Literatura académica sobre el tema "Emotiv epoc"

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Artículos de revistas sobre el tema "Emotiv epoc"

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Zabcikova, Martina. "Measurement of Visual and Auditory Stimuli Using EEG Headset Emotiv Epoc+". MATEC Web of Conferences 292 (2019): 01023. http://dx.doi.org/10.1051/matecconf/201929201023.

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Brain-Computer Interface (BCI) has received a huge interest as a direct communication pathway between a human brain and an external device. BCI is very useful in many areas of research. This study examines and discusses the feasibility and usability of the Emotiv Epoc+ noninvasive device. The focus is on the analysis of electroencephalography (EEG) signals associated with visual and auditory senses. To measure signals the free version of software Emotiv Xavier ControlPanel is used. The results depict that the Emotiv Epoc+ device is a suitable option in BCI for scientific and entertainment purposes.
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Balart-Sánchez, Sebastián A., Hugo Vélez-Pérez, Sergio Rivera-Tello, Fabiola R. Gómez Velázquez, Andrés A. González-Garrido y Rebeca Romo-Vázquez. "A step forward in the quest for a mobile EEG-designed epoch for psychophysiological studies". Biomedical Engineering / Biomedizinische Technik 64, n.º 6 (18 de diciembre de 2019): 655–67. http://dx.doi.org/10.1515/bmt-2017-0189.

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Abstract The aim of this study was to compare a reconfigurable mobile electroencephalography (EEG) system (M-EMOTIV) based on the Emotiv Epoc® (which has the ability to record up to 14 electrode sites in the 10/20 International System) and a commercial, clinical-grade EEG system (Neuronic MEDICID-05®), and then validate the rationale and accuracy of recordings obtained with the prototype proposed. In this approach, an Emotiv Epoc® was modified to enable it to record in the parieto-central area. All subjects (15 healthy individuals) performed a visual oddball task while connected to both devices to obtain electrophysiological data and behavioral responses for comparative analysis. A Pearson’s correlation analysis revealed a good between-devices correlation with respect to electrophysiological measures. The present study not only corroborates previous reports on the ability of the Emotiv Epoc® to suitably record EEG data but presents an alternative device that allows the study of a wide range of psychophysiological experiments with simultaneous behavioral and mobile EEG recordings.
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Chabin, Thibault, Damien Gabriel, Emmanuel Haffen, Thierry Moulin y Lionel Pazart. "Are the new mobile wireless EEG headsets reliable for the evaluation of musical pleasure?" PLOS ONE 15, n.º 12 (31 de diciembre de 2020): e0244820. http://dx.doi.org/10.1371/journal.pone.0244820.

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Since the beginning of the 20th century, electroencephalography (EEG) has been used in a wide variety of applications, both for medical needs and for the study of various cerebral processes. With the rapid development of the technique, more and more precise and advanced tools have emerged for research purposes. However, the main constraints of these devices have often been the high price and, for some devices the low transportability and the long set-up time. Nevertheless, a broad range of wireless EEG devices have emerged on the market without these constraints, but with a lower signal quality. The development of EEG recording on multiple participants simultaneously, and new technological solutions provides further possibilities to understand the cerebral emotional dynamics of a group. A great number of studies have compared and tested many mobile devices, but have provided contradictory results. It is therefore important to test the reliability of specific wireless devices in a specific research context before developing a large-scale study. The aim of this study was to assess the reliability of two wireless devices (g.tech Nautilus SAHARA electrodes and Emotiv™ Epoc +) for the detection of musical emotions, in comparison with a gold standard EEG device. Sixteen participants reported feeling emotional pleasure (from low pleasure up to musical chills) when listening to their favorite chill-inducing musical excerpts. In terms of emotion detection, our results show statistically significant concordance between Epoc + and the gold standard device in the left prefrontal and left temporal areas in the alpha frequency band. We validated the use of the Emotiv™ Epoc + for research into musical emotion. We did not find any significant concordance between g.tech and the gold standard. This suggests that Emotiv Epoc is more appropriate for musical emotion investigations in natural settings.
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Maskeliunas, Rytis, Robertas Damasevicius, Ignas Martisius y Mindaugas Vasiljevas. "Consumer grade EEG devices: are they usable for control tasks?" PeerJ 4 (22 de marzo de 2016): e1746. http://dx.doi.org/10.7717/peerj.1746.

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We present the evaluation of two well-known, low-cost consumer-grade EEG devices: the Emotiv EPOC and the Neurosky MindWave. Problems with using the consumer-grade EEG devices (BCI illiteracy, poor technical characteristics, and adverse EEG artefacts) are discussed. The experimental evaluation of the devices, performed with 10 subjects asked to perform concentration/relaxation and blinking recognition tasks, is given. The results of statistical analysis show that both devices exhibit high variability and non-normality of attention and meditation data, which makes each of them difficult to use as an input to control tasks. BCI illiteracy may be a significant problem, as well as setting up of the proper environment of the experiment. The results of blinking recognition show that using the Neurosky device means recognition accuracy is less than 50%, while the Emotiv device has achieved a recognition accuracy of more than 75%; for tasks that require concentration and relaxation of subjects, the Emotiv EPOC device has performed better (as measured by the recognition accuracy) by ∼9%. Therefore, the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device.
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Strmiska, Martin y Zuzana Koudelkova. "Analysis of Performance Metrics Using Emotiv EPOC+". MATEC Web of Conferences 210 (2018): 04046. http://dx.doi.org/10.1051/matecconf/201821004046.

