Project (12 4 23)
Project (12 4 23)
Project (12 4 23)
INTERFACE TECHNOLOGY
A PROJECT REPORT
Submitted by
IN
MECHATRONICS ENGINEERING
BONAFIDE CERTIFICATE
HAMEED ASMATH S (210419115013) who carried out the project work under
my supervision.
It is our first and foremost duty to express our heartily gratitude and
allegiance to our beloved chairman Shri. P SRIRAM for being our
inspiration throughout the entire period of course.
We would like to thank our Principal Dr. A RAMESH Ph.D., for his
constructive criticism towards improving our project.
We would like to thank our guide Mr. P S GOKUL M.TECH., for his
guidance and for giving entire support to us in doing this project. We also
thank him for giving his innovative ideas.
We would like to express our heartfelt gratitude to all the faculty and
supporting staff of the Mechatronics Engineering Department for the help
they extended for the completion of the project.
This project is dedicated to our parents and friends who were with us during
the tough times by extending their full support to us
ABSTRACT
The Brain computer Interfaced automation is used to help the paralysed people
to operate all kinds of home appliances . This will make a revolutionary change as
the device are indirectly connected to the human brain and can be switched based
on their moods or electrical activities of neurons which has some threshold value .
This project will give the equal abilities of normal humans automation like motion
detection , image sensing etc. but with help of brain signals. Since there are various
kinds of researches are going on to trace the activities of brain and its full
potential , These kinds of automation are just basics of that research , which can
give the ability to control any kind of device with their brain signals . These
automation does not involve any physical muscle moment, These are purely
dependent on pattern waves of brain like sleep pattern, Rapid Eye Movement
(REM) , blinking of eyes. The physically challenged people can also use this
devices to operate their device. Technology can make people lives quality and
proves even paralysed people can also control devices like normal peoples . This
project involves receiving brain signals of human brain and processing it using
DSP ( Digital signal processing ) and converting this analog signal to digital signal
Acknowledgement..............................................................3
Abstract...............................................................................4
Contents............................................................................. 5
List of Figures..................................................................... 7
List of Tables.......................................................................8
1. Introduction......................................................................... 9
1.1. Background......................................................................... 9
1.2 Team Members..................................................................10
1.3 Project Management......................................................... 10
1.4 Literature Review...............................................................11
1.5 Block Diagram................................................................... 13
1.6 Bio Signals and its Types................................................... 13
1.7 Brain Computer Interface...................................................15
1.71 Flow Map Description…………………………………15
1.72 Process Map Description………………………………16
1.8 Electroencephalography………………………………….17
1.9 Components of BCI………………………………………18
2. Literature Review…………………………………………18
2.1 Brain computer interface Technology……………………19
2.1.1 Abstract………………………………………………21
2.1.2 Methodology…………………………………………21
2.2 Brain Waves sensor………………………………………21
2.2.1 Abstract………………………………………………21.
2.2.2 Methodology………………………………………….22
2.3 Sensors of detection of Brain signals……………………..24
2.3.1 Abstract……………………………………………….24
2.3.2 Methodology………………………………………….25
3. Methodology………………………………………………26
3.1 Types of Electrode........................................................................26
3.1.1 Invasive Type……………………………...26
3.1.2 Non Invasive Type………………………...26
1.1 Background
EXAMPLE
users of the BCI system can switch a light or change TV channels using only
their imagination and without any physicalmovement. Recent advances in the human
brain and BCIresearch reveal that BCI-based devices and technologies can play a
significant role in the future [1] – [4]
For this project two of us have worked together. Followings are the names
and College roll number of ours.
● Electromyogram (EMG)
● electroneurogram (ENG)
● electrocardiogram (ECG)
● electrooculogram (EOG)
● electroencephalogram (EEG)
The brain wave signals which are transmitted from the brain are received
by sensor where the first stage of the flow process starts which is called Signal
Acquisition
Then the signal is pre-processed and features are extracted and classification
and translation process occurs
Then the suitable application is interfaced and the command is executed and
the Feedback is passed to the user.
