Sergi Bermúdez i Badia

ORCID: 0000-0003-4452-0414
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Virtual Reality Applications and Impacts
  • EEG and Brain-Computer Interfaces
  • Action Observation and Synchronization
  • Neurobiology and Insect Physiology Research
  • Dementia and Cognitive Impairment Research
  • Neural dynamics and brain function
  • Botulinum Toxin and Related Neurological Disorders
  • Neural and Behavioral Psychology Studies
  • Functional Brain Connectivity Studies
  • Insect Pheromone Research and Control
  • Educational Games and Gamification
  • Context-Aware Activity Recognition Systems
  • Spatial Neglect and Hemispheric Dysfunction
  • Motor Control and Adaptation
  • Balance, Gait, and Falls Prevention
  • Cerebral Palsy and Movement Disorders
  • Tactile and Sensory Interactions
  • Cardiovascular and exercise physiology
  • Technology Use by Older Adults
  • Physical Activity and Health
  • Music Therapy and Health
  • Insect and Arachnid Ecology and Behavior
  • Social Robot Interaction and HRI
  • Augmented Reality Applications

Universidade da Madeira
2016-2025

Universidade Nova de Lisboa
2019-2024

Madeira Tecnopolo
2012-2024

Agencia Regional para o Desenvolvimento da Investigacao Tecnologia e Inovacao
2022-2024

Catalan Institute for Water Research
2023-2024

Universitat de Girona
2023-2024

University of Coimbra
2021

Instituto de Tecnologias Interativas
2011-2020

Active Technologies (Italy)
2016-2019

Bournemouth University
2019

Stroke is a frequent cause of adult disability that can lead to enduring impairments. However, given the life-long plasticity brain one could assume recovery be facilitated by harnessing mechanisms underlying neuronal reorganization. Currently it not clear how this reorganization mobilized. Novel technology based neurorehabilitation techniques hold promise address issue. Here we describe Virtual Reality (VR) system, Rehabilitation Gaming System (RGS) on number hypotheses recovery, structure...

10.1186/1743-0003-7-48 article EN cc-by Journal of NeuroEngineering and Rehabilitation 2010-09-22

Given the incidence of stroke, need has arisen to consider more self-managed rehabilitation approaches. A promising technology is Virtual Reality (VR). Thus far, however, it not clear what benefits VR systems are when compared conventional methods. Here we investigated clinical impact one such system, Rehabilitation Gaming System (RGS), on recovery time course acute stroke. RGS combines concepts action execution and observation with an automatic individualization training. METHODS. Acute...

10.3233/rnn-2011-0599 article EN Restorative Neurology and Neuroscience 2011-01-01

Stroke is one of the most common causes acquired disability, leaving numerous adults with cognitive and motor impairments, affecting patients' capability to live independently. There substancial evidence on post-stroke rehabilitation benefits, but its implementation generally limited by use paper-and-pencil methods, insufficient personalization, suboptimal intensity. Virtual reality tools have shown potential for improving supporting carefully personalized, ecologically valid tasks through...

10.1186/s12984-016-0204-z article EN cc-by Journal of NeuroEngineering and Rehabilitation 2016-11-02

Background and Purpose— Although there is strong evidence on the beneficial effects of virtual reality (VR)-based rehabilitation, it not yet well understood how different aspects these systems affect recovery. Consequently, we do exactly know what features VR neurorehabilitation are decisive in conveying their effects. Methods— To specifically address this issue, developed 3 configurations same VR-based rehabilitation system, Rehabilitation Gaming System, using interface technologies:...

10.1161/strokeaha.112.653196 article EN Stroke 2012-08-08

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

The impact of rehabilitation on post-stroke motor recovery and its dependency the patient's chronicity remain unclear. field has widely accepted notion a proportional rule with "critical window for recovery" within first 3-6 mo poststroke. This hypothesis justifies general cessation physical therapy at chronic stages. However, limits this critical have, so far, been poorly defined. In analysis, we address question, further explore temporal structure using individual patient data from...

10.1152/jn.00762.2018 article EN cc-by Journal of Neurophysiology 2019-05-29

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

Stroke is one of the leading causes adult disability with high economical and societal costs. In recent years, novel rehabilitation paradigms have been proposed to address life-long plasticity brain regain motor function. We propose a hybrid brain-computer interface (BCI)-virtual reality (VR) system that combines personalized training in VR environment, exploiting mechanisms for action execution observation, neuro-feedback paradigm using mental imagery as way engage secondary or indirect...

