7,199 research outputs found

    Games and Brain-Computer Interfaces: The State of the Art

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    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control

    Collaborative Control for a Robotic Wheelchair: Evaluation of Performance, Attention, and Workload

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    Powered wheelchair users often struggle to drive safely and effectively and in more critical cases can only get around when accompanied by an assistant. To address these issues, we propose a collaborative control mechanism that assists the user as and when they require help. The system uses a multiple–hypotheses method to predict the driver’s intentions and if necessary, adjusts the control signals to achieve the desired goal safely. The main emphasis of this paper is on a comprehensive evaluation, where we not only look at the system performance, but, perhaps more importantly, we characterise the user performance, in an experiment that combines eye–tracking with a secondary task. Without assistance, participants experienced multiple collisions whilst driving around the predefined route. Conversely, when they were assisted by the collaborative controller, not only did they drive more safely, but they were able to pay less attention to their driving, resulting in a reduced cognitive workload. We discuss the importance of these results and their implications for other applications of shared control, such as brain–machine interfaces, where it could be used to compensate for both the low frequency and the low resolution of the user input

    Dynamic Vision Sensor integration on FPGA-based CNN accelerators for high-speed visual classification

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    Deep-learning is a cutting edge theory that is being applied to many fields. For vision applications the Convolutional Neural Networks (CNN) are demanding significant accuracy for classification tasks. Numerous hardware accelerators have populated during the last years to improve CPU or GPU based solutions. This technology is commonly prototyped and tested over FPGAs before being considered for ASIC fabrication for mass production. The use of commercial typical cameras (30fps) limits the capabilities of these systems for high speed applications. The use of dynamic vision sensors (DVS) that emulate the behavior of a biological retina is taking an incremental importance to improve this applications due to its nature, where the information is represented by a continuous stream of spikes and the frames to be processed by the CNN are constructed collecting a fixed number of these spikes (called events). The faster an object is, the more events are produced by DVS, so the higher is the equivalent frame rate. Therefore, these DVS utilization allows to compute a frame at the maximum speed a CNN accelerator can offer. In this paper we present a VHDL/HLS description of a pipelined design for FPGA able to collect events from an Address-Event-Representation (AER) DVS retina to obtain a normalized histogram to be used by a particular CNN accelerator, called NullHop. VHDL is used to describe the circuit, and HLS for computation blocks, which are used to perform the normalization of a frame needed for the CNN. Results outperform previous implementations of frames collection and normalization using ARM processors running at 800MHz on a Zynq7100 in both latency and power consumption. A measured 67% speedup factor is presented for a Roshambo CNN real-time experiment running at 160fps peak rate.Comment: 7 page

    On-Body Wireless Inertial Sensing Foot Control Applications

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    Playing with your mind

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    A Brain-Computer Interface (BCI) is a communication system between the brainand a machine like a computer. Some BCI systems have been used to help people withdisabilities and sometimes, with entertainment purposes. In this paper, a BCI-game system is developed. It allows controlling the altitude of a ball inside of a glass pipe according to mental concentration level, which is measured on EEG signals of the user. The system is automatically adjusted to each user, hence, it is not needed any calibration step. Ten subjects participated in the experiments. They achieved effective control of the ball in a few minutes, demonstratingthe feasibility of the BCI-game system.Fil: Rodriguez, Mauro. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; ArgentinaFil: Gimenez, Ramiro. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; ArgentinaFil: Diez, Pablo Federico. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Avila Perona, Enrique Mario. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Laciar Leber, Eric. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Orosco, Lorena Liliana. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Garces, Agustina. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentin
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