<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-17T19:13:11Z</responseDate><request verb="GetRecord" identifier="oai:www.recercat.cat:2117/167483" metadataPrefix="marc">https://recercat.cat/oai/request</request><GetRecord><record><header><identifier>oai:recercat.cat:2117/167483</identifier><datestamp>2025-07-23T01:56:29Z</datestamp><setSpec>com_2072_1033</setSpec><setSpec>col_2072_452951</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
   <leader>00925njm 22002777a 4500</leader>
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      <subfield code="a">Castro Cros, Martí de</subfield>
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      <subfield code="c">2019-07-12</subfield>
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      <subfield code="a">Stroke has a high incidence in the population and it is one of the leading causes of functional impairments among adults. Brain damage rehabilitation is still a relatively undeveloped field and some research lines are following functional motor recovery. Brain-Computer Interface (BCI) provides new techniques to overcome stroke-related motor impairments. Recent studies present the brain’s capacity in order to promote the brain plasticity. The use of the BCI for rehabilitation tries to foster three mechanisms of neuropsychology that have proven to be of radical impact in brain function recovery: Motor Imagery, Mirror Neuron and Sensoriomotor loop. In this project, we present a pilot study with a rehabilitation session based on BCI system combined with gamification. We try to demonstrate that including gamification in the rehabilitation sessions the performance is the same as the base avatar, but the engagement and entertainment of patients increase. In this pilot study is explained the whole design and development of the gamification session as well as the intervention with real patients.</subfield>
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      <subfield code="a">Human-robot interaction</subfield>
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      <subfield code="a">Gamification</subfield>
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      <subfield code="a">Cerebrovascular disease -- Patients -- Rehabilitation</subfield>
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      <subfield code="a">Interacció persona-robot</subfield>
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      <subfield code="a">Ludificació</subfield>
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      <subfield code="a">Malalties cerebrovasculars -- Pacients -- Rehabilitació</subfield>
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      <subfield code="a">Gamification in stroke rehabilitation</subfield>
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