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Brain-computer interface (BCI) is a device that enables the connection between the human brain and a computer, therefore, it allows us to observe the brain activity. The goal of this article is to prove that brain-computer interface is a helpful and quite precise tool. This goal will be achieved by presenting various examples from real-life situations. The results show that this device is indeed helpful, e.g. in a medical field, however, it is not commonly used in hospitals.
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Радовановић, Mарина. "NIGHTMARE MAGIC – ПРИМЕР УПОТРЕБЕ ЕЛЕКТРОЕНЦЕФАЛОГРАФИЈЕ И EMOTIV EPOC УРЕЂАЈА У РАЧУНАРСКИМ ИГРАМА". Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 34, n.º 11 (7 de noviembre de 2019): 2108–11. http://dx.doi.org/10.24867/05be48radovanovic.

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Електроенцефалографија (EEG, Electroencephalography) препознаје мерљиву електричну активност унутар мозга која се јавља при активирању неурона. За запис ових сигнала сензори се постављају преко скалпа, а један од BCI (Brain-Computer Interface, интерфејс мозак-рачунар) уређаја који користи ову неинвазивну методу је Emotiv EPOC, који омогућава управљање апликацијама путем мисли или израза лица. Циљ овог рада је истраживање практичне примене конкретног BCI уређаја у прављењу једноставне игре. Мерењем EEG таласа и детекцијом израза лица корисника управља се бацањем магије унутар игре Nightmare Magic, пројекта који је замишљен као демо за упознавање са радом Emotiv EPOC уређаја и почетна тачка за будућа истраживања.
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Lau, Jorge Gudiño, Luis Cordova-Alvarez, Daniel Vélez-Díaz, Janeth Alcalá-Rodríguez, Saida Charre-Ibarra y Dayanna Guzmán-Moya. "La Diadema EMOTIV EPOC+ y los gestos faciales". XIKUA Boletín Científico de la Escuela Superior de Tlahuelilpan 7, n.º 14 (5 de julio de 2019): 1–10. http://dx.doi.org/10.29057/xikua.v7i14.4353.

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Este artículo describe el estado del arte donde se muestra los avances de las investigaciones de los distintos dispositivos inalámbricos de emisión de electroencefalograma (EEG). También se muestra un software prototipo que interpreta las señales cerebrales que provienen de la diadema Emotiv Epoc, este proceso es llamado Interface Cerebro Computadora (ICC) o BCI (por sus siglas en inglés Brain Computer Interface) que resuelve el problema de identificación de señales EEG. El software es diseñado en Matlab y Simulink que interpreta las señales cerebrales, estas señales se pueden guardar o manipularlas en tiempo real. El software convierte las señales cerebrales a voltaje para manipular dispositivos manipuladores externos. Actualmente este trabajo está en la fase de pruebas experimentales en seres humanos y se emplea el método de adquisición de la señal no invasivo. Algunos resultados experimentales de la diadema Emotiv Epoc. Este artículo se muestra las señales que emite la diadema de los gestos faciales tales parpadeos, apretar la mandíbula, fruncir la nariz y giñar un ojo. Se espera que este trabajo ayude a personas que no tengan movimiento de su cuerpo y no puedan hablar, a manipular objetos e interpretar a través de sus gestos faciales con la diadema.
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Williams, Nikolas S., Genevieve M. McArthur y Nicholas A. Badcock. "It’s all about time: precision and accuracy of Emotiv event-marking for ERP research". PeerJ 9 (9 de febrero de 2021): e10700. http://dx.doi.org/10.7717/peerj.10700.

