49 research outputs found

    Brain-Computer Interfaces

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    Die vorliegende Dissertation beschreibt Ergebnisse der Arbeit, durchgeführt am Fraunhofer Institut für Rechnerarchitektur und Softwaretechnik (FIRST), insbesondere bei der Forschungsgruppe für Intelligente Datenanalyse (IDA), im Rahmen des Projektes "Brain-Computer Interface" (BCI). Das angestrebte Ziel des aktuell laufenden Projektes ist es, ein Hardware- und Software-System zu entwerfen und zu entwickeln, das in der Lage ist elektroencephalographische (EEG)Signale(gewonnen auf eine nicht-invasive Art, mit Hilfe der Oberflächenelektroden, die über dem Kopf des Benutzers angebracht sind), in Echtzeit in spezielle Kommandos umzuwandeln, so dass für den Probanden eine verlässliche Steuerung einer Computeranwendung, bzw. eines Gerätes ermöglicht wird. Die Steuerung einer Computeranwendung soll im Rahmen dieser Arbeit in Form von einfachen Computerspielen (Ping-Pong, Pacman, Tetris) repräsentiert werden, im Weiteren bezeichnet als "Brain-Gaming". Hierzu sind fundierte Überlegungen zum Entwurf und Realisierung einer Kommunikationsschnittstelle und des zugehörigen Protokolls angestellt worden. Ein weiterer wichtiger Bestandteil jeder Steuerung ist deren Strategie und der Befehlssatz der Anwendung. So wurden mehrere Strategien entwickelt, implementiert und in verschiedenen Szenarien experimentell erprobt. Die Flexibilität der Steuerungsschnittstelle stellte sich als einer der wichtigsten Aspekte beim Entwurf und der Entwicklung von Rückkopplungsanwendungen. Bei der Steuerung eines Gerätes kann es sich um das Lenken und Bewegen eines Rollstuhls, z.B. für querschnittsgelehmte Patienten, oder um das Bewegen einer Arm-, bzw. Beinprothese für Patienten mit amputierten Extremitäten handeln. Dies wurde vorerst als Simulation einer Extremität (Arm) auf dem Computer-Bildschirm realisiert, so dass es in zukünftigen Experimenten an bedürftigen Patienten getestet werden kann. Im Gegensatz zu Brain-Gaming Experimenten, bei denen der Spieler mit einem zusätzlichen Kommunikationskanal (der unabhängig von anderen normalen Kanälen des menschlichen neuromuskulären Systems ist) ausgestattet wird, stellen die Experimente an Patienten keine Anforderung an die ultra-schnelle Erkennung der Bewegungsabsicht; So kann das Steuersignal zur Ausführung einer simulierten Bewegung auch nach dem Auslösen der eigentlichen Phantombewegung, sogar nach deren Ausführung, erkannt werden. In Experimenten mit Feedback-Szenarien, die kompetitiven Spielen ähneln, können verschiedene Aspekte der ultraschnellen Erkennung einer Bewegungsintension mit Hilfe von Reaktionstests untersucht werden. Dieses eröffnet neue Perspektiven bei der Ausführung von Präventivmaßnahmen in zeitkritischen Anwendungen. Diese Dissertation, sowie die Entwicklung und Implementierung des Prototyps basiert auf fundierten Erkenntnissen der Neurophysiologie; Ein ausgewähltes Kapitel dieser Dissertation verschafft deshalb tieferen Einblick in die menschliche Neurophysiologie. Ferner, beschreibt ein gesondertes Kapitel dieser Dissertation die Entwicklung und Implementierung eines online Prototyps " des BBCI-Systems (Berliner Brain-Computer Interface) " in dessen Einzelkomponenten und der Gesamtheit aus dem Sichtpunkt der Softwaretechnik. Im Rahmen der Arbeit wurden mehrere Rückkopplungsmodule (Bio-Feedback), sowohl spielerischen Charakters, als auch zu Rehabilitationszwecken entwickelt, die hier im Detail vorgestellt werden. Mit besonderer Aufmerksamkeit wurde der Einfluss des online Bio-Feedbacks auf den Probanden untersucht.This dissertation aims to describe work carried out at the Fraunhofer Institute for Computer Architecture and Software Technology (FhG-FIRST), in particular at the research group for Intelligent Data Analysis (IDA), within the project "Brain-Computer Interface" (BCI). The goal of that project is to design and develop a hardware and software system that is capable of transforming, in real-time, electroencephalographic (EEG) signals (signals retrieved in a non-invasive way from surface electrodes placed over the user's head) into specific commands such that the user gains reliable control over a computer application or a device. In this dissertation, control over a computer application will be represented with "Brain-Gaming", i.e. simple computer games like Ping-Pong, Pacman or Tetris. To this end, substantial considerations were made on the design and realization of a communication interface and its corresponding protocol. A further important component of every control operation is its strategy and the control alphabet, i.e. the command set. For this purpose, several control strategies were developed, implemented and proved experimentally in different scenarios. The most important aspect of the design and development of these interfaces turned out to be their flexibility. Control over a device could include the steering and moving of a wheel-chair for paralyzed patients or the gaining of control over an arm or foot prosthesis for patients with amputated limbs. The latter was realized here as a computer-based simulation of a virtual limb (e.g. arm), such that it can be tested in future experiments on patients with amputated limbs. In contrast to the "Brain-Gaming" experiments, where the player was equipped with an additional communication channel (one that exists independently of normal communication channels of the human neuromuscular system), the experiments with patients did not require an ultra-fast recognition of the intended movement; i.e. the command signal for a simulated movement can be recognized after the phantom movement is initialized and performed. In experiments with feedback scenarios, which can be resembled as competitive games, several aspects of ultra-fast movement detection could be investigated with reaction tests. This opens new perspectives for the execution of preventive actions in time-critical applications. This dissertation, and the development and implementation of the prototype, is based on well-founded insights into human neurophysiology; one chapter will deal exclusively with these insights. Moreover, a special chapter of this dissertation will also describe the development and implementation of an online prototype of the BBCI system (Berlin Brain-Computer Interface) from the software engineering viewpoint. A number of bio-feedback modules, for gaming and for rehabilitation purposes, were developed within this work and will be presented in detail. Special attention was paid to the influence of the online bio-feedback on the user's behavior

