Mathias Sand Kristensen
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View article: Experience of Virtual Help in a Simulated BCI Stroke Rehabilitation Serious Game and How to Measure It
Experience of Virtual Help in a Simulated BCI Stroke Rehabilitation Serious Game and How to Measure It Open
Designers of digital rehabilitation experiences can accommodate error-prone input devices like brain–computer interfaces (BCIs) by incorporating virtual help mechanisms to adjust the difficulty, but it is unclear on what grounds users are …
View article: The Baobab Scapetale: Transforming Readers Into Protagonists in an Embodied and Collaborative Hybrid Reading Game
The Baobab Scapetale: Transforming Readers Into Protagonists in an Embodied and Collaborative Hybrid Reading Game Open
View article: Implementing Performance Accommodation Mechanisms in Online BCI for Stroke Rehabilitation: A Study on Perceived Control and Frustration
Implementing Performance Accommodation Mechanisms in Online BCI for Stroke Rehabilitation: A Study on Perceived Control and Frustration Open
Brain–computer interfaces (BCIs) are successfully used for stroke rehabilitation, but the training is repetitive and patients can lose the motivation to train. Moreover, controlling the BCI may be difficult, which causes frustration and le…
View article: ESOC 2022 Abstract Book
ESOC 2022 Abstract Book Open
Background and aims: One third of stroke survivors lives with aphasia. Although anxiety and depression are common among people with aphasia (pwa), due to their complex communication needs these individuals are frequently excluded from ther…
View article: Modulating Frustration and Agency Using Fabricated Input for Motor Imagery BCIs in Stroke Rehabilitation
Modulating Frustration and Agency Using Fabricated Input for Motor Imagery BCIs in Stroke Rehabilitation Open
Brain-computer interfaces (BCIs) can serve as a means for stroke rehabilitation, but low BCI performance can decrease agency (users’ perceived control), frustrate users and thereby hamper rehabilitation. In such rehabilitative tasks…