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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Εφαρμογή ασύρματης ηλεκτροεγκεφαλογραφίας σε άτομα με δυσλεξία / Application of wireless EEG on adults with dyslexia

Κλεάνθους, Τίνα 10 June 2014 (has links)
Τα τελευταία χρόνια, το πρόβλημα της απόκτησης και χρήσης ενός συστήματος ηλεκτροεγκεφαλογραφίας λόγω του υψηλού κόστους του έχει υπερπηδηθεί με την κυκλοφορία πολλών εναλλακτικών συστημάτων λιγότερων δαπανηρών. Το πιο εξελιγμένο από αυτά του μικρού κόστους συστήματα είναι το Emotiv Epoc. Ένα επιπλέον πλεονέκτημα του Emotiv Epoc έναντι των συμβατικών συστημάτων ηλεκτροεγκεφαλογραφίας αποτελεί το γεγονός ότι είναι ασύρματο. Το γεγονός αυτό ανοίγει καινοτόμες οδούς στο πεδίο το νευροεπιστημών αφού δύναται η εκτέλεση πειραμάτων ευρέων εφαρμογών όπως π.χ. λήψη ηλεκτροεγκεφαλικών μετρήσεων εν κινήσει. Μια τέτοια εφαρμογή μπορεί επίσης να αποτελεί και η εκτέλεση πειραμάτων σε μικρά παιδιά στα οποία η καλωδίωση μπορεί να καταστεί πολύ δύσκολη. Με βάση λοιπόν τα παραπάνω, ένα τέτοιο σύστημα θα μπορούσε να χρησιμοποιηθεί με επιτυχία σε παιδία για έγκαιρη διάγνωση της δυσλεξίας η οποία κρίνεται επιβεβλημένη σε πολύ μικρές ηλικίες .Μειονέκτημα όμως ενός τέτοιου ασύρματου συστήματος θα μπορούσε να υποθέσει κανείς ότι είναι η αυξημένη παρουσία θορύβου. Ο θόρυβος αυτός θα μπορούσε να πηγάζει τόσο κατασκευαστικά ( αφού η πληροφορία καταγράφεται ασύρματα ) όσο και λόγω του γεγονότος ότι τέτοιου είδους πειράματα δεν λαμβάνουν χώρα σε μονωμένο ηλεκτρομαγνητικά περιβάλλον. Επιπρόσθετα, οι ηλεκτρονικοί υπολογιστές είναι απαραίτητοι προκειμένου να σχεδιαστεί και να εκτελεστεί ένα οποιοδήποτε πείραμα προκλητών δυναμικών και η αξιοπιστία τους ως ένα μεγάλο βαθμό εξαρτάται από αυτούς. Παρόλα αυτά, η πλειοψηφία των ηλεκτρονικών υπολογιστών λόγω του ότι η χρήση τους βρίσκει εφαρμογή σε μια πληθώρα εφαρμογών δεν καθίσταται δυνατό να παρέχει την χρονική ακρίβεια η οποία είναι απαραίτητη σε τέτοιου είδους πειράματα. Σκοπός της παρούσας διπλωματικής εργασίας είναι η διερεύνηση του κατά πόσο ένα τέτοιο σύστημα ασύρματης ηλεκτροεγκεφαλογραφίας όπως το Emotiv Epoc σε συνδυασμό με τους ηλεκτρονικούς υπολογιστές τους οποίους έχουμε στην διάθεση μας, μπορεί να χρησιμοποιηθεί σε πειράματα προκλητών δυναμικών σε άτομα με δυσλεξία για την ανάκτηση μετρήσεων μεγάλης ακρίβειας. / In recent years, the low-cost wireless EEG systems have become available, spurred by applications in the game industry. These systems offer a wider and more innovative range of options, for example EEG recordings while in motion and are easier to use so they are suitable for children and special populations. For example such systems can in principle be used for mass screening for early diagnosis of dyslexia, an application of tremendous importance for the individual and society. One of the most advanced such systems is the Emotiv Epoc. The wider and more innovative range of options that EEG systems like the Emotiv Epoc provide cannot however be applied to neuroscience experiments, before some technical limitations are overcome. One such drawback is the higher noise levels compared to clinical devices. The source of the noise could be a manufacturing issue (since the data are recorded wirelessly) or the fact that such experiments do not take place in an environment properly insulated from electromagnetic noise. Moreover, computers are necessary in order to design and execute a protocol for evoked response potentials (ERPs) experiments and the precision of the measurements and specifically issues of timing control depend critically on the computer hardware and software. In clinical and research systems specialized software and hardware for this purpose are available and they are the product of decades of highly specialized work. Very few such software exist today for research and clinical applications with wireless EEG systems in general although some simple tools are beginning to appear. The purpose of this thesis is to investigate whether a wireless EEG system like the Emotiv Epoc can be used with general-purpose computers to retrieve and record precise measurements in order to successfully conduct ERP experiments in general, focusing for the sake of an explicit example to an application for dyslexia, that is of interest to the host laboratory today.
12