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Background The use of consumer-grade electroencephalography (EEG) systems for research purposes has become more prevalent. In event-related potential (ERP) research, it is critical that these systems have precise and accurate timing. The aim of the current study was to investigate the timing reliability of event-marking solutions used with Emotiv commercial EEG systems. Method We conducted three experiments. In Experiment 1 we established a jitter threshold (i.e. the point at which jitter made an event-marking method unreliable). To do this, we introduced statistical noise to the temporal position of event-marks of a pre-existing ERP dataset (recorded with a research-grade system, Neuroscan SynAmps2 at 1,000 Hz using parallel-port event-marking) and calculated the level at which the waveform peaks differed statistically from the original waveform. In Experiment 2 we established a method to identify ‘true’ events (i.e. when an event should appear in the EEG data). We did this by inserting 1,000 events into Neuroscan data using a custom-built event-marking system, the ‘Airmarker’, which marks events by triggering voltage spikes in two EEG channels. We used the lag between Airmarker events and events generated by Neuroscan as a reference for comparisons in Experiment 3. In Experiment 3 we measured the precision and accuracy of three types of Emotiv event-marking by generating 1,000 events, 1 s apart. We measured precision as the variability (standard deviation in ms) of Emotiv events and accuracy as the mean difference between Emotiv events and true events. The three triggering methods we tested were: (1) Parallel-port-generated TTL triggers; (2) Arduino-generated TTL triggers; and (3) Serial-port triggers. In Methods 1 and 2 we used an auxiliary device, Emotiv Extender, to incorporate triggers into the EEG data. We tested these event-marking methods across three configurations of Emotiv EEG systems: (1) Emotiv EPOC+ sampling at 128 Hz; (2) Emotiv EPOC+ sampling at 256 Hz; and (3) Emotiv EPOC Flex sampling at 128 Hz. Results In Experiment 1 we found that the smaller P1 and N1 peaks were attenuated at lower levels of jitter relative to the larger P2 peak (21 ms, 16 ms, and 45 ms for P1, N1, and P2, respectively). In Experiment 2, we found an average lag of 30.96 ms for Airmarker events relative to Neuroscan events. In Experiment 3, we found some lag in all configurations. However, all configurations exhibited precision of less than a single sample, with serial-port-marking the most precise when paired with EPOC+ sampling at 256 Hz. Conclusion All Emotiv event-marking methods and configurations that we tested were precise enough for ERP research as the precision of each method would provide ERP waveforms statistically equivalent to a research-standard system. Though all systems exhibited some level of inaccuracy, researchers could easily account for these during data processing.
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Melek, Mesut, Negin Manshouri y Temel Kayikcioglu. "Low-Cost Brain-Computer Interface Using the Emotiv Epoc Headset Based on Rotating Vanes". Traitement du Signal 37, n.º 5 (25 de noviembre de 2020): 831–37. http://dx.doi.org/10.18280/ts.370516.

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Detailed In the brain-computer interface system (BCI), electroencephalography (EEG) signals are converted into digital signals and analyzed, allowing direct communication between humans and the electronic devices around them. The convenience of the user and the speed of communication with the surrounding devices are the most important challenges of BCI systems. The Emotiv Epoc headset minimizes the discomfort of the user thanks to its wet electrodes and easy handling. In the continuation of our previous works, in this paper, we developed our BCI system based on the gaze at the rotating vanes using the inexpensive Emotiv Epoc headset. In addition to user comfort, our design has an acceptable mean accuracy rate (ACC) and mean information transfer rate (ITR) compared to similar systems.
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Salgado Patrón, José y Cristian Raúl Barrera Monje. "Emotiv EPOC BCI with Python on a Raspberry pi". Sistemas y Telemática 14, n.º 36 (30 de marzo de 2016): 27–38. http://dx.doi.org/10.18046/syt.v14i36.2217.

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The hybrid Brain-Computer Interface [BCI] system gives an insight on the development of useful interfaces for users with different backgrounds, from medical applications to video games, where standalone and wearable means accessibility for the user. Systems such as EPOC offers a simple solution for acquiring electroencephalography and electromyography signals with low price and fast setup, compared to high tech medical equipment. From the processing point of view, a computer always offers the main foundation for solving any issue, as the Raspberry Pi [RPi] does, which provides the sufficient computational power for a BCI to be implemented and an open source operating system such as Raspbian. Certainly a wireless communication is a must between the robot and the RPi, where an Xbee module gives a simple bidirectional connection. Python is the principal tool used in the project with multiple libraries for the processing of brain and muscular signals not only for the preparation of them but classification as well, from multithreading functions, feature extraction such as power spectral density and Hjorth parameters, and a support vector machine classifiera.
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Tesis sobre el tema "Emotiv epoc"

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Hansson, Nicklas. "Implementation av ett interface till Emotiv Epoc". Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-51401.

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The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities. In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented. It is also examined how a user's cognitive state can improve computer applications for cognitive training. Related work concerning dffierent BCI tools and other implementations of the Emotiv EPOC is studied as well as future work. The actual implementation is described together with possible limitations to the solution.
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Bártík, Radovan. "Detection of Lateralized Readiness Potential using Emotiv EPOC". Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-201783.

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Emotiv EPOC is a low-cost consumer headset capable of acquiring a raw EEG signal. The thesis evaluates its usage for an acquisition of research event-related potentials. A controlled laboratory experiment was performed with an objective of isolating the Bereitschaftspotential (Readiness Potential) and other movement-related potentials and comparing the results with the results of the previous research. The possibility of measuring the potential with Emotiv EPOC was not confirmed, most probably due to procedural issues during the experiment, however, further analysis of the data suggests its presence. Other outcomes of the research include qualitative findings about the headset, mainly its hardware construction, and testing feedback of EEGLab, an open source toolbox for EEG processing and visualization.
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A, Vega, Antonny G. Vega, Carlos R. Aguilar, Alfredo Barrientos y Rosario Villalta. "Desarrollo de aplicaciones para personas con discapacidad motora utilizando Emotiv Epoc". International Institute of Informatics and Systemics, IIIS, 2018. http://hdl.handle.net/10757/624674.

