditional rehabilitation methods push towards design personalized tools that can be used intensively by patients and therapists clinical or at-home environments. In this paper we present design, implementation validation RehabCity, an online game designed...

10.1145/2663806.2663852 article EN 2014-11-11

Contemporary Head-Mounted Displays (HMDs) are progressively becoming socially acceptable by approaching the size and design of normal eyewear. Apart from exciting interaction prospects, HMDs bear significant potential in hosting an array physiological sensors very adjacent to human skull. As a proof concept, we illustrate EEGlass, early wearable prototype comprised plastic eyewear frames for approximating form factor modern HMD. EEGlass is equipped with Open-BCI board set EEG electrodes at...

10.1145/3341162.3348383 article EN 2019-09-09

Objective: To examine the clinical effects of combining motor imagery-based neurofeedback training with bilateral repetitive transcranial magnetic stimulation for upper limb function in subacute and chronic stroke. Design: Clinical trial following an AB/BA crossover design counterbalanced assignment. Subjects: Twenty individuals (n = 4) or stroke 16). Methods: Ten consecutive sessions alone (therapy A) were compared vs a combination of10 12 non-consecutive B). Patients received both...

10.2340/jrm.v56.18253 article EN cc-by-nc Journal of Rehabilitation Medicine 2024-03-07

This paper proposes a prototype system for cultural heritage based on brain computer interfaces navigating and interacting with serious games. By analyzing traditional human-computer interaction methods paradigms brain-controlled games it is possible to investigate novel perceiving virtual worlds. An interactive game was developed commercial BCI headsets controlling aggents in the ancient city of Rome. Initial results indicate that technologies can be very useful creation

10.1109/vsmm.2012.6365937 article EN 2012-09-01

In recent years, Brain-Computer Interfaces (BCIs) have been steadily gaining ground in the market, used either as an implicit or explicit input method computers for accessibility, entertainment rehabilitation. Past research BCI has heavily neglected human aspect loop, focusing mostly machine layer. Further, due to high cost of current systems, many studies rely on low-cost and low-quality equipment with difficulties provide significant advancements physiological computing. Open-Source...

10.1145/2875194.2875244 article EN 2016-02-22

A moral dilemma is a decision-making paradox without unambiguously acceptable or preferable options. This paper investigates if and how the virtual enactment of two renowned dilemmas---the Trolley Mad Bomber---influence when compared with mentally visualizing such situations. We conducted user studies gender-balanced samples 60 participants in total that between paper-based virtual-reality (VR) conditions, while simulating 5 distinct scenarios for dilemma, 4 storyline Bomber's dilemma. Our...

10.1145/3313831.3376788 article EN 2020-04-21

There are many factors outlined in the signal processing pipeline that impact brain–computer interface (BCI) performance, but some methodological do not depend on processing. Nevertheless, there is a lack of research assessing effect such factors. Here, we investigate VR, immersiveness, age, and spatial resolution classifier performance Motor Imagery (MI) electroencephalography (EEG)-based BCI naïve participants. We found significantly better for VR compared to non-VR (15 electrodes: 77.48 ±...

10.1080/2326263x.2022.2054606 article EN Brain-Computer Interfaces 2022-04-04

Electroencephalography-based Brain-Computer Interfaces (BCI's) can provide an alternative non-muscular channel of control to stroke survivors, especially those who lack volitional movement. This is achieved through motor-imagery (MI) practice, involving the activation motor-related brain regions. MI reinforced in a closed-loop BCI rewarding feedback, and it has been shown be able strengthen key motor pathways. Recently, growing evidence positive impact virtual reality (VR) accumulated. When...

10.1109/metroxraine54828.2022.9967664 article EN 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE) 2022-10-26
Coming Soon ...