13 resultados para EMOTIV
Resumo:
Uma interface cérebro-computador (BCI) não é mais do que um dispositivo que lê e analisa ondas cerebrais e as converte em ações sobre um computador. Com a evolução das BCI e a possibilidade de acesso às mesmas por parte do público começou a ser possível o uso de BCIs para fins lúdicos. Nesse sentido nesta tese foi feito um estudo sobre interfaces cérebro-computador, o que são, que tipos de BCI existem, o seu uso para entretenimento, as suas limitações e o futuro deste tipo de interfaces. Foi ainda criado um software lúdico controlado por BCI (Emotiv EPOC) que é composto por um jogo tipo Pong e um reprodutor de música. O reprodutor de música através de BCI classifica e recomenda músicas ao utilizador. Com esta tese foi possível chegar à conclusão que é possível utilizar BCI para entretenimento (jogos e recomendação de conteúdos) apesar de se ter verificado que para jogos os dispositivos tradicionais de controlo (rato e teclado) ainda têm uma precisão muito superior.
Resumo:
Geospatial information systems are used to analyze spatial data to provide decision makers with relevant, up-to-date, information. The processing time required for this information is a critical component to response time. Despite advances in algorithms and processing power, we still have many “human-in-the-loop” factors. Given the limited number of geospatial professionals, analysts using their time effectively is very important. The automation and faster humancomputer interactions of common tasks that will not disrupt their workflow or attention is something that is very desirable. The following research describes a novel approach to increase productivity with a wireless, wearable, electroencephalograph (EEG) headset within the geospatial workflow.
Resumo:
Na sociedade actual é imperativo assegurar um emprego competente para que o Ser Humano possa atingir a sua subsistência, e consequentemente a sua própria felicidade. No entanto, devido à pressão da sociedade em que vivemos, promover a sustentabilidade do “emprego” hoje em dia, principalmente nas camadas mais jovens, traduz-se em algo extremamente difícil. Estes deparam-se com uma situação árdua quando escolhem um caminho para o seu futuro. Assim como eu, também os jovens da actualidade prevêem que no futuro essas dúvidas se irão manter, ainda de forma mais agravada devido à complexidade das profissões existentes no mundo do trabalho. O meu objectivo neste momento é facilitar a vida dos jovens que se vêem numa encruzilhada, com pouco tempo de resposta para a tomada de decisão do seu próprio futuro. Pretendo fomentar a descoberta e construção da sua própria vocação, dando uso aos novos avanços tecnológicos, juntamente com técnicas já utilizadas na área da Psicologia. Recorrendo a biossensores cognitivos, através do EPOC da Emotiv, que realiza a leitura de sinais neuronais e de uma aplicação informática criada para o efeito. Apesar de não resolver na totalidade, desejo reduzir substancialmente a dúvida dos Jovens na escolha da sua profissão futura.
Resumo:
Brain computer interface (BCI) is a kind of human machine interface, which provides a new interaction method between human and computer or other equipment. The most significant characteristic of BCI system is that its control input is brain electrical activities acquired from the brain instead of traditional input such as hands or eyes. BCI technique has rapidly developed during last two decades and it has mainly worked as an auxiliary technique to help the disable people improve their life qualities. With the appearance of low cost novel electrical devices such as EMOTIV, BCI technique has been applied to the general public through many useful applications including video gaming, virtual reality and virtual keyboard. The purpose of this research is to be familiar with EMOTIV EPOC system and make use of it to build an EEG based BCI system for controlling an industrial manipulator by means of human thought. To build a BCI system, an acquisition program based on EMOTIV EPOC system is designed and a MFC based dialog that works as an operation panel is presented. Furthermore, the inverse kinematics of RV-3SB industrial robot was solved. In the last part of this research, the designed BCI system with human thought input is examined and the results indicate that the system is running smoothly and displays clearly the motion type and the incremental displacement of the motion.
Resumo:
Epilepsy is a chronic brain disorder, characterized by reoccurring seizures. Automatic sei-zure detector, incorporated into a mobile closed-loop system, can improve the quality of life for the people with epilepsy. Commercial EEG headbands, such as Emotiv Epoc, have a potential to be used as the data acquisition devices for such a system. In order to estimate that potential, epileptic EEG signals from the commercial devices were emulated in this work based on the EEG data from a clinical dataset. The emulated characteristics include the referencing scheme, the set of electrodes used, the sampling rate, the sample resolution and the noise level. Performance of the existing algorithm for detection of epileptic seizures, developed in the context of clinical data, has been evaluated on the emulated commercial data. The results show, that after the transformation of the data towards the characteristics of Emotiv Epoc, the detection capabilities of the algorithm are mostly preserved. The ranges of acceptable changes in the signal parameters are also estimated.
