MindMaze has developed a breakthrough platform to build intuitive human machine interfaces combining virtual reality (VR), computer graphics, brain imaging & neuroscience. The company’s medical grade technology enables exciting new applications in gaming, brain machine control, and healthcare.
MindMotionPRO is now certified (i.e. CE marked) for use in Hospitals and clinics in Europe. CE mark was announced in association with the SwissMedic procedure on November 25th 2015.
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Dr Tej Tadi, a neuroscientist, founded MindMaze in 2011 to develop technologies that help patients recover from brain injuries. Last year his company successfully launched devices, which use virtual reality, brain imaging and gaming technologies to retrain the brain in stroke victims. MindMaze is now developing solutions for spinal cord injury and amputee patients.
MindMaze is a spin off from the Swiss Federal Institute of Technology (EPFL) and in less than three years has become one of the top 10 healthcare start-ups in Switzerland. The company brings together an eclectic mix of computer scientists, neuroscientists, physicists and roboticists driven by a passion to enhance the quality of life of brain injury survivors. In less than three years the MindMaze team has developed and launched medical grade virtual reality products to stimulate neural recovery. MindMaze is now translating our VR and Neuroscience expertise into new fields of consumer health and technology.
The Forum of Young Global Leaders (YGL) is a unique, multistakeholder community of more than 900 exceptional young leaders. Tej Tadi, a neuroscientist, founded MindMaze in 2011 to develop technologies that help patients recover from brain injuries. In 2013 the EPFL spin-off successfully launched devices, which use virtual reality, brain imaging and gaming technologies to retrain the brain in stroke victims. Two weeks ago MindMaze caused a stir with the introduction of the industry’s first thought-powered virtual reality (VR), augmented reality and motion capture game system.
Immersive virtual reality provides a highly stimulating environment as compared to the traditional rehabilitation setting. Virtual environments can be tailored according to patient’s preferences and needs, motivating patients to maximize training. Real-time multisensory feedback also enhances patients’ awareness of their performance and deficits.
We build high-resolution motion capture sensors that provide position and orientation to enable real-time mapping of movement onto virtual characters (avatars). In addition to movements, body sway and posture are monitored to optimize the visual feedback to the user.