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Personas con discapacidad motora presentan inconvenientes en el desarrollo de actividades tales como caminar, correr, comer. Además, en su mayoría, la visión y el intelecto no se ven afectados. Estas deficiencias no le permiten al manipular dispositivos tecnológicos que podrían ayudarlo a mejorar su calidad de vida como los smartphones. Presentamos una solución que permite superar esta limitación apoyada en la tecnología Brain Computer Interface).
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Vasconcelos, Christianne Soares Falcão e. "A usabilidade e as tecnologias emergentes no desenvolvimento de produtos de consumo: uma abordagem em ambientes virtuais e neurociência". Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/17096.

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A avaliação da usabilidade representa uma tarefa essencial no ciclo de desenvolvimento do produto ao buscar uma maior satisfação do usuário e, consequentemente, o sucesso do produto no mercado. Para tal, torna-se fundamental a colaboração e a comunicação eficiente entre os diversos membros da equipe. Neste âmbito, tecnologias são desenvolvidas no sentido de promover um design participativo em todas as fases do processo de design e tem provocado uma mudança de paradigmas. O objetivo desta tese consiste em investigar o potencial das principais tecnologias para a usabilidade de produtos, buscando soluções que tornem a avaliação mais eficiente e inclusiva. Uma revisão de literatura sobre usabilidade e métodos é realizada, contextualizando o tema da pesquisa. Em seguida, as tecnologias emergentes da prototipagem virtual, simulações em ambientes virtuais e a interface cérebro-computador, ou neurociência para o design, são identificadas e suas possíveis aplicações na avaliação da usabilidade apontadas. A aplicação das tecnologias emergentes e o relacionamento destas entre si é avaliada em dois estudos de caso. O primeiro estudo consiste em dois experimentos com profissionais e estudantes de Design. Um questionário foi aplicado para investigar a situação atual da aplicação das tecnologias prototipagem virtual e realidade virtual, como também realizou-se um estudo comparativo entre protótipos. No segundo estudo, um teste de usabilidade com usuários reais utilizando um sistema EEG wireless foi realizado para investigar as atividades cerebrais durante o uso de um produto de consumo. Como resultado, várias lições foram aprendidas, correspondendo a uma importante contribuição para pesquisas no campo do design de produtos. A tese é finalizada com as lições aprendidas e são apresentadas sugestões para futuras pesquisas.
The usability evaluation is an essential task in the product development process to seek a greater user satisfaction and, consequently, the product success in the marketplace. For this, it is necessary the collaboration and effective communication among stakeholders. In this context, technology is developed in order to promote a participatory design at all stages of the design process and has resulted in a paradigm shift. The aims of this thesis are to investigate the potential of key technologies for testing the usability of products, and exploring solutions that make usability evaluation more efficient and comprehensive. A comprehensive literature review on usability and testing methods is provided by contextualizing the research theme. Then the emergent technologies of virtual prototyping, virtual environment simulation and brain computer interfacing or neuroscience for design are identified and possible applications in usability evaluation are outlined. The emerging technologies, their applications and how they relate to each other are evaluated in two case studies. The first study consists of two experiments with professional settings and with design students. A questionnaire was applied to investigate the present situation of virtual prototyping and virtual reality technologies application, and also a comparative study between prototypes was conducted. In the second study, a usability test with real users using a wireless EEG system was performed to investigate the brain activity during the use of a consumer product. As results show, several lessons were learned, representing an important contribution to research in the field of product design. The thesis concludes with best practices (lessons learned) and suggestions for further research.
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Němec, Pavel. "Využitelnost nervového ovládání počítače". Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-85168.

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The main goal of this paper is to test the applicability of the device for neural computer control on a group of ten volunteers. In the next part of the paper author focuses on Electroencephalography and the conversion of analog neural signals from brain to digital form. Next chapter describes currently on the market available devices, which allow customers direct computer controlling with the usage of bio signal from brain. The device selected for the purposes of this paper (Emotiv Epoc) is more described in detail. The last goal is an attempt to predict the future development of this technology. The paper demonstrates applicability of this device in its current form for everyday work with Microsoft Project and presents users who are able to learn to control a computer with this device in just 980 minutes of training.
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Khan, Mubasher Hassan y Tayyab Laique. "An Evaluation of Gaze and EEG-Based Control of a Mobile Robot". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4625.

