The hands-on workshops will allow students to understand the basic principles of the technologies, plan clinical interventions and experiments and use the devices and tools in real applications.

WS1 – Neural interfaces

Filipe Barroso, PhD
Neural Rehabilitation Group, Spanish National Research Council (CSIC), Madrid, Spain

WS2 – Benchmarking

Diego Torricelli, PhD
Neural Rehabilitation Group, Spanish National Research Council (CSIC), Madrid, Spain

WS3 – Agency and Embodiment: the neurobiological aspects of body representation


The representation of the body is complex, involving the encoding and integration of a wide range of multisensory (somatosensory, visual, auditory, vestibular, visceral) and motor signals: our brain is very adaptive, and can map artificial tools as an extension of the physical body, the so called “embodiment”. One example of sensory embodiment is the Rubber Hand Illusion (RHI) experiment. During the RHI experiment, the sight of brushing of a rubber hand at the same time as brushing of the person’s own hidden hand is sufficient to produce a feeling of ownership of the fake hand (Botvinick and Cohen, 1998). During the first day of the workshop participants will personally experience embodiment and bodily plasticity phenomena through the RHI, a perfect example of multisensory integration.

During the second day participants will experience the “sense of agency” or “sense of control”, that refers to the subjective awareness that one is initiating, executing, and controlling one’s own volitional actions. To this aim an experimental set-up to control through wearable sensors an avatar within a virtual reality environment will be described. Participants will experience the use of the system, that include magneto-inertial sensors to record user’s trunk and arms motion (Trigno, Delsys), a virtual reality apparatus, headset plus tracking camera (Vive, HTC), to provide an immersive experience in a virtual environment developed with the software Unity. Different control modalities mapping the motion between the user and the virtual avatar will be described and tested.

Iolanda Pisotta PhD
Nevio Luigi Tagliamonte PhD
NeuroRobot Lab, Fondazione Santa Lucia IRCCS, Roma

In collaboration with:
Giovanni Di Pino PhD
Domenico Formica PhD
Unit of Neurophysiology and Neuroengineering of Human-Technology Interaction (NEXT Lab)
Università Campus Bio-Medico di Roma, Roma

WS4 – Brain-Computer Interfaces: principles and applications in neurorehabilitation


Brain-computer interfaces (BCIs) can be realized with EEG, ECoG, or spike activity recorded from the brain. A BCI convert brain waves into signals which can be interpreted by computers either to make statements about the brain itself, or to control an attached output device. BCIs have been developed during the last years mainly for people with severe disabilities to improve their quality of life. The integration of BCIs into rehabilitation settings is a promising new approach that enhances the rehabilitation process.


September, 16: g.tec’s Brain-Computer Interface Workshop for Control, Assessment and Rehabilitation

Research groups all over the world have been successfully working on a direct connection between the human brain and a computer, a so-called Brain-Computer Interface (BCI). During this workshop, we will demonstrate major concepts in BCI systems, including types of sensors, signal processing, and applications. New trends like embodiment, coma assessment and communication, stroke rehabilitation, and invasive ECoG based systems will also be explained.

September, 17: mindBEAGLE – Consciousness Assessment

Brain-computer interface systems can be used for many different applications. This workshop will show two high impact application consciousness assessment and communication. We will discuss the technology and validation studies in different international institutions.

September, 18: recoveriX – Motor Recovery Neurotechnology

Brain-computer interface systems can be used for many different applications. This workshop will show two high impact applications for motor recovery of stroke patients. We will discuss the technology and validation studies in different international institutions and the success we achieved with patients.

Christoph Guger
Guger Technologies OG


WS5 – Bringing brain theory to the clinic using artificial intelligence and virtual reality: The Rehabilitation Gaming Systems


The goal of neurorehabilitation research is to incorporate experimental evidence into clinical application. The Rehabilitation Gaming System (RGS) is a virtual reality application for stroke rehabilitation that has been intensively validated through clinical trials (da Silva Cameirão et al. 2010, da Silva Cameirão et al. 2011, Nirme et al. 2013, Ballester et al. 2015, Ballester et al. 2017, Maier et al. 2017) and that is now available as science-based intervention in hospitals and clinics worldwide ( RGS is based on neuroscientific principles of motor recovery and motor learning and promotes neuroplasticity by making use of the action execution and action observation paradigm. In this workshop, we will present the clinical evidence behind the success of RGS and will explore with the participants the scientific insights that guided the design of RGS rehabilitation protocols. The participants will learn about the neurological building blocks of RGS through hands-on exercises and demos. Additionally, they will have the opportunity to model the recovery pattern of different patient profiles. To optimize the workshop, the participants should bring their laptops (Microsoft Windows or Mac OS). We will provide demos and programmes.

Laboratory of Synthetic, Perceptive, Emotive and Cognitive Systems (SPECS-lab)
Institute for Bioengineering of Catalonia (IBEC)