scholarly journals Methodology for pattern determination in electroencephalographic signals

Author(s):  
José Jaime Esqueda-Elizondo ◽  
Diego Armando Trujillo-Toledo ◽  
Marco Antonio Pinto-Ramos ◽  
Roberto Alejandro Reyes-Martínez

A methodology for the selection and determination of electroencephalographic (EEG) signal patterns is presented at the case study level, which can later be used as on-off control signals in other applications. Electroencephalographic signals are acquired through the use of a brain-computer interface (BCI). These systems capture electrical signals from the cortex of the brain and transfer them to a computer so that they can be analyzed by algorithms and some action is taken. In this case, the EEG signals are acquired through the wireless 14-channel Epoc+ platform. The methodology used consists first in acquiring signals from the user sample in three scenarios: in relaxation, thinking about turning on and off. Subsequently, the wavelet transform of each of the channels is obtained for each of the cases and the most significant coefficients are taken into account. Then, through digital signal processing algorithms, descriptive parameters are obtained for the on and off cases, which are used as patterns to describe each of the actions. With this information, a comparison between the incoming signals and the previously stored patterns is made to execute one of the established commands.

A brain-computer interface (BCI) gives a correspondence channel that interconnects the mind with an outside device. The most generally utilized system for getting BCI control signals from the brain is the electroencephalogram (EEG). In the proposed paper, BCI framework towards an EEG chronicles are reviewed into and found that the expansion of a counterfeit motion toward it, which is brought about by eye flickers, eye development, muscle and cardiovascular commotion, just as non-natural sources (e.g., control line clamor). According to the writing survey it is discovered that these issues can be overwhelmed by utilizing mix of wavelet deterioration, independent component analysis (ICA), and thresholding


Author(s):  
Selma Büyükgöze

Brain Computer Interface consists of hardware and software that convert brain signals into action. It changes the nerves, muscles, and movements they produce with electro-physiological signs. The BCI cannot read the brain and decipher the thought in general. The BCI can only identify and classify specific patterns of activity in ongoing brain signals associated with specific tasks or events. EEG is the most commonly used non-invasive BCI method as it can be obtained easily compared to other methods. In this study; It will be given how EEG signals are obtained from the scalp, with which waves these frequencies are named and in which brain states these waves occur. 10-20 electrode placement plan for EEG to be placed on the scalp will be shown.


Author(s):  
Eduardo G. Nieva ◽  
María F. Peralta ◽  
Diego A. Beltramone

In the present work, the authors use the Brain Computer Interface technology to allow the dependent persons the utilization of the basic elements of their house, such as turning on and turning off lamps, rolling up and down a roller shutter, or switching on the heating system. For doing this, it is necessary to automate these devices and to centralize its managing in a platform, which constitutes a domotics system. In order to achieve this, the authors have used the MindWave NeuroSky ® commercial device. It is affordable, portable, and wireless, and senses and delivers the computer the electroencephalographic signals produced in the frontal lobe and the levels of attention, relaxation, and blinking to the computer. In order to determine the efficiency of the obtained signals a test software was designed, which verified the operation´s device with different persons. The authors conclude that the easiest way to control the attention levels is concentrating on a certain point, and the way to control the relaxation levels is by closing the eyes. As a second step, the authors develop a software that takes the signal from the EEG (Electro Encephalo Graphy) sensor, processes it, and sends signals via USB to an Arduino board, which is associated with electronics that complies the different tasks. The user chooses the action by managing the attention levels. When they are higher than a particular threshold value, the action is executed. In order to disable this action, the user must lower the threshold level and overcome it again. This is the simplest and fastest way to handle, but it brings several problems: if the user concentrates for any other reason and this signal exceeds the threshold, it causes the activation of an involuntary action. To solve this problem, the authors use a three variables combination that can become independent of each other thru training properly. These variables are attention, meditation, and blink. When you comply with the three simultaneous previously established conditions, the action is executed, and when they return to fulfill the conditions, the action is deactivated. The software also has the feature of personalizing its conditions, so it can be best for any user, even a novice one.


Author(s):  
Sravanth Kumar Ramakuri ◽  
Chinmay Chakraboirty ◽  
Anudeep Peddi ◽  
Bharat Gupta

In recent years, a vast research is concentrated towards the development of electroencephalography (EEG)-based human-computer interface in order to enhance the quality of life for medical as well as nonmedical applications. The EEG is an important measurement of brain activity and has great potential in helping in the diagnosis and treatment of mental and brain neuro-degenerative diseases and abnormalities. In this chapter, the authors discuss the classification of EEG signals as a key issue in biomedical research for identification and evaluation of the brain activity. Identification of various types of EEG signals is a complicated problem, requiring the analysis of large sets of EEG data. Representative features from a large dataset play an important role in classifying EEG signals in the field of biomedical signal processing. So, to reduce the above problem, this research uses three methods to classify through feature extraction and classification schemes.


