scholarly journals Classification of Emotions through EEG Signals using SVM and DNN

Emotions are important for Humans both at work place and in their life. Emotions helps us to communicate with others, to take decisions, in understand others etc., Emotions recognition not only helps us to solve the mental illness but also are important in various application such as Brain Computer Interface , medical care and entertainment This paper mainly deals with how Emotions are Classified through EEG Signals using SVM (Support Vector machine) and DNN (Deep Neural Networks) . Applying the most appropriate algorithm to detect the emotional state of a person and play the corresponding song in the playlist. Brain signals can be collected using EEG (electroencephalography) devices

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.


Brain-computer interface (BCI) has emerged as a popular research domain in recent years. The use of electroencephalography (EEG) signals for motor imagery (MI) based BCI has gained widespread attention. The first step in its implementation is to fetch EEG signals from scalp of human subject. The preprocessing of EEG signals is done before applying feature extraction, selection and classification techniques as main steps of signal processing. In preprocessing stage, artifacts are removed from raw brain signals before these are input to next stage of feature extraction. Subsequently classifier algorithms are used to classify selected features into intended MI tasks. The major challenge in a BCI systems is to improve classification accuracy of a BCI system. In this paper, an approach based on Support Vector Machine (SVM), is proposed for signal classification to improve accuracy of the BCI system. The parameters of kernel are varied to attain improvement in classification accuracy. Independent component analysis (ICA) technique is used for preprocessing and filter bank common spatial pattern (FBCSP) for feature extraction and selection. The proposed approach is evaluated on data set 2a of BCI Competition IV by using 5-fold crossvalidation procedure. Results show that it performs better in terms of classification accuracy, as compared to other methods reported in literature.


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.


Author(s):  
Subrota Mazumdar ◽  
Rohit Chaudhary ◽  
Suruchi Suruchi ◽  
Suman Mohanty ◽  
Divya Kumari ◽  
...  

In this chapter, a nearest neighbor (k-NN)-based method for efficient classification of motor imagery using EEG for brain-computer interfacing (BCI) applications has been proposed. Electroencephalogram (EEG) signals are obtained from multiple channels from brain. These EEG signals are taken as input features and given to the k-NN-based classifier to classify motor imagery. More specifically, the chapter gives an outline of the Berlin brain-computer interface that can be operated with minimal subject change. All the design and simulation works are carried out with MATLAB software. k-NN-based classifier is trained with data from continuous signals of EEG channels. After the network is trained, it is tested with various test cases. Performance of the network is checked in terms of percentage accuracy, which is found to be 99.25%. The result suggested that the proposed method is accurate for BCI applications.


Author(s):  
Izabela Rejer

The crucial problem that has to be solved when designing an effective brain–computer interface (BCI) is: how to reduce the huge space of features extracted from raw electroencephalography (EEG) signals. One of the strategies for feature selection that is often applied by BCI researchers is based on genetic algorithms (GAs). The two types of GAs that are most commonly used in BCI research are the classic algorithm and the Culling algorithm. This paper presents both algorithms and their application for selecting features crucial for the correct classification of EEG signals recorded during imagery movements of the left and right hand. The results returned by both algorithms are compared to those returned by an algorithm with aggressive mutation and an algorithm with melting individuals, both of which have been proposed by the author of this paper. While the aggressive mutation algorithm has been published previously, the melting individuals algorithm is presented here for the first time.


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