Brain-neural computer interfaces on track to home Development of a practical generation of BNCI for independent home use The long term goal of rehabilitation for the individual with an acquired brain injury is resettlement back in the community away from institutional care. BackHome is about physical and social autonomy of people with disabilities, using mainly Brain-Neural Computer Interfaces (BNCIs) and integrating other assistive technologies as well. BackHome takes a broad approach and wants to support the transition from institutional care to home post rehabilitation and discharge. Therapist station will do it through providing cognitive rehabilitation and telemonitoring. Cognitive Rehabilitation through BNCI: Serious Games in BackHome Eloisa Vargiu 1 , Jean Daly 2 , Stefan Dauwalder 1 , Elaine Armstrong 2 , Suzanne Martin 3 and Felip Miralles 1 1 Barcelona Digital Technology Center, Barcelona, Spain 2 Cedar Foundation, Belfast Northern Ireland, U.K. 3 Faculty of life and Health Sciences, University of Ulster, Northern Ireland, U.K. Web • www.Backhome-FP7.eu LinkedIn • BackHome-FP7-Research- Innovation Twitter • @BackHomeFP7 Youtube • BackHomeFP7 1. BackHome 2. Cognitive Rehabilitation Serious games defined with therapists. Main features: Simplicity of use (BCI) Parameterization of level of complexity to customize therapeutic range Evaluable to provide feedback to users (motivation) to therapists (personalization) A user centered approach has been adopted Therapists plan, schedule, telemonitor and personalize the prescription of cognitive rehabilitation tasks The user performs those tasks inside her therapeutic range The overall approach and the memory-cards game are currently under testing by people with traumatic brain injury Therapists are able to interact with users in real time, and monitor the use and outcomes of the cognitive rehabilitation tasks to attain therapeutic results 3. Therapist Station 4. Perception 5. Attention & Concentration Find a category game The goal is to identify which object belongs to the given category The percentage of correct answers represents the obtained score Daily life activities game Level 1 Teeth brushing Level 3 Buying bread Level 2: Frying an egg 7. Conclusions Difficulty increases by augmenting the number of available cards level 1: 8 cards level 2: 12 cards level 3: 20 cards the complexity of the adopted images level 1: shapes level 2: fruits level 3: animals 6. Memory Memory cards game