7,199 research outputs found
Games and Brain-Computer Interfaces: The State of the Art
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
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
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
Playing with your mind
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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