    Luz e cores: relato de atividade educacional usando uma abordagem dialógica problematizadora

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    Anais do II Seminário Seminário Estadual PIBID do Paraná: tecendo saberes / organizado por Dulcyene Maria Ribeiro e Catarina Costa Fernandes — Foz do Iguaçu: Unioeste; Unila, 2014O Programa Institucional de Bolsa de Iniciação à Docência (PIBID) oportuniza aos bolsistas uma aproximação do espaço escolar, permitindo que estes futuros professores estejam mais bem preparados para a tarefa docente. Dentro do ensino de física, a utilização de práticas experimentais ou demonstrativas pode ser uma forma muito eficaz de substituir o uso do Método Bancário, uma vez que os alunos têm a oportunidade de observar e chegar às suas conclusões, e não apenas aceitar aquilo que o professor diz. Infelizmente, a realidade do ensino público muitas vezes impede essas práticas, devido à falta de laboratórios e/ou aparatos experimentais. Nesse trabalho é apresentada uma atividade educacional abordando o tema luz e cores, executada como ação do PIBID, que utiliza um experimento simples e de baixo custo

    Perspectivas do mundo no capitalismo contemporâneo: o tecno-empreendedorismo nas empresas unicornas argentinas

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    La racionalidad neoliberal ha consolidado la figura del sujeto emprendedor como parte de un sentido común. Sobre todo, toma una gran relevancia dentro del sector ligado a empresas de uso intensivo de tecnología. En este sentido, tomamos los aportes de Antonio Gramsci, para problematizar esta construcción o concepción de mundo alrededor de la figura del sujeto emprendedor, el cual se fortalece en el capitalismo contemporáneo. Las empresas denominadas como “unicornios” juegan un papel central en la construcción y consolidación de lo que denominaremos como tecno-emprendedorismo. Este trabajo es parte de una investigación en curso y se centra en el análisis de las prácticas, narrativas y significantes que amalgaman a la acción emprendedora con la innovación tecnológica. Para esto, tomaremos el caso de la empresa multinacional argentina, Globant, la cual produce y vende servicios informáticos a clientes. Nuestra estrategia metodológica se fortalece desde un enfoque cualitativo, a partir de un proceso sistemático de compilación de distintas intervenciones de los CEOs de la empresa, tanto en medios audiovisuales, medios gráficos, conferencias en eventos públicos, como articulaciones de dichos tecno-emprendedores entre sí y con funcionarios gubernamentales.Neoliberal rationality has consolidated the figure of the entrepreneurial subject as part of common sense. Above all, it is highly relevant within the sector linked to technology-intensive companies. In this sense, we take the contributions of Antonio Gramsci, to problematize this construction or conception of the world around the figure of the entrepreneurial subject, which is empowered in contemporary capitalism. The companies known as "unicorns" play a central role in the construction and consolidation of what we will call techno-entrepreneurship. This work is part of an ongoing investigation and focuses on the analysis of practices, narratives and signifiers that amalgamate entrepreneurial action with technological innovation. For this, we will study the case of the Argentine multinational company, Globant, which produces and sells computer services to clients. Our methodological strategy is based on qualitative approximation, from a systematic process of compiling different interventions of the company's CEOs, both in audiovisual media, graphic media, conferences at public events, as well as articulations of said techno-entrepreneurs with each other and with government officials.A racionalidade neoliberal consolidou a figura do sujeito empreendedor como parte do senso comum. Acima de tudo, é altamente relevante dentro do setor ligado às empresas intensivas em tecnologia. Nesse sentido, tomamos as contribuições de Antonio Gramsci, para problematizar essa construção ou concepção de mundo em torno da figura do sujeito empreendedor, que se fortalece no capitalismo contemporâneo. As empresas conhecidas como “unicórnios” desempenham um papel central na construção e consolidação do que chamaremos de tecnoempreendedorismo. Este trabalho faz parte de uma investigação em andamento e tem como foco a análise de práticas, narrativas e significantes que amalgamam a ação empreendedora com a inovação tecnológica. Para isso, tomaremos o caso da multinacional argentina Globant, que produz e vende serviços de informática para clientes. A nossa estratégia metodológica é reforçada a partir de uma abordagem qualitativa, a partir de um processo sistemático de compilação de diferentes intervenções dos CEOs da empresa, quer nos meios audiovisuais, nos meios gráficos, nas conferências em eventos públicos, bem como nas articulações dos referidos tecnoempresários entre si e com funcionários do governo.Facultad de Trabajo Socia