2019 ◽  
Vol 2019 ◽  
pp. 1-12
Author(s):  
Bilal Alchalabi ◽  
Jocelyn Faubert

A brain-computer interface (BCI) decodes the brain signals representing a desire to do something and transforms those signals into a control command. However, only a limited number of mental tasks have been previously investigated and classified. This study aimed to investigate two motor imagery (MI) commands, moving forward and moving backward, using a small number of EEG channels, to be used in a neurofeedback context. This study also aimed to simulate a BCI and investigate the offline classification between MI movements in forward and backward directions, using different features and classification methods. Ten healthy people participated in a two-session (48 min each) experiment. This experiment investigated neurofeedback of navigation in a virtual tunnel. Each session consisted of 320 trials where subjects were asked to imagine themselves moving in the tunnel in a forward or backward motion after a randomly presented (forward versus backward) command on the screen. Three electrodes were mounted bilaterally over the motor cortex. Trials were conducted with feedback. Data from session 1 were analyzed offline to train classifiers and to calculate thresholds for both tasks. These thresholds were used to form control signals that were later used online in session 2 in neurofeedback training to trigger the virtual tunnel to move in the direction requested by the user’s brain signals. After 96 min of training, the online band-power neurofeedback training achieved an average classification of 76%, while the offline BCI simulation using power spectral density asymmetrical ratio and AR-modeled band power as features, and using LDA and SVM as classifiers, achieved an average classification of 80%.


2021 ◽  
Vol 2078 (1) ◽  
pp. 012044
Author(s):  
Lingzhi Chen ◽  
Wei Deng ◽  
Chunjin Ji

Abstract Pattern Recognition is the most important part of the brain computer interface (BCI) system. More and more profound learning methods were applied in BCI to increase the overall quality of pattern recognition accuracy, especially in the BCI based on Electroencephalogram (EEG) signal. Convolutional Neural Networks (CNN) holds great promises, which has been extensively employed for feature classification in BCI. This paper will review the application of the CNN method in BCI based on various EEG signals.


2020 ◽  
Vol 8 (6) ◽  
pp. 1275-1282

A brain-computer interface (BCI) provides a communication passage between the brain and an external stratagem. The Brain and its EEG signals are acquired from the BCI along its control signals and its widely used mechanism in the field of the biomedical fields. In this research work, an artifacts are removed algorithm in the EEG is developed and simulated in the MATLAB 2017a software tool. EEG signals from patients are recoded while recording some of the artificial signals added to it, which are instigated by using eye blinks, eye movement, muscle, and cardiac noise, and also non-biological sources. Using suitable filters these artificial signals can be removed. This paper aims to remove the artificial signals from EEG signals and parameters like mean, standard. Deviation are calculated and compared with other methods such as LAMICA and FASTERs. In the paper, it is also the proposed arrangement of EEG signals for the discovery of typical and anomalous exercises utilizing Wavelet change and Artificial Neural Network (ANN) Classifier is considered. Here, the framework utilizes the back proliferation with feed-forward for order which pursues the ANN grouping. Accuracy of the classification is calculated and compared with other states of art publications and found that it is better.


2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
Narusci S. Bastos ◽  
Bianca P. Marques ◽  
Diana F. Adamatti ◽  
Cleo Z. Billa

An electroencephalogram (EEG) is a test that records electrical activity of the brain using electrodes attached to the scalp, and it has recently been used in conjunction with BMI (Brain-Machine Interface). Currently, the analysis of the EEG is visual, using graphic tools such as topographic maps. However, this analysis can be very difficult, so in this work, we apply a methodology of EEG analysis through data mining to analyze two different band frequencies of the brain signals (full band and Beta band) during an experiment where visually impaired and sighted individuals recognize spatial objects through the sense of touch. In this paper, we present details of the proposed methodology and a case study using decision trees to analyze EEG signals from visually impaired and sighted individuals during the execution of a spatial ability activity. In our experiment, the hypothesis was that sighted individuals, even if they are blindfolded, use vision to identify objects and that visually impaired people use the sense of touch to identify the same objects.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Faris Amin M. Abuhashish ◽  
Hoshang Kolivand ◽  
Mohd Shahrizal Sunar ◽  
Dzulkifli Mohamad

A Brain-Computer Interface (BCI) is the device that can read and acquire the brain activities. A human body is controlled by Brain-Signals, which considered as a main controller. Furthermore, the human emotions and thoughts will be translated by brain through brain signals and expressed as human mood. This controlling process mainly performed through brain signals, the brain signals is a key component in electroencephalogram (EEG). Based on signal processing the features representing human mood (behavior) could be extracted with emotion as a major feature. This paper proposes a new framework in order to recognize the human inner emotions that have been conducted on the basis of EEG signals using a BCI device controller. This framework go through five steps starting by classifying the brain signal after reading it in order to obtain the emotion, then map the emotion, synchronize the animation of the 3D virtual human, test and evaluate the work. Based on our best knowledge there is no framework for controlling the 3D virtual human. As a result for implementing our framework will enhance the game field of enhancing and controlling the 3D virtual humans’ emotion walking in order to enhance and bring more realistic as well. Commercial games and Augmented Reality systems are possible beneficiaries of this technique.


Sign in / Sign up

Export Citation Format

Share Document