19 research outputs found

    Wearable Brain-Computer Interface Instrumentation for Robot-Based Rehabilitation by Augmented Reality

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    An instrument for remote control of the robot by wearable brain-computer interface (BCI) is proposed for rehabilitating children with attention-deficit/hyperactivity disorder (ADHD). Augmented reality (AR) glasses generate flickering stimuli, and a single-channel electroencephalographic BCI detects the elicited steady-state visual evoked potentials (SSVEPs). This allows benefiting from the SSVEP robustness by leaving available the view of robot movements. Together with the lack of training, a single channel maximizes the device's wearability, fundamental for the acceptance by ADHD children. Effectively controlling the movements of a robot through a new channel enhances rehabilitation engagement and effectiveness. A case study at an accredited rehabilitation center on ten healthy adult subjects highlighted an average accuracy higher than 83%, with information transfer rate (ITR) up to 39 b/min. Preliminary further tests on four ADHD patients between six- and eight-years old provided highly positive feedback on device acceptance and attentional performance

    Neurogaming With Motion-Onset Visual Evoked Potentials (mVEPs): Adults Versus Teenagers

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    Data S1: Data

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    We present the evaluation of two well-known, low-cost consumer-grade EEG devices: the Emotiv EPOC and the Neurosky MindWave. Problems with using the consumer-grade EEG devices (BCI illiteracy, poor technical characteristics, and adverse EEG artefacts) are discussed. The experimental evaluation of the devices, performed with 10 subjects asked to perform concentration/relaxation and blinking recognition tasks, is given. The results of statistical analysis show that both devices exhibit high variability and non-normality of attention and meditation data, which makes each of them difficult to use as an input to control tasks. BCI illiteracy may be a significant problem, as well as setting up of the proper environment of the experiment. The results of blinking recognition show that using the Neurosky device means recognition accuracy is less than 50%, while the Emotiv device has achieved a recognition accuracy of more than 75%; for tasks that require concentration and relaxation of subjects, the Emotiv EPOC device has performed better (as measured by the recognition accuracy) by ∼9%. Therefore, the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device

    Exploring Effects of Background Music in A Serious Game on Attention by Means of EEG Signals in Children

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    Music and Serious Games are separately useful alternative therapy methods for helping people with a cognitive disorder, including Attention Deficit Hyperactivity Disorder (ADHD). The goal of this thesis is to explore the effect of background music on children with and without ADHD. In this study, a simple Tetris game is designed with Beethoven, Mozart music, and no-music. There are different brainwave techniques for recording; among others, the electroencephalography (EEG) allows for the most efficient use of BCI. We recorded the EEG brain signals of the regular and ADHD subjects who played the Tetris we designed according to our protocol that consists of three trials with three different background music. Attention related Alpha and Beta waves of EEG signals analyzed based on time and time-frequency domain features. The changes in the data over the 1-minute Tetris game sections are investigated with the Short-time Fourier Transform (STFT) method. The results showed that music has a considerable impact on attention of children. When it comes to music types, in general, Mozart music increases Beta waves while decreasing the Alpha band waves for subjects without ADHD. On the other hand, Beethoven music increased both Alpha and Beta band values for children with ADHD
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