    Work Ludification and Algorithmic Discipline: Practices, senses, and representations of the workers in the development of videogames

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    Hoy, cualquier persona cuenta con una asistencia hiperindividualizada que asegura y optimiza nuestros actos, acciones y entretenimientos. Este giro digital-cognitivo nos abre nuevas relaciones con el uso de las tecnologías, un profundo entrelazamiento entre anatomías biológicas y objetos técnicos y sobre todo la reconfiguración de las relaciones humanas. Sin lugar a duda, también encontramos profundos cambios en las formas de concebir y organizar el trabajo. En el presente artículo, nos interesa adentrarnos en el mundo del trabajo de una empresa de software, para analizar las significaciones acerca del trabajo que los sujetos trabajadores y trabajadoras construyen en esta industria. En tal sentido, hablamos de disciplina algorítmica para adentrarnos en los procesos de construcción de hegemonía que modulan hábitos, actitudes, costumbres y representaciones. En particular, nos interesa problematizar la relación entre el ethos del trabajo y el ethos lúdico. La empresa analizada es Globant, y nos focalizaremos en los trabajadores y trabajadoras del área de desarrollo de videojuegos.Today anyone has hyper-individualized assistance ensuring and optimizing our actions and entertainment. This digital-cognitive turn opens up new relationships with the use of technologies, a deep entanglement between biological anatomies and technical objects and, above all, the reconfiguration of human relationships. Without a doubt, we also find profound changes in the ways of conceiving and organizing work. In this article, we are interested in entering the world of work of a software company, to analyze the meanings about work that workers build in this industry. In this sense, we talk about algorithmic discipline to get into the processes of hegemony construction that modulate habits, attitudes, customs, and representations. In particular, we are interested in problematizing the relationship between the work ethos and the playful ethos. The company analyzed is Globant, and we will focus on the workers of the videogame development area.Fil: Krepki, Daniela Denise. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Saavedra 15. Centro de Estudios e Investigaciones Laborales; ArgentinaFil: Palermo Haber, Hernán Manuel. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Saavedra 15. Centro de Estudios e Investigaciones Laborales; Argentin

    Marcha de absorção, taxa de acúmulo e exportação de micronutrientes e alumínio pelo tabaco (Nicotiana tabacum L.)

