• Title/Summary/Keyword: Brainwave

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Development of twosome collaboration dance game using Brain-Computer Interface (뇌-컴퓨터 인터페이스를 활용한 2인용 협동댄스게임 구현)

  • Park, Tae-Ryoung;Kim, Jai-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2575-2581
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    • 2011
  • Recently, systematic research on the brain has been conducted and BCI(Brain -Computer Interface) technology applying electroencephalogram has been actively researched. Especially, serious game technology using BCI device has been the subject of interest. This paper develops a "twosome collaboration dance game," which is a serious game that takes advantage of NeuroSky's SDK(System Development Kit) and helps developing the spirit of team work and sociality based on attention and meditation, unlike existing single player games. We expect that this game will help to visualize brain functions of people and to cure ADHD children and the elderly people with MCI(Mild Cognitive Disorder). It is also expected to play a role of social catalyst to the game culture of the adolescent.

Deadline Constrained Adaptive Multilevel Scheduling System in Cloud Environment

  • Komarasamy, Dinesh;Muthuswamy, Vijayalakshmi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1302-1320
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    • 2015
  • In cloud, everything can be provided as a service wherein a large number of users submit their jobs and wait for their services. hus, scheduling plays major role for providing the resources efficiently to the submitted jobs. The brainwave of the proposed ork is to improve user satisfaction, to balance the load efficiently and to bolster the resource utilization. Hence, this paper roposes an Adaptive Multilevel Scheduling System (AMSS) which will process the jobs in a multileveled fashion. The first level ontains Preprocessing Jobs with Multi-Criteria (PJMC) which will preprocess the jobs to elevate the user satisfaction and to itigate the jobs violation. In the second level, a Deadline Based Dynamic Priority Scheduler (DBDPS) is proposed which will ynamically prioritize the jobs for evading starvation. At the third level, Contest Mapping Jobs with Virtual Machine (CMJVM) is roposed that will map the job to suitable Virtual Machine (VM). In the last level, VM Scheduler is introduced in the two-tier VM rchitecture that will efficiently schedule the jobs and increase the resource utilization. These contributions will mitigate job iolations, avoid starvation, increase throughput and maximize resource utilization. Experimental results show that the performance f AMSS is better than other algorithms.

A study on the effect of the brain activation and emotion by child Baduk study (아동 바둑 학습이 뇌의 활성도와 정서에 미치는 영향연구)

  • Ahn, Sang-Kyun;Bak, Ki-Ja;Jeong, Soo-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.4
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    • pp.1436-1441
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    • 2010
  • This research is about the effect on children's brain before and after learning Baduk. The research was performed on 20 pupils attending I Baduk school with the contrast group of 20 pupils who did not take Baduk instruction. The pre-test on the brain waves before learning Baduk were measured from October 27, 2008 to November 7, 2008 and the post-test on the brainwaves after learning Baduk were measured from November 2, 2009 to November 4, 2009. The result confirmed the differences of both resistance activity quotient and emotion quotient. The result of the study suggest baduk study possibility in positively affecting the subjects' brain activation and emotion.

A Study on System for Analyzing Story of Cinematographic work Based on Estimating Tension of User (감성 상태 기반의 영상 저작물 스토리 분석 시스템 및 분석 방법 개발에 관한 연구)

  • Woo, Jeong-gueon
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.64-69
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    • 2015
  • A video-work story analysis system based on emotional state measurement includes a content provision unit which provides story content of a video-work, a display unit which displays content provided by the content provision unit, an emotional state measurement unit which measures a tense-relaxed emotional state of a viewer viewing the displayed story content, a story pattern analysis unit which analyzes the tense-relaxed emotional state measured from the emotional state measurement unit according to a scene in the story content provided by the content provision unit, and a story pattern display unit which prints out an analysis result or displays the analysis result as an image. The emotional state measurement unit measures a tense or relaxed emotional state through one or more analyses among a brainwave analysis, a vital sign analysis, or an ocular state analysis. A writer may obtain support in an additional scenario modification work, and an investor may obtain support in making a decision through the above description. Furthermore, the video-work story analysis system and analysis method based on emotional state measurement may extract a particular pattern with respect to a change in an emotional state of a viewer, compile statistics, and analyze a correlation between a story and an emotional state.

EEG-based Analysis of Auditory Stimulations Generated from Watching Disgust-Eliciting Videos (혐오 영상 시청시 청각적 자극에 대한 EEG 기반의 분석)

  • Lee, Mi-Jin;Kim, Hae-Lin;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.4
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    • pp.756-764
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    • 2016
  • In this paper, we present electroencephalography (EEG)-based power spectra analysis and auditory stimuli methods as coping mechanisms for disgust affection and phobia. Disgust affection is a negative emotion generated from trying to eliminate something harmful to one. It is usually related to mental illnesses such as obsessive-compulsive disorder, specifically phobia and depression. In our experiments, participants watched videos on horrible body mutilation and disgusting creatures, with either the original sound track or relaxing and exciting music as auditory stimulation. After watching the videos with original sound track, the participants watched the same video with a different audio background, such as soothing or cheerful music. We analyzed the EEG data utilizing relative power spectra and examined survey results of the participants. The results demonstrated that disgust affection is decreased when participants watched the video with relaxing or exciting music instead of the original soundtracks. Moreover, we confirmed that human's brainwave reacts according to types of audio and sources of disgust affection.

