1,074 research outputs found

    State-of-the-Art in BCI Research: BCI Award 2010

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    Brain-Switches for Asynchronous Brain−Computer Interfaces: A Systematic Review

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    A brain–computer interface (BCI) has been extensively studied to develop a novel communication system for disabled people using their brain activities. An asynchronous BCI system is more realistic and practical than a synchronous BCI system, in that, BCI commands can be generated whenever the user wants. However, the relatively low performance of an asynchronous BCI system is problematic because redundant BCI commands are required to correct false-positive operations. To significantly reduce the number of false-positive operations of an asynchronous BCI system, a two-step approach has been proposed using a brain-switch that first determines whether the user wants to use an asynchronous BCI system before the operation of the asynchronous BCI system. This study presents a systematic review of the state-of-the-art brain-switch techniques and future research directions. To this end, we reviewed brain-switch research articles published from 2000 to 2019 in terms of their (a) neuroimaging modality, (b) paradigm, (c) operation algorithm, and (d) performance

    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

    Body Conjunction = Wavering Between Actual and Virtual Spaces

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    In the present digital age, the body tends to extend beyond it being flesh, it can be extended, it is a body without organs, and it might belong to more than your own-self. The “Body” as a living entity with its embedded sensory system, not only embodies who we are but also lets us understand and explore the sensitive, unpredictable but fascinating world. The body is an information receiver as well as information reactor. Through years of medical experiments and research on the body, medical devices and instruments are able to allow us to look into the deepest and the most mysterious spots in the human body. For instance, if seen through an HD monitor, while being probed by an endoscope, the body appears as an immersive and infinite landscape. By observing the smoothness and the folds of the surfaces encountered within the body, it is quite simple to project your individual self into this body-scape for a while to imagine and experience this immersive organic space. Various potential ideas of designing a body-like space have become the subject of design fantasies of a number of architects. The “Vitruvian Man”, which, Vitruvius described in the third book of De Architectura, and was later interpreted and illustrated by Leonardo DaVinci, has served as the human figure/body representation to be used as a measuring unit rather than being considered as a sensitive object. Unsurprisingly, it was a relatively long journey for architects to abandon this dogma. After the industrial revolution (during the modernist era), the concrete evidence of considering body proportions as potential measurements could still be seen in the projects of Le Corbusier, which accompanied his famous school of thought: “A house is a machine for living”. He developed the “Modular” in a mathematical proportion of space based on figures and intended to replace the old Vitruvian man with it as a new generation’s typical model. However, with the rapid development of electronic technology, the trend of realizing sensory environments akin to living bodies has no longer remained a thought but can be seen as an initial action to refuse to see the human body merely as a measuring unit. The turning point came about the time while the medium of news media, television, and social media became relatively mature, and thus started making people conduct critical reflections. Marshall McLuhan, a well-known pioneering media theorist, stated in his well-known publication, “Understanding Media: The Extension of Man” (McLuhan, Understanding Media: The Extensions of Man, 1964). This explicit shot made the researcher foresee the potential and intimate relationships between the body, technology, and space, and somehow have a rational explanation to extend the physical body to endless space, which is crucial in this chapter

    3-DOF Parallel robotics System for Foot Drop therapy using Arduino

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    This paper discusses a robotic system used for physical therapy for foot drop case, caused by brain stroke. This device provides most exercises practiced by patient for treatment at any time or any place without going to the rehabilitation center located in hospitals. The robotics system designed according to the mechanism of parallel robot and controlled by computer or microcontroller (Arduino). This robot allows the patient to do the exercise without any need for any knowledge about computer or programing. The developed robot system show a good potential to be developed and distributed for large number of physical therapy clinics with low cost and good reliability. Keywords: 3DOF Robot, Parallel Robot, Foot Drop Physical Therapy, Arduino
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