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Bulmaro A. Valdés

Bulmaro A. Valdés
lululemon · Product Innovation

PhD, MPE, BEng

About

28
Publications
8,618
Reads
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184
Citations
Introduction
As a Biomedical/Mechatronics Engineer, my passion is to employ my research, robotics and data analysis skills to improve people's lives. The multidisciplinary nature of my work allows me to collaborate with clinicians, people with disabilities, neuroscientists, kinesiologists, caregivers and engineers.
Additional affiliations
July 2018 - July 2020
Simon Fraser University
Position
  • PostDoc Position
January 2018 - June 2018
Universidad de Guanajuato
Position
  • Lecturer
August 2017 - December 2017
University of British Columbia - Vancouver
Position
  • Research Associate
Education
September 2012 - July 2017
University of British Columbia - Vancouver
Field of study
  • Biomedical Engineering
March 2010 - January 2012
The University of Sydney
Field of study
  • Biomedical Engineering
August 2003 - December 2007
Instituto Tecnológico y de Estudios Superiores de Monterrey (Tec de Monterrey)
Field of study
  • Mechatronics Engineering

Publications

Publications (28)
Article
Full-text available
Noisy galvanic vestibular stimulation (nGVS) can improve different motor, sensory, and cognitive behaviors. However, it is unclear how this stimulation affects brain activity to facilitate these improvements. Functional near-infrared spectroscopy (fNIRS) is inexpensive, portable, and less prone to motion artifacts than other neuroimaging technology...
Article
Noisy galvanic vestibular stimulation (nGVS) is an emerging non-invasive brain stimulation technique. It involves applying alternating currents of different frequencies and amplitudes presented in a random, or noisy, manner through electrodes on the mastoid bones behind the ears. Because it directly activates vestibular hair cells and afferents and...
Article
Full-text available
Background: Performing activities of daily living depends, among other factors, on awareness of the position and movements of limbs. Neural injuries, such as stroke, might negatively affect such an awareness and, consequently, lead to degrading the quality of life and lengthening the motor recovery process. With the goal of improving the sense of...
Article
(WC:200/200) With more readily available commercial immersive virtual reality (VR) technologies, the potential of new feedback strategies as tools to facilitate motor rehabilitation should be investigated. Augmented feedback or error augmentation (EA) can easily be shown in a virtual environment. Here, visual EA provided via immersive VR was tested...
Article
Full-text available
Background: Noisy galvanic vestibular stimulation (nGVS) has been shown to improve motor performance in people with and without disabilities. Previous investigations on the use of nGVS to improve upper-limb motor performance have focused on unimanual fine motor movements, nevertheless, bimanual gross movements are also essential for conducting acti...
Conference Paper
Proprioception, the ability to sense body position and limb movements in space without visual feedback, is one of the key factors in controlling body movements and performing activities of daily living. However, this capability might be affected after neural injuries such as stroke. Robotic platforms can be used to monitor and promote arm movements...
Conference Paper
Full-text available
Immersive virtual reality (VR) is quickly becoming accurate enough to match upper limb movements while still providing new types of visual feedback in the form of positioning augmentation during bimanual movements. By accentuating the positioning error from the movement goal, visual feedback in a meaningful and noticeable manner can be presented in...
Poster
Full-text available
Error augmentation (EA) uses the concept of highlighting or accentuating deviations from motor goals to provide enhanced real-time feedback during rehabilitative exercises. With increased use of exergaming technology, exploration into visual error amplification of forward reaching tasks has begun. However, past studies have only evaluated the use o...
Article
Full-text available
Background: As commercial motion tracking technology becomes more readily available, it is necessary to evaluate the accuracy of these systems before using them for biomechanical and motor rehabilitation applications. Objective: This study aimed to evaluate the relative position accuracy of the Oculus Touch controllers in a 2.4 x 2.4 m play-space....
Conference Paper
Full-text available
Objectives: Proprioception is important for performing activities of daily living and can be affected by neurological conditions and aging. As a preliminary step towards clinical application, we investigated if a robotic platform could be employed to enhance upper-limb 3D proprioception in people without disabilities. Design: Single training sessi...
Conference Paper
Full-text available
Motor rehabilitation programs based on low- cost exercise devices such as the Nintendo Wii and Microsoft Kinect have proven efficacy, and with the emergence of commercially available immersive VR technology with motion-tracked controls, further exploration into engagement in exergaming is required. Specifically, for adolescents with neurological mo...
Article
Full-text available
Objective: To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. Materials and Methods: This study reports on qualitative findings from a study, involving seve...
Article
Background Compensatory movements are commonly employed by stroke survivors, and their use can have negative effects on motor recovery. Current practices to reduce them rely on strapping a person to a chair. The use of technology to substitute or supplement this methodology has not being thoroughly investigated. Objective To compare the use of Sco...
Article
