4 research outputs found

    A Hardware/Software Platform to Acquire Bioelectrical Signals. A Case Study: Characterizing Computer Access through Attention

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    This paper describes a hardware/software platform to acquire human body signals. In the field of physiological computing it is desirable to have a system that allows the synchronized acquisition of signals coming from different sources. Here is described how to unify the whole process of acquiring signals from both customized hardware and low cost commercial devices such as Neurosky’s mindwave. A case study using this platform is also shown: studying the feasibility of using sustained attention to access a computer. In order to do that brain activity was measured using Neurosky’s mindwave. The participants in this study were asked to keep their attention high/low for as long as possible during several trials. Experimentation was performed by 7 normally developed subjects and 3 people with cerebral palsy (CP). Our preliminary work shows that 60% of participants might be potential users of this technology. Eventually, modulating the attention to access a communication board needs a scanning period greater than 5.76s

    Controlling a Mouse Pointer with a Single-Channel EEG Sensor

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    Goals: The purpose of this study was to analyze the feasibility of using the information obtained from a one-channel electro-encephalography (EEG) signal to control a mouse pointer. We used a low-cost headset, with one dry sensor placed at the FP1 position, to steer a mouse pointer and make selections through a combination of the user’s attention level with the detection of voluntary blinks. There are two types of cursor movements: spinning and linear displacement. A sequence of blinks allows for switching between these movement types, while the attention level modulates the cursor’s speed. The influence of the attention level on performance was studied. Additionally, Fitts’ model and the evolution of the emotional states of participants, among other trajectory indicators, were analyzed. (2) Methods: Twenty participants distributed into two groups (Attention and No-Attention) performed three runs, on different days, in which 40 targets had to be reached and selected. Target positions and distances from the cursor’s initial position were chosen, providing eight different indices of difficulty (IDs). A self-assessment manikin (SAM) test and a final survey provided information about the system’s usability and the emotions of participants during the experiment. (3) Results: The performance was similar to some brain–computer interface (BCI) solutions found in the literature, with an averaged information transfer rate (ITR) of 7 bits/min. Concerning the cursor navigation, some trajectory indicators showed our proposed approach to be as good as common pointing devices, such as joysticks, trackballs, and so on. Only one of the 20 participants reported difficulty in managing the cursor and, according to the tests, most of them assessed the experience positively. Movement times and hit rates were significantly better for participants belonging to the attention group. (4) Conclusions: The proposed approach is a feasible low-cost solution to manage a mouse pointe

    Limberg flap: a review

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    Alexander Alexandrovich Limberg, Surgeon and Dentist, greatly contributed to the modern practice of plastic surgery. He defined the rhomboid flap (Limberg flap). The simplicity and effectiveness of the Limberg flap make it versatile, allowing adequate aesthetics with few complications. The split is made up of two equilateral triangles with angles of 60° and 120°, respectively. An adequate knowledge of the mechanisms of rotation and sliding of skin tissues is essential to indicate the use of this type of flap and to perform it. The skin can be moved from adjacent sites and must be mobile enough to close the defect with minimal tension. The Limberg flap is a flap that takes advantage of the laxity of the skin adjacent to the defect to allow the transposition of tissue with similar characteristics to the excised tissue

    Controlling Robot Motion by Blinking Eyes: an Experience on Users Training

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    This article aims to describe a system designed to control the movement of mobile robots by blinking eyes. It is based on the use of a Brain Computer Interface and a particular control architecture. The paper addresses the key aspects that allow simplifying usersrobot interaction and proposes a control strategy that facilitates a fast learning of robot handling. In this sense, the main advantage of the approach is the short period of time required for users’ training. The article details a methodology aimed to evaluate this feature, presents experimental results that confirm this fact and also discusses about the influence of interacting with a real or a simulated robot. Particularly, it analyses if a previous training with the virtual robot helps to improve the interaction with the real robot or vice versa
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