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    Despite the historical and consolidated cultivation of tobacco in Brazil, knowledge of the demand and nutritional partition during the cycle can contribute significantly to the proper management of the crop. The objective of this study was to determine mass accumulation, absorption rates and partitioning of iron (Fe), manganese (Mn), boron (B), zinc (Zn), copper (Cu) and aluminum (Al) in tobacco (Nicotiana tabacum L.), using a widely cultivated variety in southern Brazil. This study was conducted on a tobacco property located in the municipality of Irati, PR, with a randomized block design with three replicates. The treatments consisted of ten plant collection periods at intervals of 15 days. Dry matter mass, content and daily accumulation rates of micronutrients and Al in the stem and leaves of the plant were evaluated. It was verified that the maximum accumulation of dry matter mass was close to 68 days after transplanting (DAT), and the peak of accumulation for most micronutrients occurred from 105 DAT. The order of micronutrient accumulation for tobacco was Fe>Mn>B>Zn>Cu, with maximum values obtained at 105, 135,135, 135 and 110 DAT, respectively, where more than 60% of the absorbed micronutrients were deposited on the leaves. The accumulation of Al was 36 kg ha-1, with 98.2% deposited on sheets.O conhecimento da demanda e partição nutricional durante o ciclo pode contribuir significativamente para o manejo adequado da cultura. O presente trabalho objetivou determinar o acúmulo de massa, taxas de absorção e particionamento dos micronutrientes ferro (Fe), manganês (Mn), boro (B), zinco (Zn) e cobre (Cu), além do alumínio (Al), no tabaco (Nicotiana tabacum L.), utilizando uma variedade amplamente cultivada no sul do Brasil. O trabalho foi conduzido em propriedade particular produtora de tabaco localizada no município de Irati, PR, com delineamento experimental em blocos ao acaso com três repetições. Os tratamentos se constituíram de dez épocas de coleta de plantas, em intervalos de 15 dias. Foram avaliados a massa de matéria seca, conteúdo e taxas de acúmulo diárias dos micronutrientes e Al no caule e folhas da planta. Verificou-se que o máximo acúmulo de matéria seca foi próximo aos 68 dias, após o transplantio (DAT), e o pico de acúmulo para a maioria dos micronutrientes ocorreu a partir dos 105 DAT. A ordem de acúmulo de micronutrientes para o tabaco foi Fe>Mn>B>Zn>Cu com os valores máximos obtidos aos 105, 135, 135, 135 e 110 DAT, respectivamente, onde mais de 60% dos micronutrientes absorvidos foram depositados nas folhas. O acúmulo de Al foi de 36 kg ha-1, com 98,2% depositado nas folhas

    BCI-Based Navigation in Virtual and Real Environments

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    A Brain-Computer Interface (BCI) is a system that enables people to control an external device with their brain activity, without the need of any muscular activity. Researchers in the BCI field aim to develop applications to improve the quality of life of severely disabled patients, for whom a BCI can be a useful channel for interaction with their environment. Some of these systems are intended to control a mobile device (e. g. a wheelchair). Virtual Reality is a powerful tool that can provide the subjects with an opportunity to train and to test different applications in a safe environment. This technical review will focus on systems aimed at navigation, both in virtual and real environments.This work was partially supported by the Innovation, Science and Enterprise Council of the Junta de Andalucía (Spain), project P07-TIC-03310, the Spanish Ministry of Science and Innovation, project TEC 2011-26395 and by the European fund ERDF

    Chapter 15 Matching Brain–Machine Interface Performance to Space Applications

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    A brain-machine interface (BMI) is a particular class of human-machine interface (HMI). BMIs have so far been studied mostly as a communication means for people who have little or no voluntary control of muscle activity. For able-bodied users, such as astronauts, a BMI would only be practical if conceived as an augmenting interface. A method is presented for pointing out effective combinations of HMIs and applications of robotics and automation to space. Latency and throughput are selected as performance measures for a hybrid bionic system (HBS), that is, the combination of a user, a device, and a HMI. We classify and briefly describe HMIs and space applications and then compare the performance of classes of interfaces with the requirements of classes of applications, both in terms of latency and throughput. Regions of overlap correspond to effective combinations. Devices requiring simpler control, such as a rover, a robotic camera, or environmental controls are suitable to be driven by means of BMI technology. Free flyers and other devices with six degrees of freedom can be controlled, but only at low-interactivity levels. More demanding applications require conventional interfaces, although they could be controlled by BMIs once the same levels of performance as currently recorded in animal experiments are attained. Robotic arms and manipulators could be the next frontier for noninvasive BMIs. Integrating smart controllers in HBSs could improve interactivity and boost the use of BMI technology in space applications. © 2009 Elsevier Inc. All rights reserved

    Subject Combination and Electrode Selection in Cooperative Brain-Computer Interface Based on Event Related Potentials

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    New paradigms are required in Brain-Computer Interface (BCI) systems for the needs and expectations of healthy people. To solve this issue, we explore the emerging field of cooperative BCIs, which involves several users in a single BCI system. Contrary to classical BCIs that are dependent on the unique subject’s will, cooperative BCIs are used for problem solving tasks where several people shall be engaged by sharing a common goal. Similarly as combining trials over time improves performance, combining trials across subjects can significantly improve performance compared with when only a single user is involved. Yet, cooperative BCIs may only be used in particular settings, and new paradigms must be proposed to efficiently use this approach. The possible benefits of using several subjects are addressed, and compared with current single-subject BCI paradigms. To show the advantages of a cooperative BCI, we evaluate the performance of combining decisions across subjects with data from an event-related potentials (ERP) based experiment where each subject observed the same sequence of visual stimuli. Furthermore, we show that it is possible to achieve a mean AUC superior to 0.95 with 10 subjects and 3 electrodes on each subject, or with 4 subjects and 6 electrodes on each subject. Several emerging challenges and possible applications are proposed to highlight how cooperative BCIs could be efficiently used with current technologies and leverage BCI applications
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