243 research outputs found

    Affective Valence Detection from EEG Signals Using Wrapper Methods

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    In this work, a novel valence recognition system applied to EEG signals is presented. It consists of a feature extraction block followed by a wrapper classification algorithm. The proposed feature extraction method is based on measures of relative energies computed in short‐time intervals and certain frequency bands of EEG signal segments time‐locked to the stimuli presentation. These measures represent event‐related desynchronization/synchronization of underlying brain neural networks. The subsequent feature selection and classification steps comprise a wrapper technique based on two different classification approaches: an ensemble classifier, i.e., a random forest of classification trees and a support vector machine algorithm. Applying a proper importance measure from the classifiers, the feature elimination has been used to identify the most relevant features of the decision making both for intrasubject and intersubject settings, using single trial signals and ensemble averaged signals, respectively. The proposed methodologies allowed us to identify a frontal region and a beta band as the most relevant characteristics, extracted from the electrical brain activity, in order to determine the affective valence elicited by visual stimuli

    Application of cepstrum analysis and linear predictive coding for motor imaginary task classification

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    In this paper, classification of electroencephalography (EEG) signals of motor imaginary tasks is studied using cepstrum analysis and linear predictive coding (LPC). The Brain-Computer Interface (BCI) competition III dataset IVa containing motor imaginary tasks for right hand and foot of five subjects are used. The data was preprocessed by applying whitening and then filtering the signal followed by feature extraction. A random forest classifier is then trained using the cepstrum and LPC features to classify the motor imaginary tasks. The resulting classification accuracy is found to be over 90%. This research shows that concatenating appropriate different types of features such as cepstrum and LPC features hold some promise for the classification of motor imaginary tasks, which can be helpful in the BCI context

    Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses

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    Tesis por compendio[ES] El uso de la realidad virtual (RV) se ha incrementado notablemente en la comunidad científica para la investigación del comportamiento humano. En particular, la RV inmersiva ha crecido debido a la democratización de las gafas de realidad virtual o head mounted displays (HMD), que ofrecen un alto rendimiento con una inversión económica. Uno de los campos que ha emergido con fuerza en la última década es el Affective Computing, que combina psicofisiología, informática, ingeniería biomédica e inteligencia artificial, desarrollando sistemas que puedan reconocer emociones automáticamente. Su progreso es especialmente importante en el campo de la investigación del comportamiento humano, debido al papel fundamental que las emociones juegan en muchos procesos psicológicos como la percepción, la toma de decisiones, la creatividad, la memoria y la interacción social. Muchos estudios se han centrado en intentar obtener una metodología fiable para evocar y automáticamente identificar estados emocionales, usando medidas fisiológicas objetivas y métodos de aprendizaje automático. Sin embargo, la mayoría de los estudios previos utilizan imágenes, audios o vídeos para generar los estados emocionales y, hasta donde llega nuestro conocimiento, ninguno de ellos ha desarrollado un sistema de reconocimiento emocional usando RV inmersiva. Aunque algunos trabajos anteriores sí analizan las respuestas fisiológicas en RV inmersivas, estos no presentan modelos de aprendizaje automático para procesamiento y clasificación automática de bioseñales. Además, un concepto crucial cuando se usa la RV en investigación del comportamiento humano es la validez: la capacidad de evocar respuestas similares en un entorno virtual a las evocadas por el espacio físico. Aunque algunos estudios previos han usado dimensiones psicológicas y cognitivas para comparar respuestas entre entornos reales y virtuales, las investigaciones que analizan respuestas fisiológicas o comportamentales están mucho menos extendidas. Según nuestros conocimientos, este es el primer trabajo que compara entornos físicos con su réplica en RV, empleando respuestas fisiológicas y algoritmos de aprendizaje automático y analizando la capacidad de la RV de transferir y extrapolar las conclusiones obtenidas al entorno real que se está simulando. El objetivo principal de la tesis es validar el uso de la RV inmersiva como una herramienta de estimulación emocional usando respuestas psicofisiológicas y comportamentales en combinación con algoritmos de aprendizaje automático, así como realizar una comparación directa entre un entorno real y virtual. Para ello, se ha desarrollado un protocolo experimental que incluye entornos emocionales 360º, un museo real y una virtualización 3D altamente realista del mismo museo. La tesis presenta novedosas contribuciones del uso de la RV inmersiva en la investigación del comportamiento humano, en particular en lo relativo al estudio de las emociones. Esta ayudará a aplicar metodologías a estímulos más realistas para evaluar entornos y situaciones de la vida diaria, superando las actuales limitaciones de la estimulación emocional que clásicamente ha incluido imágenes, audios o vídeos. Además, en ella se analiza la validez de la RV realizando una comparación directa usando una simulación altamente realista. Creemos que la RV inmersiva va a revolucionar los métodos de estimulación emocional en entornos de laboratorio. Además, su sinergia junto a las medidas fisiológicas y las técnicas de aprendizaje automático, impactarán transversalmente en muchas áreas de investigación como la arquitectura, la salud, la evaluación psicológica, el entrenamiento, la educación, la conducción o el marketing, abriendo un nuevo horizonte de oportunidades para la comunidad científica. La presente tesis espera contribuir a caminar en esa senda.[EN] In recent years the scientific community has significantly increased its use of virtual reality (VR) technologies in human behaviour research. In particular, the use of immersive VR has grown due to the introduction of affordable, high performance head mounted displays (HMDs). Among the fields that has strongly emerged in the last decade is affective computing, which combines psychophysiology, computer science, biomedical engineering and artificial intelligence in the development of systems that can automatically recognize emotions. The progress of affective computing is especially important in human behaviour research due to the central role that emotions play in many background processes, such as perception, decision-making, creativity, memory and social interaction. Several studies have tried to develop a reliable methodology to evoke and automatically identify emotional states using objective physiological measures and machine learning methods. However, the majority of previous studies used images, audio or video to elicit emotional statements; to the best of our knowledge, no previous research has developed an emotion recognition system using immersive VR. Although some previous studies analysed physiological responses in immersive VR, they did not use machine learning techniques for biosignal processing and classification. Moreover, a crucial concept when using VR for human behaviour research is validity: the capacity to evoke a response from the user in a simulated environment similar to the response that might be evoked in a physical environment. Although some previous studies have used psychological and cognitive dimensions to compare responses in real and virtual environments, few have extended this research to analyse physiological or behavioural responses. Moreover, to our knowledge, this is the first study to compare VR scenarios with their real-world equivalents using physiological measures coupled with machine learning algorithms, and to analyse the ability of VR to transfer and extrapolate insights obtained from VR environments to real environments. The main objective of this thesis is, using psycho-physiological and behavioural responses in combination with machine learning methods, and by performing a direct comparison between a real and virtual environment, to validate immersive VR as an emotion elicitation tool. To do so we develop an experimental protocol involving emotional 360º environments, an art exhibition in a real museum, and a highly-realistic 3D virtualization of the same art exhibition. This thesis provides novel contributions to the use of immersive VR in human behaviour research, particularly in relation to emotions. VR can help in the application of methodologies designed to present more realistic stimuli in the assessment of daily-life environments and situations, thus overcoming the current limitations of affective elicitation, which classically uses images, audio and video. Moreover, it analyses the validity of VR by performing a direct comparison using highly-realistic simulation. We believe that immersive VR will revolutionize laboratory-based emotion elicitation methods. Moreover, its synergy with physiological measurement and machine learning techniques will impact transversely in many other research areas, such as architecture, health, assessment, training, education, driving and marketing, and thus open new opportunities for the scientific community. The present dissertation aims to contribute to this progress.[CA] L'ús de la realitat virtual (RV) s'ha incrementat notablement en la comunitat científica per a la recerca del comportament humà. En particular, la RV immersiva ha crescut a causa de la democratització de les ulleres de realitat virtual o head mounted displays (HMD), que ofereixen un alt rendiment amb una reduïda inversió econòmica. Un dels camps que ha emergit amb força en l'última dècada és el Affective Computing, que combina psicofisiologia, informàtica, enginyeria biomèdica i intel·ligència artificial, desenvolupant sistemes que puguen reconéixer emocions automàticament. El seu progrés és especialment important en el camp de la recerca del comportament humà, a causa del paper fonamental que les emocions juguen en molts processos psicològics com la percepció, la presa de decisions, la creativitat, la memòria i la interacció social. Molts estudis s'han centrat en intentar obtenir una metodologia fiable per a evocar i automàticament identificar estats emocionals, utilitzant mesures fisiològiques objectives i mètodes d'aprenentatge automàtic. No obstant això, la major part dels estudis previs utilitzen imatges, àudios o vídeos per a generar els estats emocionals i, fins on arriba el nostre coneixement, cap d'ells ha desenvolupat un sistema de reconeixement emocional mitjançant l'ús de la RV immersiva. Encara que alguns treballs anteriors sí que analitzen les respostes fisiològiques en RV immersives, aquests no presenten models d'aprenentatge automàtic per a processament i classificació automàtica de biosenyals. A més, un concepte crucial quan s'utilitza la RV en la recerca del comportament humà és la validesa: la capacitat d'evocar respostes similars en un entorn virtual a les evocades per l'espai físic. Encara que alguns estudis previs han utilitzat dimensions psicològiques i cognitives per a comparar respostes entre entorns reals i virtuals, les recerques que analitzen respostes fisiològiques o comportamentals estan molt menys esteses. Segons els nostres coneixements, aquest és el primer treball que compara entorns físics amb la seua rèplica en RV, emprant respostes fisiològiques i algorismes d'aprenentatge automàtic i analitzant la capacitat de la RV de transferir i extrapolar les conclusions obtingudes a l'entorn real que s'està simulant. L'objectiu principal de la tesi és validar l'ús de la RV immersiva com una eina d'estimulació emocional usant respostes psicofisiològiques i comportamentals en combinació amb algorismes d'aprenentatge automàtic, així com realitzar una comparació directa entre un entorn real i virtual. Per a això, s'ha desenvolupat un protocol experimental que inclou entorns emocionals 360º, un museu real i una virtualització 3D altament realista del mateix museu. La tesi presenta noves contribucions de l'ús de la RV immersiva en la recerca del comportament humà, en particular quant a l'estudi de les emocions. Aquesta ajudarà a aplicar metodologies a estímuls més realistes per a avaluar entorns i situacions de la vida diària, superant les actuals limitacions de l'estimulació emocional que clàssicament ha inclòs imatges, àudios o vídeos. A més, en ella s'analitza la validesa de la RV realitzant una comparació directa usant una simulació altament realista. Creiem que la RV immersiva revolucionarà els mètodes d'estimulació emocional en entorns de laboratori. A més, la seua sinergia al costat de les mesures fisiològiques i les tècniques d'aprenentatge automàtic, impactaran transversalment en moltes àrees de recerca com l'arquitectura, la salut, l'avaluació psicològica, l'entrenament, l'educació, la conducció o el màrqueting, obrint un nou horitzó d'oportunitats per a la comunitat científica. La present tesi espera contribuir a caminar en aquesta senda.Marín Morales, J. (2020). Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/148717TESISCompendi

