79 research outputs found

    Brain computer interfaces: an engineering view. Design, implementation and test of a SSVEP-based BCI.

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    This thesis presents the realization of a compact, yet flexible BCI platform, which, when compared to most commercially-available solution, can offer an optimal trade-off between the following requirements: (i) minimal, easy experimental setup; (ii) flexibility, allowing simultaneous studies on other bio-potentials; (iii) cost effectiveness (e.g. < 1000 €); (iv) robust design, suitable for operation outside lab environments. The thesis encompasses all the project phases, from hardware design and realization, up to software and signal processing. The work started from the development of the hardware acquisition unit. It resulted in a compact, battery-operated module, whose medium-to-large scale production costs are in the range of 300 €. The module features 16 input channels and can be used to acquire different bio-potentials, including EEG, EMG, ECG. Module performance is very good (RTI noise < 1.3 uVpp), and was favourably compared against a commercial device (g.tec USBamp). The device was integrated into an ad-hoc developed Matlab-based platform, which handles the hardware control, as well as the data streaming, logging and processing. Via a specifically developed plug-in, incoming data can also be streamed to a TOBI-interface compatible system. As a demonstrator, the BCI was developed for AAL (Ambient Assisted Living) system-control purposes, having in mind the following requirements: (i) online, self-paced BCI operation (i.e., the BCI monitors the EEG in real-time and must discern between intentional control periods, and non-intentional, rest ones, interpreting the user’s intent only in the first case); (ii) calibration-free approach (“ready-to-use”, “Plug&Play”); (iii) subject-independence (general approach). The choice of the BCI operating paradigm fell on Steady State visual Evoked Potential (SSVEP). Two offline SSVEP classification algorithms were proposed and compared against reference literature, highlighting good performance, especially in terms of lower computational complexity. A method for improving classification accuracy was presented, suitable for use in online, self-paced scenarios (since it can be used to discriminate between intentional control periods and non-intentional ones). Results show a very good performance, in particular in terms of false positives immunity (0.26 min^-1), significantly improving over the state of the art. The whole BCI setup was tested both in lab condition, as well as in relatively harsher ones (in terms of environmental noise and non-idealities), such as in the context of the Handimatica 2014 exhibition. In both cases, a demonstrator allowing control of home appliances through BCI was developed

    Development and applications of a smartphone-based mobile electroencephalography (EEG) system

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    Electroencephalography (EEG) is a clinical and research technique used to non-invasively acquire brain activity. EEG is performed using static systems in specialist laboratories where participant mobility is constrained. It is desirable to have EEG systems which enable acquisition of brain activity outside such settings. Mobile systems seek to reduce the constraining factors of EEG device and participant mobility to enable recordings in various environments but have had limited success due to various factors including low system specification. The main aim of this thesis was to design, build, test and validate a novel smartphone-based mobile EEG system.A literature review found that the term ‘mobile EEG’ has an ambiguous meaning as researchers have used it to describe many differing degrees of participant and device mobility. A novel categorisation of mobile EEG (CoME) scheme was derived from thirty published EEG studies which defined scores for participant and device mobilities, and system specifications. The CoME scheme was subsequently applied to generate a specification for the proposed mobile EEG system which had 24 channels, sampled at 24 bit at a rate of 250 Hz. Unique aspects of the EEG system were the introduction of a smartphone into the specification, along with the use of Wi-Fi for communications. The smartphone’s processing power was used to remotely control the EEG device so as to enable EEG data capture and storage as well as electrode impedance checking via the app. This was achieved by using the Unity game engine to code an app which provided the flexibility for future development possibilities with its multi-platform support.The prototype smartphone-based waist-mounted mobile EEG system (termed ‘io:bio’) was validated against a commercial FDA clinically approved mobile system (Micromed). The power spectral frequency, amplitude and area of alpha frequency waves were determined in participants with their eyes closed in various postures: lying, sitting, standing and standing with arms raised. Since a correlation analysis to compare two systems has interpretability problems, Bland and Altman plots were utilised with a priori justified limits of agreement to statistically assess the agreement between the two EEG systems. Overall, the results found similar agreements between the io:bio and Micromed systems indicating that the systems could be used interchangeably. Utilising the io:bio and Micromed systems in a walking configuration, led to contamination of EEG channels with artifacts thought to arise from movement and muscle-related sources, and electrode displacement.To enable an event related potential (ERP) capability of the EEG system, additional coding of the smartphone app was undertaken to provide stimulus delivery and associated data marking. Using the waist-mounted io:bio system, an auditory oddball paradigm was also coded into the app, and delivery of auditory tones (standard and deviant) to the participant (sitting posture) achieved via headphones connected to the smartphone. N100, N200 and P300 ERP components were recorded in participants sitting, and larger amplitudes were found for the deviant tones compared to the standard ones. In addition, when the paradigm was tested in individual participants during walking, movement-related artifacts impacted negatively upon the quality of the ERP components, although components were discernible in the grand mean ERP.The io:bio system was redesigned into a head-mounted configuration in an attempt to reduce EEG artifacts during participant walking. The initial approach taken to redesign the system involved using electronic components populated onto a flexible PCB proved to be non-robust. Instead, the rigid PCB form of the circuitry was taken from the io:bio waist-mounted system and placed onto the rear head section of the electrode cap via a bespoke cradle. Using this head-mounted system, in a preliminary auditory oddball paradigm study, ERP responses were obtained in participants whilst walking. Initial results indicate that artifacts are reduced in this head-mounted configuration, and N100, N200 and P300 components are clearly identifiable in some channels