Effects of a Neurofeedback Program on Brain Function and Stress in High School Students (뉴로피드백 프로그램이 고등학생의 뇌기능과 스트레스에 미치는 영향)

  • Weon, Hee-Wook;Yi, Seon-Gyu;Kang, Hyung-Gon
    • Child Health Nursing Research
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    • v.14 no.3
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    • pp.315-324
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    • 2008
  • Purpose: This study was done to determine the effects of a neurofeedback program on brain function and stress in occupational high school students. Method: A nonequivalent control group, non-synchronized with pre-posttest design was used with 62 students. Data collection was done from July to December, 2007. The neurofeedback training was given for 30 minutes at a time, three times a week for 12 weeks. Brain function was measured by brain waves in the frontal lobes of the students and analyzed by eight brain quotients characterizing patterns of EEG rhythms. The instrument used to measure stress was a scale for stress from regular daily life. Results: After neurofeedback training, the level of brain quotients in students in the experiment group increased(t=2.36, p<.05) and the level of stress decreased(t=-3.59, p<.001). Conclusion: The results of the study suggested that a neurofeedback program is effective for brain function improvement and stress reduction in high school students. Therefore, the conclusion of this study is that neurofeedback programs can be useful to increase brain function and decrease stress in occupational high school students.

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A Brain-Computer Interface Based Human-Robot Interaction Platform (Brain-Computer Interface 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7508-7512
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    • 2015
  • We propose a brain-machine interface(BMI) based human-robot interaction(HRI) platform which operates machines by interfacing intentions by capturing brain waves. Platform consists of capture, processing/mapping, and action parts. A noninvasive brain wave sensor, PC, and robot-avatar/LED/motor are selected as capture, processing/mapping, and action part(s), respectively. Various investigations to ensure the relations between intentions and brainwave sensing have been explored. Case studies-an interactive game, on-off controls of LED(s), and motor control(s) are presented to show the design and implementation process of new BMI based HRI platform.

A Study on the effects of neurofeedback training on the resistance stress of kids (유아들의 스트레스저항 능력에 뉴로피드백 훈련이 미치는 영향)

  • Bak, Ki-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.3
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    • pp.1066-1070
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    • 2010
  • This study was to examine the effectiveness of Neurofeedback training by observing the pre and post brain wave measurement results of about S kindergarten kids 40 (experimental group 20 comparative group 20) subjects who have shown resistance stress, in between the months of Jan. 2008 and Dec. 2008. As the brain waves are adjusted by time series linear analysis, the result confirmed the differences of both resistance stress. The result of the study suggest Neurofeedback technique's possibility in positively affecting the subjects' mental state.

Performance evaluation of sleep stage classifier for the sleep-inducing portable neurofeedback system (포터블 수면유도 뉴로피드백 시스템 구현을 위한 수면뇌파 상태 분류기 성능 평가)

  • Lee, Taek
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.83-90
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    • 2018
  • Recently, many people have suffered from insomnia, labor loss, cognitive decline, and mental illness. The solution to this problem is almost entirely cognitive therapy or medication, but it is not recommended in the long term due to side effects and dependency problems. Therefore, in this paper, we propose a neuro feedback system based on portable EEG that helps induce sleeping. We design and evaluate the EEG classifier, which is the most important function to implement the system, and propose an optimized classifier modeling method for various factors that can affect performance. When using the proposed classifier, we could distinguish 97.9% of awakening and sleep phase in portable EEG.

Exploring the Performance of Deep Learning-Driven Neuroscience Mining in Predicting CAUP (Consumer's Attractiveness/Usefulness Perception): Emphasis on Dark vs Light UI Modes (딥러닝 기반 뉴로사이언스 마이닝 기법을 이용한 고객 매력/유용성 인지 (CAUP) 예측 성능에 관한 탐색적 연구: Dark vs Light 사용자 인터페이스 (UI)를 중심으로)

  • Kim, Min Gyeong;Costello, Francis Joseph;Lee, Kun Chang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.19-22
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    • 2022
  • In this work, we studied consumers' attractiveness/usefulness perceptions (CAUP) of online commerce product photos when exposed to alternative dark/light user interface (UI) modes. We analyzed time-series EEG data from 31 individuals and performed neuroscience mining (NSM) to ascertain (a) how the CAUP of products differs among UI modes; and (b) which deep learning model provides the most accurate assessment of such neuroscience mining (NSM) business difficulties. The dark UI style increased the CAUP of the products displayed and was predicted with the greatest accuracy using a unique EEG power spectra separated wave brainwave 2D-ConvLSTM model. Then, using relative importance analysis, we used this model to determine the most relevant power spectra. Our findings are considered to contribute to the discovery of objective truths about online customers' reactions to various user interface modes used by various online marketplaces that cannot be uncovered through more traditional research approaches like as surveys.

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