Artificial intelligence based analysis and game control using brain signals

Brain Computer Interface is an emerging field which is gaining traction particularly in the use for video games. This is done by extracting brain signals via a conventional method used in the biomedical domain, which is Electroencephalography(EEG). The project involves developing the entire pipeline...

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Main Author: Hong, Calvin Wen Kit
Other Authors: Smitha Kavallur Pisharath Gopi
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2022
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Online Access:https://hdl.handle.net/10356/156470
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1564702022-04-17T11:34:27Z Artificial intelligence based analysis and game control using brain signals Hong, Calvin Wen Kit Smitha Kavallur Pisharath Gopi School of Computer Science and Engineering smitha@ntu.edu.sg Science::Medicine::Biosensors Engineering::Computer science and engineering Brain Computer Interface is an emerging field which is gaining traction particularly in the use for video games. This is done by extracting brain signals via a conventional method used in the biomedical domain, which is Electroencephalography(EEG). The project involves developing the entire pipeline of the signal extraction, processing, classification, game development and interfacing. A low cost, low electrode count EEG capturing device, known as the InterAxon Muse 2, is used as the choice of hardware for this project. This project also aims to evaluate the feasibility of using the InterAxon Muse 2 as the EEG capturing choice. In particular, this project has two main points to evaluate; the first is to compare and contrast the separability of attentive and relax states, and the second is to evaluate whether the model is transferable onto a game. Experiments were conducted using various neurocognitive prompts such as the flanker task and the proposed majority task with varying block length. The results are visualized using Principle Component Analysis and are trained on SVM and Neural Network models. A simple ball game, created using Unity3D is used in tandem with the trained models to evaluate the transferability of the model for the game. Results reflect that Neural Networks have a higher performance as compared to SVMs, and that the proposed majority task has a higher classification accuracy based on the mean obtained from the 10 subjects, and that the models are generally transferable onto the ball game created. Bachelor of Engineering (Computer Science) 2022-04-17T11:34:27Z 2022-04-17T11:34:27Z 2022 Final Year Project (FYP) Hong, C. W. K. (2022). Artificial intelligence based analysis and game control using brain signals. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/156470 https://hdl.handle.net/10356/156470 en application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Science::Medicine::Biosensors
Engineering::Computer science and engineering
spellingShingle Science::Medicine::Biosensors
Engineering::Computer science and engineering
Hong, Calvin Wen Kit
Artificial intelligence based analysis and game control using brain signals
description Brain Computer Interface is an emerging field which is gaining traction particularly in the use for video games. This is done by extracting brain signals via a conventional method used in the biomedical domain, which is Electroencephalography(EEG). The project involves developing the entire pipeline of the signal extraction, processing, classification, game development and interfacing. A low cost, low electrode count EEG capturing device, known as the InterAxon Muse 2, is used as the choice of hardware for this project. This project also aims to evaluate the feasibility of using the InterAxon Muse 2 as the EEG capturing choice. In particular, this project has two main points to evaluate; the first is to compare and contrast the separability of attentive and relax states, and the second is to evaluate whether the model is transferable onto a game. Experiments were conducted using various neurocognitive prompts such as the flanker task and the proposed majority task with varying block length. The results are visualized using Principle Component Analysis and are trained on SVM and Neural Network models. A simple ball game, created using Unity3D is used in tandem with the trained models to evaluate the transferability of the model for the game. Results reflect that Neural Networks have a higher performance as compared to SVMs, and that the proposed majority task has a higher classification accuracy based on the mean obtained from the 10 subjects, and that the models are generally transferable onto the ball game created.
author2 Smitha Kavallur Pisharath Gopi
author_facet Smitha Kavallur Pisharath Gopi
Hong, Calvin Wen Kit
format Final Year Project
author Hong, Calvin Wen Kit
author_sort Hong, Calvin Wen Kit
title Artificial intelligence based analysis and game control using brain signals
title_short Artificial intelligence based analysis and game control using brain signals
title_full Artificial intelligence based analysis and game control using brain signals
title_fullStr Artificial intelligence based analysis and game control using brain signals
title_full_unstemmed Artificial intelligence based analysis and game control using brain signals
title_sort artificial intelligence based analysis and game control using brain signals
publisher Nanyang Technological University
publishDate 2022
url https://hdl.handle.net/10356/156470
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