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Context: Patients with diseases such as locked in syndrome or motor neuron are paralyzed and they need special care. To reduce the cost of their care, systems need to be designed where human involvement is minimal and affected people can perform their daily life activities independently. To assess the feasibility and robustness of combinations of input modalities, mobile robot (Spinosaurus) navigation is controlled by a combination of Eye gaze tracking and other input modalities. Objectives: Our aim is to control the robot using EEG brain signals and eye gaze tracking simultaneously. Different combinations of input modalities are used to control the robot and turret movement and then we find out which combination of control technique mapped to control command is most effective. Methods: The method includes developing the interface and control software. An experiment involving 15 participants was conducted to evaluate control of the mobile robot using a combination of eye tracker and other input modalities. Subjects were required to drive the mobile robot from a starting point to a goal along a pre-defined path. At the end of experiment, a sense of presence questionnaire was distributed among the participants to take their feedback. A qualitative pilot study was performed to find out how a low cost commercial EEG headset, the Emotiv EPOCTM, can be used for motion control of a mobile robot at the end. Results: Our study results showed that the Mouse/Keyboard combination was the most effective for controlling the robot motion and turret mounted camera respectively. In experimental evaluation, the Keyboard/Eye Tracker combination improved the performance by 9%. 86% of participants found that turret mounted camera was useful and provided great assistance in robot navigation. Our qualitative pilot study of the Emotiv EPOCTM demonstrated different ways to train the headset for different actions. Conclusions: In this study, we concluded that different combinations of control techniques could be used to control the devices e.g. a mobile robot or a powered wheelchair. Gaze-based control was found to be comparable with the use of a mouse and keyboard; EEG-based control was found to need a lot of training time and was difficult to train. Our pilot study suggested that using facial expressions to train the Emotiv EPOCTM was an efficient and effective way to train it.
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Živkov, Martin. "Faktory ovlivňující využitelnost nervového ovládání počítače v oblasti informačního managementu". Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162511.

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The work deals with areas of brain--computer interface (BCI). There is theoretical background described because of the research in the first part. The chapter "Analýza technologie (EEG, EMG)" is conceived generally and clarifies basic theory of EEG and EMG. Chapter "Popis zařízení EPOC neuroheadset" examines specific device used in research especially on the technical and functional side. Section "Analýza praktického využití BCI zařízení Emotiv EPOC neuroheadset" is self-explanatory. The focus of the practical part is influence of factors on the usability of BCI neuroheadset EPOC in the field of information management. These factors have been organized and analyzed. Group of factors connected with humans (physical and psychical) was chosen for the application of the research in which was investigated correlation with the ability to learn how to use neuroheadset EPOC, respectively its BCI element. For the research was used experimental method when a sample of volunteers was tested, undergone questionnaire investigation for acquiring human factors and repeatedly tested for the ability to use BCI element of neuroheadset EPOC. There was found out that the ability to learn how to use BCI correlates with optimism (Pearson's correlation coefficient 0,731 [Pkk] on the level of significance 0,01), stability (|0,648| Pkk on the level of significance 0,01), concentration (|0,638| Pkk on the level of significance 0,01 ), self-efficacy (0,549 Pkk on the level of significance 0,05), spatial perception (0,426 Pkk on the level of significance 0,01) in the research part.
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Mendes, Gabriel Alves Vasiljevic. "Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments". PROGRAMA DE P?S-GRADUA??O EM SISTEMAS E COMPUTA??O, 2017. https://repositorio.ufrn.br/jspui/handle/123456789/24003.

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Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico (CNPq)
Brain-computer interfaces (BCIs) are specialized systems that allow users to control a computer or a machine using their brain waves. BCI systems allow patients with severe physical impairments, such as those suffering from amyotrophic lateral sclerosis, cerebral palsy and locked-in syndrome, to communicate and regain physical movements with the help of specialized equipment. With the development of BCI technology in the second half of the 20th century and the advent of consumer-grade BCI devices in the late 2000s, brain-controlled systems started to find applications not only in the medical field, but in areas such as entertainment. One particular area that is gaining more evidence due to the arrival of consumer-grade devices is the field of computer games, which has become increasingly popular in BCI research as it allows for more user-friendly applications of BCI technology in both healthy and unhealthy users. However, numerous challenges are yet to be overcome in order to advance in this field, as the origins and mechanics of the brain waves and how they are affected by external stimuli are not yet fully understood. In this sense, a systematic literature review of BCI games based on consumer-grade technology was performed. Based on its results, two BCI games, one using attention and the other using meditation as control signals, were developed in order to investigate key aspects of player interaction: the influence of graphical elements on attention and control; the influence of auditory stimuli on meditation and work load; and the differences both in performance and multiplayer game experience, all in the context of neurofeedback-based BCI games.
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Ferreira, Alessandro Luiz Stamatto. "Interfaces c?rebro-computador: estudo, design e desenvolvimento do jogo AdmiralMind Battleship". Universidade Federal do Rio Grande do Norte, 2014. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18116.