1.8 ELECTROENCEPHALOGRAPHY:
2.1.1 ABSTRACT :
2.2.1 ABSTRACT :
Electroencephalograph(EEG)is regularly used as a part of a combination
coherent fields. Shockingly, business devices are overall amazingly exorbitant,
costing an expansive number of dollars. Starting late, devices costing under $200
have been made open.
The Think Gear Aisc Model (TGAM) chip , made by Neurosky Inc., is
starting now the base exorbitant business EEG device, costing under $100. The
paper presents how to control mind waves and examining cerebrum information
for doing some usable things in regular day to day existence with this
information. Mind information is gathered by a headset with terminals and
some EEG hardware. The implementation of the Virtual Reality (VR) on game is
practical for in various fields, especially in the field of Education. The
implementation of a mobile based VR game is example where the players of game
feel as in the real world. However, the VR game has the weakness on limited
interaction of their player with the virtual environment created by the game.
Currently, the interactions pass through the buttons on mobile phone and joysticks.
For this reason, this research investigates the alternative media to control the
virtual environment of the game using brain sensor. The prototype was created
using “mindwave neurosky” as brain sensor and thingkgear as sensor drive to
construct the experiment of mobile based virtual reality math game. This research
tests three modes signal including meditation, attention and beta signal. A
meditation signal was taken when the player open and close the eye. While
attention and beta signals were taken when the player focuses
2.2.2 METHODOLOGY :
The principal thing to note is that each time that I wore my headset it took
me no less than 15 minutes to interface. As per my applications, the gadget
wasn't sitting appropriately on my head. I needed to alter it all the time on my
make a beeline for get a legitimate flag. Possibly I have an extremely bizarre
head, yet this same issue additionally happened to my companions who attempted
it on. Possibly they have an abnormal head too… I believe it's spare to state
the EEG headsets should be set painstakingly to get appropriate signs. With the
smallest removal EEG-wave movement can be adjusted. So in this manner it is
better that the gadget is a tiny bit critical when you put it on your head. At any rate
that is the manner by which it should work. We've found that the level of
mental control over the flag differs from individual to individual. The most
sensible trial of the gadget's authenticity would be a correlation with a therapeutic
gradeEEG. While we have not possessed the capacity to test this ourselves,
NeuroSky has distributed the consequences of such a correlation. Their
discoveries propose that the NeuroSky chip conveys a similar Flag.
Obviously, NeuroSky has a huge stake in a positive result for this kind of test.
The procurement of mind waves signs will be completed with a headset. In
this thought 2 distinct assortments of headsets are utilized. One is made with
a quick TGAM module (57600baud transmission rate) and one is made by
adjusting a business Mindflex headset which likewise uses a moderate TGAM
module (9600baud transmission rate). Both headsets sends cerebrum wave
signals by means of bluetooth. The quick headset is utilized to send signs to any
Android cell phone utilizing an open source application called Brainwaves
Visualiser which can be found at Google Play store for nothing out of pocket. This
application can demonstrate us bright graphical observing of mind flags on
real-time. It is utilized to screen real-time cerebrum action. The other slower
headset is custom worked for transmitting real-time brainwave signs to an
Arduino processor which can process and send to a PC over USB. These signs can
be observed on PC screen on real-time representation or can be spared to a
document to be prepared later as sessions. The real-time plotting and realistic
checking is accomplished by a program called BrainGrapher which is
composed in Processing programming. The session recording of the signs to a
document can be completed by means of any terminal program, for example,
TeraTerm or Terminal.exe. These sessions are spared to a content log document in
CSV arrange for later preparing in Excel tables and outlining for
examination.
Another system is built for the implementation of actual usage of brain
signals to remotely control a mechanical device. As in figure 1 For the purpose, a
dc motor with a fan is used to demonstrate the actual controlling of the device
remotely with brain signals. The motor speed of the fan is controlled using brain
signals (more specifically the Attention values) which shows the level of
concentration and focusedness of the brain activity. The more you concentrate
or get focused, the more motor speed. Simply this experiment shows that you
can actually control the speed of a motor with your brain. The system circuit
for the experiment is as follows: Cut down repeat (Delta, theta, alpha)
brainwaves should be more present in the midst of thought, while the higher (Beta,
Gamma) cerebrum waves should be more present in the midst of the fixation
mind entertainments. In figure 2 you can see the midpoints of each wave between
each errand. If you consider what I had expected, this did not look good. As
demonstrated by this data my cerebrum was more thought about, also more
connected with in the midst
of my appearance task.