    Recent Applications in Graph Theory

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    Graph theory, being a rigorously investigated field of combinatorial mathematics, is adopted by a wide variety of disciplines addressing a plethora of real-world applications. Advances in graph algorithms and software implementations have made graph theory accessible to a larger community of interest. Ever-increasing interest in machine learning and model deployments for network data demands a coherent selection of topics rewarding a fresh, up-to-date summary of the theory and fruitful applications to probe further. This volume is a small yet unique contribution to graph theory applications and modeling with graphs. The subjects discussed include information hiding using graphs, dynamic graph-based systems to model and control cyber-physical systems, graph reconstruction, average distance neighborhood graphs, and pure and mixed-integer linear programming formulations to cluster networks

    Brain-Computer Interface

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    Brain-computer interfacing (BCI) with the use of advanced artificial intelligence identification is a rapidly growing new technology that allows a silently commanding brain to manipulate devices ranging from smartphones to advanced articulated robotic arms when physical control is not possible. BCI can be viewed as a collaboration between the brain and a device via the direct passage of electrical signals from neurons to an external system. The book provides a comprehensive summary of conventional and novel methods for processing brain signals. The chapters cover a range of topics including noninvasive and invasive signal acquisition, signal processing methods, deep learning approaches, and implementation of BCI in experimental problems

    The interdependence of nature and nurture in the establishment and maintenance of mind: an eco-dynamic paradigm