Full-text available
Background: Compensatory movements are commonly employed by stroke survivors, and their use can have negative effects on motor recovery. Current practices to reduce them rely on strapping a person to a chair. The use of technology to substitute or supplement this methodology has not being thoroughly investigated. Objective: To compare the use of S...
Article
Full-text available
The authors explored how trunk compensation and hand symmetry in stroke survivors and healthy controls were affected by the distance and height of virtual targets during a bimanual reaching task. Participants were asked to reach to four different virtual targets set at: 90% of their arm length at shoulder, xiphoid process, and knee height, and 50%...
Thesis
Full-text available
Compensatory movements are commonly employed by stroke survivors to adapt to the loss of motor function. However, their long-term use can be detrimental to post-stroke recovery of function. In this work, we focused on trunk displacement, which is a compensatory movement that stroke survivors use when reaching forward. Current therapeutic practices...
Conference Paper
Full-text available
Objectives: To investigate if the trunk compensatory movements of people with stroke could be reduced by employing augmented feedback (visual and force), and to examine if one of the feedback modalities was more efficacious than the other in reducing this compensatory tendency. Design: Randomized crossover trial. Setting: Research laboratory. Pa...
Article
Full-text available
Objective: To investigate whether the compensatory trunk movements of stroke survivors observed during reaching tasks can be decreased by force and visual feedback, and examine whether one of these feedback modalities is more efficacious than the other in reducing this compensatory tendency. Design: Randomized Crossover Trial SETTING: University...
Article
Full-text available
Adapted commercial gaming systems are gaining momentum as cost-effective rehabilitation tools. However, a paucity of accessible rehabilitation-specific systems exist that support bimanual training for individuals with hemiparesis. The objectives of this paper are to describe the development of such a system, and to present preliminary kinematic dat...
Conference Paper
Full-text available
The healthcare sector is increasingly becoming dependent on medical devices and technologies. This is facilitated, in part, by the emphasis that is being put on the robustness of the design of medical and rehabilitation devices. The robustness of the design, and thus the adoption of a new medical device, relies heavily on its ability to fit into th...
Chapter
Full-text available
Adapted commercial gaming systems are gaining momentum as cost-effective rehabilitation tools. However, a paucity of accessible rehabilitation-specific systems exist that support bimanual training for individuals with hemiparesis. The objectives of this paper are to describe the development of such a system, and to present preliminary kinematic dat...
Conference Paper
Full-text available
Kinematic data from two stroke participants and a healthy control were collected using a novel bimanual rehabilitation system. The system employs two customized PlayStation Move Controllers and an Eye camera to track the participants’ hand movements. In this study, the participants played a Facebook game by symmetrically moving both hands to contro...
Conference Paper
Full-text available
Two therapy applications for hemiplegic arm rehabilitation were developed and tested, along with a motion tracking application that used two interfaces (PlayStation® Move and Microsoft® Kinect™) for videogame play through a social media application developed on Facebook©. To promote affected arm use, users are required to employ bimanual symmetrica...
Conference Paper
Full-text available
As part of the FEATHERS (Functional Engagement in Assisted Therapy Through Exercise Robotics) project, two motion tracking and one social networking applications were developed for upper limb rehabilitation of stroke survivors and teenagers with cerebral palsy. The project aims to improve the engagement of clients during therapy by using video game...
Article
As part of the FEATHERS (Functional Engagement in Assisted Therapy Through Exercise Robotics) project, two motion tracking and one social networking applications were developed for upper limb rehabilitation of stroke survivors and teenagers with cerebral palsy. The project aims to improve the engagement of clients during therapy by using video game...
Conference Paper
Full-text available
El presente trabajo expone el desarrollo de un sistema de monitorización para cuantificar la actividad locomotora de un artrópodo de agua dulce conocido como acocil (Procambarus clarki). Se utiliza un sistema de visión artificial constituido por una cámara web comercial y una computadora con LabVIEW. El sistema lleva a cabo el procesamiento de imág...
Thesis
Full-text available
An upper limb robotic orthotic device was developed for rehabilitating post stroke and other neurologically damaged patients. The automated control was performed by a personal computer loaded with LabVIEW and an Arduino electronic board. The system consisted of four servo motors with a crank mechanism attached to them, which converted their rotatio...

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Projects

Projects (2)
Project
The grand challenge in Therapy Robotics is to design the user experience so that the rehabilitation exercise becomes compelling, effective and sustainable. The CARIS Lab is working on several fronts in the areas of upper and lower limb rehabilitation for persons who are hemiparetic, for example as a result of cerebral palsy or a stroke. In the FEATHERS project, we are combining social media, on-line games and orthoses with actuators to provide a motivating experience for young and older persons with hemiplegia.