2.2 WIRELESS SENSOR FOR BRAIN ACTIVITY
2.3.1 ABSTRACT :
Over the last decade, the area of electroencephalography (EEG) witnessed a
progressive move from high-end large measurement devices, relying on accurate
construction and providing high sensitivity, to miniature hardware, more
specifically wireless wearable EEG devices. While accurate, traditional EEG
systems need a complex structure and long periods of application time, unwittingly
causing discomfort and distress on the users. Given their size and price, aside from
their lower sensitivity and narrower spectrum band(s), wearable EEG devices may
be used regularly by individuals for continuous collection of user data from
non-medical environments. This allows their usage for diverse, nontraditional,
non-medical applications, including cognition, BCI, education, and gaming. Given
the reduced need for standardization or accuracy, the area remains a rather incipient
one, mostly driven by the emergence of new devices that represent the critical link
of the innovation chain. In this context, the aim of this study is to provide a holistic
assessment of the consumer-grade EEG devices for cognition, BCI, education, and
gaming, based on the existing products, the success of their underlying
technologies, as benchmarked by the undertaken studies, and their integration with
current applications across the four areas. Beyond establishing a reference point,
this review also provides the critical and necessary systematic guidance for
non-medical EEG research and development efforts at the start of their
investigation.
2.3.2 Methodology :
The paper aims to critically review the market of EEG consumer-level products
and their suitability and prior usage within studies relating to brain activity. The
discussion will focus in particular on the nature of the EEG signals recorded, the
type of research that has been conducted and, where available, the performance of
the consumer-grade device versus the medical-grade devices. In the context of
virtual and augmented reality, assisted living, motor and neural-supportive devices,
and IoT development, the requirements for EEG products are constantly evolving,
both to make full use of the technological progress and the increasing customer
demands. From an effectiveness and privacy perspective, these technologies are
becoming more secure.
CHAPTER – 3
METHODOLOGY
These involves putting electrodes on the scalp of the patient and taking
readings from it like a helmet the electrode covers all the parts of the head to get
different signals
Non-Invasive Brain Computer Interfaces means electrodes are emplaced on
the surface of the skull to record changes in EEG state. The signal, which is
producing has the weakest values in spite of this, the non-invasive BCI is the
safest and easiest way to record EEG [2]. The schema of brain computer interface
system
These electrodes are most important while taking the accurate brain signals .
A small error leads to improper detection of signals and lacks in accuracy and
precision. Even though the size of electrode is compactable.
It should be maintained in a quite high state and under ambient normal room
temperature , excess heat can make the circuit shorting.
3.2 THREE BCI SUB-TYPES :
• Active BCI:
“An active BCI is a BCI which derives its outputs from brain activity which is
directly consciously controlled by the user, independently from external events, for
controlling an application.”
• Reactive BCI:
“A reactive BCI is a BCI which derives its outputs from brain activity
arising in reaction to external stimulation, which is indirectly modulated by the
user for controlling an application.”
• Passive BCI:
“A passive BCI is a BCI which derives its outputs from arbitrary brain
activity without the purpose of voluntary control, for enriching a human-computer
interaction with implicit information.”
fig 3.2.2 Passive BCI
ELECTRODE POSITIONS :
These are basic electrodes which are used most frequently . This style is used
to cover the head. So that signals can be referred easily by the electrodes. This
major consist of 10 to 20 electrode system . They are various kinds of electrodes
FIG 3.3.2 ELECTRODES
There are various sensor strip material available which decides the
accuracy of the measurements . Since there are high demand for semi conductors
, the rate of this electrode increases , as it fully depends upon the semiconductor
materials for its construction
EEG sensors are placed on a participant's head, then the electrodes
non-invasively detect brainwaves from the subject. EEG sensors can record up
to several thousands of snapshots of the electrical activity generated in the brain
within a single second.