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Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior
Interface C?rebro-Computador (ICC) ? uma ?rea que v?m sendo estudada h? d?cadas, mas apenas nos ?ltimos anos atingiu um n?vel de maturidade suficiente para permitir o seu uso com jogos digitais. Considerando que no futuro as ICCs far?o parte de sistemas interativos, ? preciso estudar o seu uso, avaliar quais s?o seus desafios e limita??es e, tamb?m, entender de forma mais apurada como adapt?-la para uso conjugado com outras formas usuais de intera??o humano-computador. Nesta pesquisa, investigamos apenas as ICCs n?o-invasivas por entendermos que esse tipo de ICC poder? ser, de fato, utilizada por usu?rios finais nesse novo paradigma de intera??o. Um dos grandes potenciais de uso de ICCs ? no dom?nio de jogos digitais, onde podem aumentar a imers?o e a divers?o atrav?s de um controle via ondas cerebrais. Apesar disso, nos dias atuais, ainda existem grandes dificuldades no processo de design e desenvolvimento de jogos dessa natureza. Como resultados da pesquisa destacamos o extenso levantamento da ?rea, a identifica??o de desafios de intera??o relacionados a ICCs, a identifica??o dos stakeholders atrav?s do referencial te?rico-metodol?gico da Semi?tica Organizacional, a confec??o de um design-rationale para apoiar o processo de design de jogos dessa natureza e, ainda, o design e a implementa??o em C++ de um jogo de batalha naval via uma ICC h?brida baseada em movimento imaginado para uso com o headset EEG Emotic EPOC
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Flores, Diego Gonzalo. "Asymmetry of Gains and Losses: Behavioral and Electrophysiological Measures". BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6578.

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The purpose of this research was to explore the effects of small monetary or economic gains and/or losses on choice behavior through the use of a computerized game and to determine gain/loss ratio differences using both behavioral and electrophysiological measures. Participants (N=53) played the game in several 36 minute sessions. These sessions operated with concurrent variable-interval schedules for both rewards and penalties. Previously, asymmetrical effects of gains and losses have been identified through cognitive studies, primarily due to the work of nobel laureates Daniel Kahneman and Amos Tversky (1979). They found that the effect of a loss is twice (i.e., 2:1) that of a gain. Similar results have been observed in the behavioral laboratory as exemplified by the research of Rasmussen and Newland (2008), who found a 3:1 ratio for the effect of losses versus gains. The asymmetry of gains and losses was estimated behaviorally and through event-related brain potentials (ERPs) and the cognitive (Kahneman and Tversky) and behavioral (Rasmussen and Newland) discrepancy elucidated. In the game, the player moves an animated submarine around sea rocks to collect yellow coins and other treasures on the sea floor. Upon collecting a coin, one of three things can happen: The player triggers a penalty (loss), the player triggers a payoff (gain), or there is no change. The behavioral measures consisted in counting the number of clicks, reinforces, and punishers and then determining ratio differences between punished (loss) and no punished condition (gain) conditions. The obtained gain/loss ratio corresponded to an asymmetry of 2:1. Similarly ratio differences were found between male and female, virtual money and cash, risk averse versus risk seeking, and generosity versus profit behavior. Also, no ratio difference was found when players receive information about other player's performances in the game (players with information versus players without information). In electroencephalographic (EEG) studies, visual evoked potentials (VEPs) and ERPs components (e.g., P300) were examined. I found increased ERP amplitudes for the losses in relation to the gains that corresponded to the calculated behavioral asymmetry of 2:1. A correlational strategy was adopted that sought to identify neural correlates of choice consistent with cognitive and behavioral approaches. In addition, electro cortical ratio differences were observed between different sets of electrodes that corresponded to the front, middle, and back sections of the brain; differences between sessions, risk averse and risk seeking behavior and sessions with concurrent visual and auditory stimuli and only visual were also estimated.
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Libros sobre el tema "Emotiv epoc"

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Hegner, Ronald Lee. Communing with the uncommon: A collection of emotive and epic poems. [United States]: Xlibris Corp., 2000.

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Melville, Herman. Emoji Dick, or, The Whale. Virginia?]: [Publisher not identified], 2010.

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Jane, Austen. Emoji Pride and Prejudice: Epic Tales in Tiny Texts. Quarto Publishing Group USA, 2016.

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Leroux, Gaston. Emoji Phantom of the Opera: Epic Tales in Tiny Texts. Quarto Publishing Group USA, 2017.

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Thomas, Betsy Bishop. Homestead: An Epic Rich with Emotion in the Post Civil War South. Father & Son Publishing, 2004.

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Cannon Harris, Susan. Mobilising Maurya: J. M. Synge, Bertolt Brecht and the Revolutionary Mother. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474424462.003.0005.

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This chapter examines the impact on modern drama of the establishment of the Soviet Union, through in-depth investigation of a special case: Bertolt Brecht’s transformation of J. M. Synge’s 1904 Riders to the Sea into a 1937 Spanish Civil War play called Señora Carrar’s Rifles. Synge and Ireland were not, for their own sakes, important to Brecht; he was drawn to Riders as a model which might help him solve the problem of how to radicalise the working-class mother. After the disastrous 1935 production of Brecht’s The Mother by the New York City-based Theatre Union, Brecht concluded that the technical demands of epic theater were beyond the capacity of these amateur ensembles. Synge’s unusual treatment of maternal grief in Riders helped Brecht envision a means of producing the effects of epic theater while using the techniques of realism. Helene Weigel’s performance as Teresa Carrar was crucial to his later thinking about acting and spectator emotion. Re-presenting Maurya’s refusal to grieve for Bartley in both Senora Carrar’s Rifles and Mother Courage helped Brecht refine his understanding of alienation in ways which made epic theater more pleasurable for spectators without requiring Brecht to acknowledge that pleasure as a desired effect.
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Grossman, Kathryn M. y Bradley Stephens. Les Misérables. Editado por Robert Gordon y Olaf Jubin. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199988747.013.15.