    Development And Evaluation Of Serious Games As Assistive Technology Through Affordable Access Multi-devices

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    O objetivo de um processo de reabilitação é restaurar uma pessoa para um estado de ótimo funcionamento. Uma ampla variedade de processos de reabilitação consiste em exercícios de repetição de tarefas. Assim, Jogos Sérios podem ser utilizados como tecnologia para ajudar neste processo, motivando os pacientes a executar os exercícios durante as sessões de reabilitação, usando uma variedade de artefatos, como por exemplo, metas ou pontos a serem alcançados durante as sessões. Contudo, os jogos utilizados nesses processos podem ser jogos comerciais, projetados com função principal o entretenimento, ou jogos criados especificamente para reabilitação. Esses últimos têm algumas vantagens sobre os primeiros, pois são projetados especificamente para esse propósito, envolvendo conhecimento específico na área de reabilitação no desenvolvimento dos jogos. Entretanto, existe uma discussão sobre a eficácia clínica e a aceitação por parte de usuários e profissionais de saúde envolvidos nessa nova abordagem, e como integrá-la dentro da reabilitação convencional. De acordo com o Relatório Mundial sobre Deficiência produzido pela Organização Mundial de Saúde, pessoas com deficiência e suas famílias são mais propensas a sofrer desvantagens econômicas, educacionais e sociais do que as pessoas sem deficiência, o que também é realidade para a maioria da população brasileira. Assim, é importante que as novas abordagens desenvolvidas sejam acessíveis para todos, independentemente do seu nível social. O uso de dispositivos de baixo custo no desenvolvimento e produção de tal tecnologia reduz seu custo final, tornando-a mais acessível. Assim, este trabalho aborda o tema Jogos Serios aliados a dispositivos de baixo custo para melhorar sua acessibilidade, além de sua avaliação por parte de usuários, paciente e profissionais de saúde envolvidos em reabilitação. Para tal, jogos sérios foram criados em duas modalidades: uma delas voltada para ser usado por profissionais de saúde diretamente e pacientes que estão passando por reabilitação, e uma outra voltada para pesquisas em laboratório, ambas envolvendo o uso de dispositivos de baixo custo, sendo que todos são avaliados por questionários específicos para esse propósito

    Personality Identification from Social Media Using Deep Learning: A Review

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    Social media helps in sharing of ideas and information among people scattered around the world and thus helps in creating communities, groups, and virtual networks. Identification of personality is significant in many types of applications such as in detecting the mental state or character of a person, predicting job satisfaction, professional and personal relationship success, in recommendation systems. Personality is also an important factor to determine individual variation in thoughts, feelings, and conduct systems. According to the survey of Global social media research in 2018, approximately 3.196 billion social media users are in worldwide. The numbers are estimated to grow rapidly further with the use of mobile smart devices and advancement in technology. Support vector machine (SVM), Naive Bayes (NB), Multilayer perceptron neural network, and convolutional neural network (CNN) are some of the machine learning techniques used for personality identification in the literature review. This paper presents various studies conducted in identifying the personality of social media users with the help of machine learning approaches and the recent studies that targeted to predict the personality of online social media (OSM) users are reviewed

    Interpretable Convolutional Neural Networks for Decoding and Analyzing Neural Time Series Data

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    Machine learning is widely adopted to decode multi-variate neural time series, including electroencephalographic (EEG) and single-cell recordings. Recent solutions based on deep learning (DL) outperformed traditional decoders by automatically extracting relevant discriminative features from raw or minimally pre-processed signals. Convolutional Neural Networks (CNNs) have been successfully applied to EEG and are the most common DL-based EEG decoders in the state-of-the-art (SOA). However, the current research is affected by some limitations. SOA CNNs for EEG decoding usually exploit deep and heavy structures with the risk of overfitting small datasets, and architectures are often defined empirically. Furthermore, CNNs are mainly validated by designing within-subject decoders. Crucially, the automatically learned features mainly remain unexplored; conversely, interpreting these features may be of great value to use decoders also as analysis tools, highlighting neural signatures underlying the different decoded brain or behavioral states in a data-driven way. Lastly, SOA DL-based algorithms used to decode single-cell recordings rely on more complex, slower to train and less interpretable networks than CNNs, and the use of CNNs with these signals has not been investigated. This PhD research addresses the previous limitations, with reference to P300 and motor decoding from EEG, and motor decoding from single-neuron activity. CNNs were designed light, compact, and interpretable. Moreover, multiple training strategies were adopted, including transfer learning, which could reduce training times promoting the application of CNNs in practice. Furthermore, CNN-based EEG analyses were proposed to study neural features in the spatial, temporal and frequency domains, and proved to better highlight and enhance relevant neural features related to P300 and motor states than canonical EEG analyses. Remarkably, these analyses could be used, in perspective, to design novel EEG biomarkers for neurological or neurodevelopmental disorders. Lastly, CNNs were developed to decode single-neuron activity, providing a better compromise between performance and model complexity

    Mobile Phones as Cognitive Systems

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