Turning gaming EEG peripherals into trainable brain computer interfaces
Contribuinte(s) |
Maher, Michael Thiebaux, Sylvie |
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Data(s) |
01/12/2015
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Resumo |
Companies such as NeuroSky and Emotiv Systems are selling non-medical EEG devices for human computer interaction. These devices are significantly more affordable than their medical counterparts, and are mainly used to measure levels of engagement, focus, relaxation and stress. This information is sought after for marketing research and games. However, these EEG devices have the potential to enable users to interact with their surrounding environment using thoughts only, without activating any muscles. In this paper, we present preliminary results that demonstrate that despite reduced voltage and time sensitivity compared to medical-grade EEG systems, the quality of the signals of the Emotiv EPOC neuroheadset is sufficiently good in allowing discrimina tion between imaging events. We collected streams of EEG raw data and trained different types of classifiers to discriminate between three states (rest and two imaging events). We achieved a generalisation error of less than 2% for two types of non-linear classifiers. |
Formato |
application/pdf application/pdf |
Identificador | |
Relação |
http://eprints.qut.edu.au/89489/1/long%20version%20paper%2063.pdf http://eprints.qut.edu.au/89489/2/paper_63.pdf Senadeera, Manisha, Maire, Frederic, & Rakotonirainy, Andry (2015) Turning gaming EEG peripherals into trainable brain computer interfaces. In Maher, Michael & Thiebaux, Sylvie (Eds.) 28th Australasian Joint Conference on Artificial Intelligence (AI 2015), 30 November – 4 December 2015, Canberra, A.C.T. (In Press) |
Direitos |
Copyright 2015 [Please consult the author] |
Fonte |
Centre for Accident Research & Road Safety - Qld (CARRS-Q); School of Electrical Engineering & Computer Science; Faculty of Health; Science & Engineering Faculty |
Palavras-Chave | #MACHINE LEARNING #brain computer interface |
Tipo |
Conference Paper |