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One of Britain’s most profitable musical exports, Les Misérables has captivated audiences worldwide with its mix of stirring spectacle and high emotion. Critical response has, however, been deeply divided. Alain Boublil and Claude-Michel Schönberg’s ‘megamusical’ has often been accused of trivializing the mammoth nineteenth-century novel by Victor Hugo on which it is based, reducing Hugo’s epic of social injustice to populist sentimentalism. To challenge the cliché of the inferiority of adaptations and the bias towards ‘high art’ that such criticism generates, this essay specifies the relationship between Hugo’s global bestseller and the world’s longest-running musical. This connection has received much less scholarly attention than the fame of each work would suggest. By exploring their affiliation within the contexts of both Hugo’s Romanticism and the libretto’s collaborative development from Paris to London, a revealing likeness is identified that clearly underpins the success of the ‘show of shows’.
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Hammond, Marlé. The Tale of al-Barrāq Son of Rawḥān and Laylā the Chaste. British Academy, 2020. http://dx.doi.org/10.5871/bacad/9780197266687.001.0001.

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This book is a bilingual edition and study of a lengthy specimen of pre-modern Arabic storytelling. The tale’s origins are unknown but it probably dates from the seventeenth century. As a sustained fairy tale of the knight-in-shining-armour-rescues-damsel-in-distress variety, it reads as fiction and was probably intended as such. However, scholars in the Arab renaissance or Nahḍa received the text as history. Its pre-Islamic protagonists, ever emoting in verse, were thus celebrated as some of the earliest Arabic poets. The Arabic text featured in the monograph is sourced from five manuscripts and three published editions, and it is modelled on what I call the ‘Christian’ branch of the tale, or that version of the tale which identifies its hero as a Christian and which was promulgated by Christian scholars and literati in the nineteenth century. Two analytical chapters frame the tale: an introductory chapter which charts the evolution of the narrative and its cultural import through to the end of the twentieth century, and a concluding chapter that breaks the story down into its components and compares its structure to both the ʿUdhrī love tale and the popular epic or sīra, thereby situating the text as a hybrid precursor to the modern novel.
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Albrecht, Glenn. Earth Emotions. Cornell University Press, 2019. http://dx.doi.org/10.7591/cornell/9781501715228.001.0001.

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'Earth Emotions' is an invitation to the reader to participate in the emergent global drama between the emotionally charged forces of creation and destruction. Both sets of emotions are needed for the survival and the flourishing of the species, however, we live in an epoch where the forces of destruction are overwhelming positive or creative emotions. The name for this period of human dominance is the 'Anthropocene'. The book promotes an antidote to the Anthropocene in the form of the 'Symbiocene', a future era where positive earth emotions will flourish. Through these two master concepts, both types of emotions are systematically examined in the context of nature and life. Starting with a recently defined negative earth emotion, 'solastalgia', the reader is taken on a psycho-terratic (psyche-earth) journey through all of the earth emotions and feelings in use in the public and academic literature. The book culminates in the affirmation of positive emotional relationships to the Earth for current and future generations. As a relentlessly optimistic manifesto for living in the future, this book addresses the emotional, cultural, ethical, political, spiritual and practical aspects of positive earth emotions and the defeat of those that are destructive of people and the planet.
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Capítulos de libros sobre el tema "Emotiv epoc"

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Pham, Trung Duy y Dat Tran. "Emotion Recognition Using the Emotiv EPOC Device". En Neural Information Processing, 394–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34500-5_47.

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Liu, Xiangqian, Fei Chao, Min Jiang, Changle Zhou, Weifeng Ren y Minghui Shi. "Towards Low-Cost P300-Based BCI Using Emotiv Epoc Headset". En Advances in Intelligent Systems and Computing, 239–44. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66939-7_20.

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Khai, Le Quoc, Le Nu Ngoc Thuy, Tran Kien, Pham Thi Tram Anh, Nguyen Thi Diem Hang y Huynh Quang Linh. "Sleep Onset Detection using the Low-Cost Emotiv EPOC Neuroheadset". En IFMBE Proceedings, 657–60. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-5859-3_111.

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Purkayastha, Satyajit Sen, V. K. Jain y H. K. Sardana. "Performance of EMOTIV EPOC in Unguided Training Scheme in Casual User BCI". En Lecture Notes in Electrical Engineering, 528–33. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-1420-3_56.

