Playing games using EEG signals (part II)

There are nearly 10 percent of the global population that are diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) by the age of 7, which can impair learning performance as well as their social life. [1] For these individuals, sustaining self-control or attention in performing tasks are hi...

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Main Author: Soh, Cheong Seng
Other Authors: Andy Khong Wai Hoong
Format: Final Year Project
Language:English
Published: 2016
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Online Access:http://hdl.handle.net/10356/67435
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-674352023-07-07T16:20:54Z Playing games using EEG signals (part II) Soh, Cheong Seng Andy Khong Wai Hoong School of Electrical and Electronic Engineering DRNTU::Engineering There are nearly 10 percent of the global population that are diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) by the age of 7, which can impair learning performance as well as their social life. [1] For these individuals, sustaining self-control or attention in performing tasks are highly difficult due to their wide and rapidly changing attention span. Currently, there is no effective clinical methods to prevent this condition. However, treatments targeted at reducing the symptoms of ADHD are available such as psychotherapy, medication as well as diet and nutrition. This can be very costly over a long period of time. This Final Year Project focuses on developing a Brain-Computer-Interface (BCI) application, providing a platform for children with such disorder as well as healthy users to train their 4C’s – Concentration, Control, Confidence and Calmness, through neurogaming. With the use of Emotiv EPOC headset and Emotiv Control Panel, the method of extracting and interpreting electrical activities of the brain is utilized, which is known as Electroencephalography (EEG). In this way, cognitive commands can be interpreted and events can be executed. These events can then be mapped to specific key bindings on the computer keyboard which are used as an input to the system. The 3D and 2D multiplayer games, “MindBlown” and “HoverRun” were developed using Unity, a cross-platform game development engine. By using the cognitive commands trained in the Emotiv Control Panel, the players can control specific functions of the ingame characters, competing to win the game. This project allowed BCI to showcase its potential to the public at the Nanyang Technological University (NTU) College of Engineering (COE) Open House in December 2015 as well as NTU Open House in March 2016. Bachelor of Engineering 2016-05-16T08:56:42Z 2016-05-16T08:56:42Z 2016 Final Year Project (FYP) http://hdl.handle.net/10356/67435 en Nanyang Technological University 53 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering
spellingShingle DRNTU::Engineering
Soh, Cheong Seng
Playing games using EEG signals (part II)
description There are nearly 10 percent of the global population that are diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) by the age of 7, which can impair learning performance as well as their social life. [1] For these individuals, sustaining self-control or attention in performing tasks are highly difficult due to their wide and rapidly changing attention span. Currently, there is no effective clinical methods to prevent this condition. However, treatments targeted at reducing the symptoms of ADHD are available such as psychotherapy, medication as well as diet and nutrition. This can be very costly over a long period of time. This Final Year Project focuses on developing a Brain-Computer-Interface (BCI) application, providing a platform for children with such disorder as well as healthy users to train their 4C’s – Concentration, Control, Confidence and Calmness, through neurogaming. With the use of Emotiv EPOC headset and Emotiv Control Panel, the method of extracting and interpreting electrical activities of the brain is utilized, which is known as Electroencephalography (EEG). In this way, cognitive commands can be interpreted and events can be executed. These events can then be mapped to specific key bindings on the computer keyboard which are used as an input to the system. The 3D and 2D multiplayer games, “MindBlown” and “HoverRun” were developed using Unity, a cross-platform game development engine. By using the cognitive commands trained in the Emotiv Control Panel, the players can control specific functions of the ingame characters, competing to win the game. This project allowed BCI to showcase its potential to the public at the Nanyang Technological University (NTU) College of Engineering (COE) Open House in December 2015 as well as NTU Open House in March 2016.
author2 Andy Khong Wai Hoong
author_facet Andy Khong Wai Hoong
Soh, Cheong Seng
format Final Year Project
author Soh, Cheong Seng
author_sort Soh, Cheong Seng
title Playing games using EEG signals (part II)
title_short Playing games using EEG signals (part II)
title_full Playing games using EEG signals (part II)
title_fullStr Playing games using EEG signals (part II)
title_full_unstemmed Playing games using EEG signals (part II)
title_sort playing games using eeg signals (part ii)
publishDate 2016
url http://hdl.handle.net/10356/67435
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