Resumo:
El neurofeedback es una técnica no invasiva en la que se pretende corregir, mediante condicionamiento operante, ondas cerebrales que se encuentren alteradas en el electroencefalograma. Desde 1967, se han conducido numerosas investigaciones relacionadas con los efectos de la técnica en el tratamiento de alteraciones psicológicas. Sin embargo, a la fecha no existen revisiones sistemáticas que reúnan los temas que serán aquí tratados. El aporte de este trabajo es la revisión de 56 artículos, publicados entre los años 1995 y 2013 y la evaluación metodológica de 29 estudios incluidos en la revisión. La búsqueda fue acotada a la efectividad del neurofeedback en el tratamiento de depresión, ansiedad, trastorno obsesivo compulsivo (TOC), ira y fibromialgia. Los hallazgos demuestran que el neurofeedback ha tenido resultados positivos en el tratamiento de estos trastornos, sin embargo, es una técnica que aún está en desarrollo, con unas bases teóricas no muy bien establecidas y cuyos resultados necesitan de diseños metodológicamente más sólidos que ratifiquen su validez.
Resumo:
The association of Virtual Reality (VR) to clinical practice has become common in the recent years, showing to be an additional tool on health care, especially for elderly. Its use has been related to higher therapeutic adhesion levels and well being sensation. Such emotional based aspects are often observed by subjective tools of relative validity. This study analyzed the immediate effects of varied VR contexts balance training over emotional behavior, which was observed under peaks of maximum expression of EEG waves. Methodology: 40 individuals, divided in two groups, both gender, 20 young and 20 elderly, were submitted to a 60 minutes intervention, including balance training under VR. The first 25 minutes referred to initial evaluation, general orientation and cognitive assessment by the use of Mini Mental. The next ten minutes were designated to the avatar creation and tutorial video presentation. Through the following 20 minutes, the individuals from both groups were exposed to the exact same sequence of games under virtual contexts, while submitted to electroencephalography by Emotiv EPOC® focusing Adhesion, Frustration and Meditation states. The virtual interface was provided by the Nintendo® game, Wii Fit Plus, with the scenarios Balance Bubble (1), Penguin (2), Soccer (3), Tight Rope (4) and Table Tilt (5). Finally, a questionnaire of personal impressions was applied on the 5 minutes left. Results: data collected showed 64,7% of individuals from both groups presented higher concentration of adhesion peaks on Balance Bubble game. Both groups also presented similar behavior regarding meditation state, with marks close to 40%, each, on the same game, Table Tilt. There was divergence related to the frustration state, being the maximum concentration for the young group on the Soccer game (29,3%), whilst the elderly group referred highest marks to Tight Rope game (35,2%). Conclusion: Findings suggest virtual contexts can be favorable to adhesion and meditation emotional patterns induction, regardless age and for both sexes, whilst frustration seems to be more related to cognitive motor affordance, likely to be influenced by age. This information is relevant and contributes to the orientation for the best choice of games applied in clinical practice, as for other studies regarding this topic
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Resumo:
This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain-computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participants measuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices. The first device provides more satisfaction to the players whereas the second device is more effective in terms of adaptation and interaction with the serious game.
Resumo:
Drowsy driving impairs motorists’ ability to operate vehicles safely, endangering both the drivers and other people on the road. The purpose of the project is to find the most effective wearable device to detect drowsiness. Existing research has demonstrated several options for drowsiness detection, such as electroencephalogram (EEG) brain wave measurement, eye tracking, head motions, and lane deviations. However, there are no detailed trade-off analyses for the cost, accuracy, detection time, and ergonomics of these methods. We chose to use two different EEG headsets: NeuroSky Mindwave Mobile (single-electrode) and Emotiv EPOC (14- electrode). We also tested a camera and gyroscope-accelerometer device. We can successfully determine drowsiness after five minutes of training using both single and multi-electrode EEGs. Devices were evaluated using the following criteria: time needed to achieve accurate reading, accuracy of prediction, rate of false positives vs. false negatives, and ergonomics and portability. This research will help improve detection devices, and reduce the number of future accidents due to drowsy driving.
Resumo:
61 p.