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    This dissertation makes the case that the human mind is established and maintained by the interdependence or enmeshment of multiple complex, dynamic systems; biological, social, and technological. These are not merely peripheral but rather, jointly are constitutive of mind. I develop this thesis in what I call the “eco-dynamic paradigm,” which modifies and supplements enactivism. This dissertation has two main theses: first, mind is established and maintained by features that draw on the resources of the brain, body and the contextual environment in which one is embedded. The second thesis is that Dynamic Systems Theory is an important resource in modelling, explaining and analysing the complex, dynamic relationships within and between scales of brain, body and contextual environment. I use the language and concepts of Dynamic Systems Theory qualitatively to describe the dynamics of brain, body, environmental relationships. Methodologically, this dissertation is both interdisciplinary and cross-cultural. I refer to Indo-Tibetan Buddhism as an excellent example of a culture whose goal is to transform the mind to clarity by utilising a symbiotic package of meditation and visualisation practices, teachings, rituals and philosophies. These elements together provide an interconnected web which are used to support and assist the cognitive transformation of the practitioner. The conceptual and practical elements of Indo-Tibetan Buddhism, the relations between them and even the process of cognitive transformation can also be analysed by Dynamic Systems Theory. Death and dying provide a fulcrum in which the resources of the eco-dynamic paradigm are best utilised. Indo-Tibetan Buddhist practices, concepts and philosophy related to the nature of the mind come into contrast with those of Western medical science sharply in death and dying. The challenge posed to medical science is to study and explain what might appear to be anomalous cases of alleged cognition or mental activity without brain function in near death experience. A specific programme of research is suggested in which the nature of the mind is explored neurophenomenologically.

    Informatics for EEG biomarker discovery in clinical neuroscience

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    Neurological and developmental disorders (NDDs) impose an enormous burden of disease on children throughout the world. Two of the most common are autism spectrum disorder (ASD) and epilepsy. ASD has recently been estimated to affect 1 in 68 children, making it the most common neurodevelopmental disorder in children. Epilepsy is also a spectrum disorder that follows a developmental trajectory, with an estimated prevalence of 1%, nearly as common as autism. ASD and epilepsy co-occur in approximately 30% of individuals with a primary diagnosis of either disorder. Although considered to be different disorders, the relatively high comorbidity suggests the possibility of common neuropathological mechanisms. Early interventions for NDDs lead to better long-term outcomes. But early intervention is predicated on early detection. Behavioral measures have thus far proven ineffective in detecting autism before about 18 months of age, in part because the behavioral repertoire of infants is so limited. Similarly, no methods for detecting emerging epilepsy before seizures begin are currently known. Because atypical brain development is likely to precede overt behavioral manifestations by months or even years, a critical developmental window for early intervention may be opened by the discovery of brain based biomarkers. Analysis of brain activity with EEG may be under-utilized for clinical applications, especially for neurodevelopment. The hypothesis investigated in this dissertation is that new methods of nonlinear signal analysis, together with methods from biomedical informatics, can extract information from EEG data that enables detection of atypical neurodevelopment. This is tested using data collected at Boston Children’s Hospital. Several results are presented. First, infants with a family history of ASD were found to have EEG features that may enable autism to be detected as early as 9 months. Second, significant EEG-based differences were found between children with absence epilepsy, ASD and control groups using short 30-second EEG segments. Comparison of control groups using different EEG equipment supported the claim that EEG features could be computed that were independent of equipment and lab conditions. Finally, the potential for this technology to help meet the clinical need for neurodevelopmental screening and monitoring in low-income regions of the world is discussed

    Intelligent Biosignal Analysis Methods

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    This book describes recent efforts in improving intelligent systems for automatic biosignal analysis. It focuses on machine learning and deep learning methods used for classification of different organism states and disorders based on biomedical signals such as EEG, ECG, HRV, and others

    Brain Computer Interfaces and Emotional Involvement: Theory, Research, and Applications

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    This reprint is dedicated to the study of brain activity related to emotional and attentional involvement as measured by Brain–computer interface (BCI) systems designed for different purposes. A BCI system can translate brain signals (e.g., electric or hemodynamic brain activity indicators) into a command to execute an action in the BCI application (e.g., a wheelchair, the cursor on the screen, a spelling device or a game). These tools have the advantage of having real-time access to the ongoing brain activity of the individual, which can provide insight into the user’s emotional and attentional states by training a classification algorithm to recognize mental states. The success of BCI systems in contemporary neuroscientific research relies on the fact that they allow one to “think outside the lab”. The integration of technological solutions, artificial intelligence and cognitive science allowed and will allow researchers to envision more and more applications for the future. The clinical and everyday uses are described with the aim to invite readers to open their minds to imagine potential further developments
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