100 research outputs found

    Applications of brain wave classification for controlling an intelligent wheelchair

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    The independence and autonomy of both elderly and disabled people have been a growing concern in today’s society. Therefore, wheelchairs have proven to be fundamental for the movement of these people with physical disabilities in the lower limbs, paralysis, or other type of restrictive diseases. Various adapted sensors can be employed in order to facilitate the wheelchair’s driving experience. This work develops the proof concept of a brain–computer interface (BCI), whose ultimate final goal will be to control an intelligent wheelchair. An event-related (de)synchronization neuro-mechanism will be used, since it corresponds to a synchronization, or desynchronization, in the mu and beta brain rhythms, during the execution, preparation, or imagination of motor actions. Two datasets were used for algorithm development: one from the IV competition of BCIs (A), acquired through twenty-two Ag/AgCl electrodes and encompassing motor imagery of the right and left hands, and feet; and the other (B) was obtained in the laboratory using an Emotiv EPOC headset, also with the same motor imaginary. Regarding feature extraction, several approaches were tested: namely, two versions of the signal’s power spectral density, followed by a filter bank version; the use of respective frequency coefficients; and, finally, two versions of the known method filter bank common spatial pattern (FBCSP). Concerning the results from the second version of FBCSP, dataset A presented an F1-score of 0.797 and a rather low false positive rate of 0.150. Moreover, the correspondent average kappa score reached the value of 0.693, which is in the same order of magnitude as 0.57, obtained by the competition. Regarding dataset B, the average value of the F1-score was 0.651, followed by a kappa score of 0.447, and a false positive rate of 0.471. However, it should be noted that some subjects from this dataset presented F1-scores of 0.747 and 0.911, suggesting that the movement imagery (MI) aptness of different users may influence their performance. In conclusion, it is possible to obtain promising results, using an architecture for a real-time application.info:eu-repo/semantics/publishedVersio

    Brain computer interface based neurorehabilitation technique using a commercially available EEG headset

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    Neurorehabilitation has recently been augmented with the use of virtual reality and rehabilitation robotics. In many systems, some known volitional control must exist in order to synchronize the user intended movement with the therapeutic virtual or robotic movement. Brain Computer Interface (BCI) aims to open up a new rehabilitation option for clinical population having no residual movement due to disease or injury to the central or peripheral nervous system. Brain activity contains a wide variety of electrical signals which can be acquired using many invasive and non-invasive acquisition techniques and holds the potential to be used as an input to BCI. Electroencephalogram (EEG) is a non-invasive method of acquiring brain activity which then, with further processing and classification, can be used to predict various brain states such as an intended motor movement. EEG provides the temporal resolution required to obtain significant result which may not be provided by many other non-invasive techniques. Here, EEG is recorded using a commercially available EEG headset provided by Emotiv Inc. Data is collected and processed using BCI2000 software, and the difference in the Mu-rhythm due to Event Related Synchronization (ERS) and Desynchronization (ERD) is used to distinguish an intended motor movement and resting brain state, without the need for physical movement. The idea is to combine this user intent/free will with an assistive robot to achieve the user initiated, repetitive motor movements required to bring therapeutic changes in the targeted subject group, as per Hebbian type learning

    Real-time triggering of a Functional Electrical Stimulation device using Electroencephalography - a hardware simulation study

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    Abstract -- A Brain Computer Interface (BCI) is a direct communication link between the brain and an external device. The EEG signal captured through this device can be used to stimulate the motor neurons through a Functional Electrical Stimulator, thus allowing the brain to control the muscles externally. This requires the processing of the EEG signal, to extract features corresponding to the task imaged by the brain. This report gives the description of the internship project undertaken to develop a mechanism such as above, which can collect EEG data, process the acquired data, extract relevant information and use that information to trigger an FES device for stimulating motor muscles. The developed system can be used to develop a low cost, clinically valid home-based tool to monitor post-stroke neuro-rehabilitation device for use both in rural and urban setting. Index Terms-- BCI, EEG, Emotiv EPOC, Feature Extraction, ERD, OpenViBe, Psychophysics Toolbox, FES, Phenix Liberty+ Consol

    Development of a BCI-Driven Drone Control System using ROSneuro, Gazebo, and PX4: from simulation to real-world deployment

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    openThe integration of Brain-Computer Interface (BCI) technology with unmanned aerial vehicles (UAVs) offers promising advancements in various fields such as assistive technology, search and rescue, and remote operations. This thesis presents the development of a BCI-driven drone control system leveraging ROSneuro, Gazebo, and PX4. The project aims to enable users to pilot a drone through brain signals, initially in a simulated environment and subsequently in real-world scenarios.The methodology begins with the configuration and calibration of the BCI system using ROSneuro, ensuring accurate interpretation of brain signals for control commands. Gazebo, a versatile robotics simulator, is employed to create a realistic environment for testing and refining the control algorithms. Integration with the PX4 flight control stack facilitates the translation of these algorithms into actionable commands for the UAV.The integration of Brain-Computer Interface (BCI) technology with unmanned aerial vehicles (UAVs) offers promising advancements in various fields such as assistive technology, search and rescue, and remote operations. This thesis presents the development of a BCI-driven drone control system leveraging ROSneuro, Gazebo, and PX4. The project aims to enable users to pilot a drone through brain signals, initially in a simulated environment and subsequently in real-world scenarios.The methodology begins with the configuration and calibration of the BCI system using ROSneuro, ensuring accurate interpretation of brain signals for control commands. Gazebo, a versatile robotics simulator, is employed to create a realistic environment for testing and refining the control algorithms. Integration with the PX4 flight control stack facilitates the translation of these algorithms into actionable commands for the UAV

    Review of real brain-controlled wheelchairs

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    This paper presents a review of the state of the art regarding wheelchairs driven by a brain-computer interface (BCI). Using a brain-controlled wheelchair (BCW), disabled users could handle a wheelchair through their brain activity, granting autonomy to move through an experimental environment. A classification is established, based on the characteristics of the BCW, such as the type of electroencephalographic (EEG) signal used, the navigation system employed by the wheelchair, the task for the participants, or the metrics used to evaluate the performance. Furthermore, these factors are compared according to the type of signal used, in order to clarify the differences among them. Finally, the trend of current research in this field is discussed, as well as the challenges that should be solved in the future

    Integration of Assistive Technologies into 3D Simulations: Exploratory Studies

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    Virtual worlds and environments have many purposes, ranging from games to scientific research. However, universal accessibility features in such virtual environments are limited. As the impairment prevalence rate increases yearly, so does the research interests in the field of assistive technologies. This work introduces research in assistive technologies and presents three software developments that explore the integration of assistive technologies within virtual environments, with a strong focus on Brain-Computer Interfaces. An accessible gaming system, a hands-free navigation software system, and a Brain-Computer Interaction plugin have been developed to study the capabilities of accessibility features within virtual 3D environments. Details of the specification, design, and implementation of these software applications are presented in the thesis. Observations and preliminary results as well as directions of future work are also included
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