EEG neurofeedback machines, also called EEG biofeedback machines,
are EEG systems that allow a subject to see their brain activity in real-time.
During this type of EEG monitoring, the EEG machine is synced to a computer or
a cloud device, and the subject's brain waves are displayed on a computer screen.
EEG machines — which include portable EEG machines, ambulatory EEG
machines and EEG neurofeedback machines or EEG biofeedback machines —
are monitoring devices used for EEG recordings. EEG stands for
● Opensig
● BCI2000
● EEGLAB
● Open VIBE
● BCILAB
● Neurosky
● Emotiv
● Open bci
● Muse
● Melon
● Biopack
Neuro sky is one of the most promising semiconductor company which can
manufacture quality sensors and other electrical and electronic equipments
FIG 3.4 NEURO SENSOR
3.4.1 SPECIFICATIONS:
POC
14 EEG channels + 2 references 1channel locations:
AF3, F7, F3, FC5,
T7, P7, O1, O2, P8, T8, FC6, F4, F8, AF4
Insight
5 EEG channels +
2 references Signals
5 channels:
AF3, AF4, T7, T8, Pz
CHAPTER 4
IMPLEMENTATION
4.2 MUSE :
Muse is a wearable device in the form of a headband that senses the electrical
rhythms of the brain (EEG). The headband is coupled with a smartphone app
(Calm) that monitors the user's brain electrical activity and gives immediate
feedback so that a “calm” or meditative pattern can be achieved.
These are hair band sensors in which appears closed to the head , It has
unique and different design to isolate from his competitor . It sends the signal via
Bluetooth module to arduino or any other micro controller.
Thus microcontroller undergoes signl conditioning on MATLAB , various
signal are correctly processed and noise are removed
Melon measures this global electrical activity by placing three electrodes on the
forehead region, with the primary electrode on FP1.
Melon is a handy device with an EEG-sensor, which allows users to monitor
current brain activity of the user. It’s intended to work in conjunction with iOS or
Android phones and tablets.
The manufacturer of Melon markets it as a gadget for daily use, which allows its
users to obtain statics about brain waves activity in different situations. Unlike
many similar devices, it offers really light weight and convenient design.
4.3.1 BIOPAC MEDICAL GRADE EEG :
4.3.3 MICROCONTROLLERS :
4.3.4 BREADBOARD :
There are two major types of breadboards; these are solder and solderless
boards. Solder boards are boards you have to solder components onto (per the
name). These are most of your standard circuit boards, and if you flip one over
you'll notice that all of the connections are soldered to the board itself.
FIG 4.3.3.1 BREADBOARD
Tetraplegia
Locked in syndrome
4.5 NEUROSPELLER :
4.6 OPERATOR MONITORING APPLICATIONS :
4.8 ENTERTAINMENT :
4.9 HEALTH :
4.9.1 ROAD MAP FOR
DESIGNING BCI INTERFACED TECHNOLOGY:
CHAPTER 5
CONCLUSION
It can also predict the upcoming brain waves pattern with help of a deep
learning model
Which can be implemented in future
Nowadays advanced digital marketing strategies use neuro marketing
techniques in which these techniques directly attack the psychological part to
prime the emotions and make persons to buy the product using some
advertisements…
It includes visible colour , efficient design and sounds.
[2] H.S. Anupama, N.K. Cauveryand and G.M. Lingaraju, (2012, May).
Brain computer interface and its types – a study. International Journal
of Advances in Engineering & Technology. 3(2). pp. 739-745. Available:
http://www.e-ijaet.org/volume-3-issue-2.html
[4] B. HE, Neural engineering (2nd ed.). New York: Springer, 2013.
[10] D. P. Subha, P. K. Joseph, R. Acharya U and Ch. Min Lim. (2010). EEG
Signal Analysis: A Survey. Journal of Medical Systems. [Online]. 34(2).
pp. 195-212. Available: http://link.springer.com/10.1007/s10916-008-
9231-z
[11] N. Thi, H. Hanh and H. Van Tuan, “Identification of some brain waves
signal and applications,” in 12th IEEE Conference on Industrial
Electronics and Applications, 2017, pp. 1415-1420