Videogame Technologies for a Neurosciences Program

Abstract

In this paper we present the advances corresponding to the implementation of a laboratory for neuronal rehabilitation using videogames technologies. In this laboratory we develop interactive technologies (videogames, virtual reality material, specialized devices, etc.) to be used and introduced in the Neuroscience bachelor's degree program, which will be offered by Universidad Nacional Autónoma de México in brief. Some of the projects developed and under development in this laboratory correspond to the bachelor thesis of some Computer Engineering and Electrical Engineering students of the Engineering School. In particular, we present videogames based on the Unity game development platform, integrating some devices such as kinect, leap motion, oculus rift, data gloves and others. Some the devices were developed by us, such as a data glove. Additionally we are developing virtual scenes using Google cardboard as material to be used by the students for phobias treatment, considering almost any student has a smartphone where the scenes are presented. We can say in this laboratory we have integrated and coordinated a group of engineering students according their abilities, which work together making easy the development of their projects that will be employed in the courses of the Neuroscience program.



Author Information
Roderigo Montúfar-Chaveznava, Universidad Nacional Autónoma de México, Mexico
Ivette Caldelas, Universidad Nacional Autónoma de México, Mexico
Fernando Brambila-Paz, Universidad Nacional Autónoma de México, Mexico

Paper Information
Conference: ECTC2016
Stream: New Technologies

This paper is part of the ECTC2016 Conference Proceedings (View)
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