10.1109/tnsre.2012.2229295 article EN IEEE Transactions on Neural Systems and Rehabilitation Engineering 2012-11-28

Advances in artificial intelligence (AI) have made it increasingly applicable to supplement expert's decision-making the form of a decision support system on various tasks. For instance, an AI-based can provide therapists quantitative analysis patient's status improve practices rehabilitation assessment. However, there is limited knowledge potential these systems. In this paper, we present development and evaluation interactive that supports collaborative making with for This automatically...

10.1145/3411764.3445472 article EN 2021-05-06

Stroke is one of the most common causes acquired disability, leaving numerous adults with cognitive and motor impairments, affecting patients' capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on but there increasing interest towards integration training providing more effective solutions. Here we investigate feasibility recovery a virtual cognitive-motor task, Reh@Task, which combines adapted arm reaching, attention memory...

10.3389/fpsyg.2018.00854 article EN cc-by Frontiers in Psychology 2018-05-30

Abstract Background Paper-and-pencil tasks are still widely used for cognitive rehabilitation despite the proliferation of new computer-based methods, like VR-based simulations ADL’s. Studies have established construct validity VR assessment tools with their paper-and-pencil version by demonstrating significant associations traditional construct-driven measures. However, intervention mostly developed to include mechanisms such as personalization and adaptation, elements that disregarded in...

10.1186/s12984-020-00691-5 article EN cc-by Journal of NeuroEngineering and Rehabilitation 2020-06-16

Cognitive impairments are a prevalent consequence of acquired brain injury, dementia, and age-related cognitive decline, hampering individuals' daily functioning independence, with significant societal economic implications. While neurorehabilitation represents promising avenue for addressing these deficits, traditional rehabilitation approaches face notable limitations. First, they lack adaptability, offering one-size-fits-all solutions that may not effectively meet each patient's unique...

10.3389/fneur.2023.1258323 article EN cc-by Frontiers in Neurology 2024-01-19

Abstract The R ehabilitation G aming S ystem ( RGS ) has been designed as a flexible, virtual‐reality VR )‐based device for rehabilitation of neurological patients. Recently, training visuomotor processing with the was shown to effectively improve arm function in acute and chronic stroke It is assumed that ‐based protocol related creates conditions aid recovery by virtue human mirror neuron system. Here, we provide evidence this assumption identifying brain areas involved controlling...

10.1111/ejn.12157 article EN European Journal of Neuroscience 2013-02-17

Here, we introduce the design and preliminary validation of a general-purpose architecture for affective-driven procedural content generation in virtual reality (VR) applications mental health wellbeing. The supports seven commercial physiological sensing technologies can be deployed immersive non-immersive VR systems. To demonstrate concept, developed "The Emotional Labyrinth," non-linear scenario which navigation procedurally generated three-dimensional maze is entirely decided by user,...

10.1109/jbhi.2018.2878846 article EN IEEE Journal of Biomedical and Health Informatics 2018-10-31

Artificial intelligence (AI) and robotic coaches promise the improved engagement of patients on rehabilitation exercises through social interaction. While previous work explored potential automatically monitoring for AI coaches, deployment these systems remains a challenge. Previous described lack involving stakeholders to design such functionalities as one major causes. In this paper, we present our efforts eliciting detailed specifications how could interact with guide patient's in an...

10.1007/s12369-022-00883-0 article EN cc-by International Journal of Social Robotics 2022-07-23

Collaborative robots (cobots) could help humans in tasks that are mundane, dangerous or where direct human contact carries risk. Yet, the collaboration between and is severely limited by aspects of safety comfort operators. In this paper, we outline use extended reality (XR) as a way to test develop with robots. We focus on virtual (VR) simulating scenarios cobot digital twins. This specifically useful situations difficult even impossible safely real life, such scenarios. describe using XR...

10.3390/electronics11111726 article EN Electronics 2022-05-29

Due to the limited number of therapists, task-oriented exercises are often prescribed for post-stroke survivors as in-home rehabilitation. During rehabilitation, a patient may become unmotivated or confused comply prescriptions without feedback therapist. To address this challenge, paper proposes an automated method that can achieve not only qualitative, but also quantitative assessment stroke rehabilitation exercises. Specifically, we explored threshold model utilizes outputs binary...

10.1145/3301275.3302273 article EN 2019-02-19
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