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Abid, Rabeb, Firas Hamden, Mohamed Amine Matmati y Nabil Derbel. "Fuzzy Control of an Intelligent Electric Wheelchair Using an EMOTIV EPOC Headset". En Smart Sensors, Measurement and Instrumentation, 261–86. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71221-1_12.

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Reder, Eduardo Emilio, Amilton Rodrigo de Quadros Martins, Vinícius Renato Thomé Ferreira y Fahad Kalil. "Neural Interface Emotiv EPOC and Arduino: Brain-Computer Interaction in a Proof of Concept". En Human-Computer Interaction. Advanced Interaction Modalities and Techniques, 612–23. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07230-2_58.

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Martín-Chinea, Kevin, Jordan Ortega, José Francisco Gómez-González, Jonay Toledo, Ernesto Pereda y Leopoldo Acosta. "Accuracy of Classification Algorithms Applied to EEG Records from Emotiv EPOC+ Using Their Spectral and Asymmetry Features". En Learning and Analytics in Intelligent Systems, 337–42. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-36778-7_37.

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Ramirez, Rafael y Zacharias Vamvakousis. "Detecting Emotion from EEG Signals Using the Emotive Epoc Device". En Brain Informatics, 175–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35139-6_17.

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Starkey, Kathryn. "Performative Emotion and the Politics of Gender in the Nibelungenlied". En Women and Medieval Epic, 253–71. New York: Palgrave Macmillan US, 2007. http://dx.doi.org/10.1007/978-1-137-06637-4_12.

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Lakshmi Priya, S. y D. Govind. "Significance of Epoch Identification Accuracy in Prosody Modification for Effective Emotion Conversion". En Communications in Computer and Information Science, 334–46. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-5758-9_28.

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Actas de conferencias sobre el tema "Emotiv epoc"

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Holewa, Karolina y Agata Nawrocka. "Emotiv EPOC neuroheadset in brain - computer interface". En 2014 15th International Carpathian Control Conference (ICCC). IEEE, 2014. http://dx.doi.org/10.1109/carpathiancc.2014.6843587.

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Chowdhury, Pritom, S. S. Kibria Shakim, Md Risul Karim y Md Khalilur Rhaman. "Cognitive efficiency in robot control by Emotiv EPOC". En 2014 International Conference on Informatics, Electronics & Vision (ICIEV). IEEE, 2014. http://dx.doi.org/10.1109/iciev.2014.6850775.

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Liu, Yue, Xiao Jiang, Teng Cao, Feng Wan, Peng Un Mak, Pui-In Mak y Mang I. Vai. "Implementation of SSVEP based BCI with Emotiv EPOC". En 2012 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems (VECIMS). IEEE, 2012. http://dx.doi.org/10.1109/vecims.2012.6273184.

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Kvaszingerné Prantner, Csilla y Zsuzsanna Emri. "Hogyan támogatható a tanulás vizsgálata Emotiv EPOC EEG eszközzel?" En Agria Média 2017. Eszterházy Károly Egyetem Líceum Kiadó, 2018. http://dx.doi.org/10.17048/am.2018.157.

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Wieczorkowska, Alicja, Jerzy Kosiński, Krzysztof Szklanny y Marcin Wichrowski. "An Analysis of Game-Related Emotions Using EMOTIV EPOC". En 2018 Federated Conference on Computer Science and Information Systems. IEEE, 2018. http://dx.doi.org/10.15439/2018f296.

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Holman, Manon y Funmi Adebesin. "Taking the Subjectivity out of UX Evaluation with Emotiv EPOC+". En the South African Institute of Computer Scientists and Information Technologists 2019. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3351108.3351139.

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Tobing, T. A. M. L., Prawito y S. K. Wijaya. "Classification of right-hand grasp movement based on EMOTIV Epoc+". En INTERNATIONAL SYMPOSIUM ON CURRENT PROGRESS IN MATHEMATICS AND SCIENCES 2016 (ISCPMS 2016): Proceedings of the 2nd International Symposium on Current Progress in Mathematics and Sciences 2016. Author(s), 2017. http://dx.doi.org/10.1063/1.4991173.

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Kha, Ha Hoang, Vo Anh Kha y Dinh Quoc Hung. "Brainwave-controlled applications with the Emotiv EPOC using support vector machine". En 2016 3rd International Conference on Information Technology, Computer, and Electrical Engineering (ICITACEE). IEEE, 2016. http://dx.doi.org/10.1109/icitacee.2016.7892420.

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Jadav, Guruprasad Madhale, Miroslav Vrankic y Sasa Vlahinic. "Monitoring cerebral processing of gustatory stimulation and perception using emotiv epoc". En 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2015. http://dx.doi.org/10.1109/mipro.2015.7160351.

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Mulla, F., Eya Eya, E. Ibrahim, A. Alhaddad, R. Qahwaji y R. Abd-Alhameed. "Neurological assessment of music therapy on the brain using Emotiv Epoc". En 2017 Internet Technologies and Applications (ITA). IEEE, 2017. http://dx.doi.org/10.1109/itecha.2017.8101950.

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