Brain Computer Interfaces (BCIs) are systems that allow human subjects to interact with the environment by interpreting brain signals into machine commands. This work provides a design for a BCI to control a humanoid robot by using signals obtained from the Emotiv EPOC, a portable electroencephalogram (EEG) device with 14 electrodes and sampling rate of 128 Hz. The main objective is to process the neuroelectric responses to an externally driven stimulus and generate control signals for the humanoid robot Nao accordingly. We analyze steady-state visually evoked potential (SSVEP) induced by one of four groups of light emitting diodes (LED) by using two distinct signals obtained from the two channels of the EEG device which reside on top of the occipital lobe. An embedded system is designed for generating pulse width modulated square wave signals in order to flicker each group of LEDs with different frequencies. The subject chooses the direction by looking at one of these groups of LEDs that represent four directions. Fast Fourier Transform and a Gaussian model are used to detect the dominant frequency component by utilizing harmonics and neighbor frequencies. Then, a control signal is sent to the robot in order to draw a fixed sized line in that selected direction by BCI. Experimental results display satisfactory performance where the correct target is detected 75% of the time on the average across all test subjects without any training.
Rehabilitation aims to ameliorate deficits in motor control via intensive practice with the affected limb. Current strategies, such as one-on-one therapy done in rehabilitation centers, have limitations such as treatment frequency and intensity, cost and requirement of mobility. Thus, a promising strategy is home-based therapy that includes task specific exercises. However, traditional rehabilitation tasks may frustrate the patient due to their repetitive nature and may result in lack of motivation and poor rehabilitation. In this article, we propose the design and verification of an effective upper extremity rehabilitation game with a tangible robotic platform named Cellulo as a novel solution to these issues. We first describe the process of determining the design rationales to tune speed, accuracy and challenge. Then we detail our iterative participatory design process and test sessions conducted with the help of stroke, brachial plexus and cerebral palsy patients (18 in total) and 7 therapists in 4 different therapy centers. We present the initial quantitative results, which support several aspects of our design rationales and conclude with our future study plans.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations –citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.