Interfaces c?rebro-computador: estudo, design e desenvolvimento do jogo AdmiralMind Battleship

Ferreira, Alessandro Luiz Stamatto 28 March 2014 (has links)
Made available in DSpace on 2014-12-17T15:48:12Z (GMT). No. of bitstreams: 1 AlessandroLSF_DISSERT.pdf: 5359322 bytes, checksum: 38000f531a3025444d952f3756cbb61a (MD5) Previous issue date: 2014-03-28 / 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
13

Faktory ovlivňující využitelnost nervového ovládání počítače v oblasti informačního managementu / Factors influencing usability of nervous control of the computer in the information management

Živkov, Martin January 2012 (has links)
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.
14

The Effect of Binaural Tones on EEG Waveforms and Human Computational Performance

Diersing, Christina L. January 2021 (has links)
No description available.
15

Aportaciones de las nuevas tecnologías combinadas con monitorización fisiológica en el campo de la regulación emocional

Rodríguez Ortega, Alejandro 12 June 2015 (has links)
[EN] Emotional regulation strategies determine the way in which people feel, express and regulate their emotions. These regulation strategies affect all aspects of life. Currently, numerous scientific studies indicate the role that these regulation strategies play in the development and maintenance of adaptive and healthy behavior. On the other hand, deficiencies or deficits in emotional regulation are considered to be relevant factors in the origin and maintenance of numerous behavioral and emotional disorders. There are different instruments that have been traditionally used to train and evaluate emotional regulation capabilities. They are usually based on subjective questionnaires. Although these questionnaires have proven to be useful, they present some limitations that make them little suitable for certain groups who are especially reluctant to be assessed, such as adolescents. Currently, new systems based on man-machine interfaces, such as virtual reality and physiological sensors, are starting to be used for training emotional regulation strategies. The purpose of the research reported in this thesis is to address the issues related to the instruments used to train and evaluate the emotional regulation strategies. Specifically, the aim of this work is to study the combined use of virtual reality and serious games with non-invasive physiological monitoring in the emotional regulation field in adolescent population. For this reason, this document shows the results obtained from three studies, with three different virtual environments where participant were able to train different emotional regulation strategies while their cardiac signal or brain activation were recorded. The aim of this thesis is to make a contribution to the emotional regulation field providing a new research framework through the use of new technologies, such as virtual reality, and through more objective assessment instruments such as physiological signals. / [ES] Las estrategias de regulación emocional determinan la forma en que las personas sienten, expresan y regulan sus emociones. Estas estrategias influyen prácticamente en todos los aspectos de la vida. En la actualidad existen numerosas investigaciones que destacan el papel que juegan estas estrategias de regulación emocional en el desarrollo y el mantenimiento de una conducta sana y adaptativa. Por el contrario, carencias o déficits en dichas estrategias de regulación pueden ser consideradas como un factor relevante en el origen y mantenimiento de numerosos trastornos emocionales y de comportamiento. Existen diversos instrumentos que se han utilizado tradicionalmente para evaluar las capacidades de regulación emocional y que están basados en cuestionarios subjetivos. Estos cuestionarios, aunque son muy útiles y prácticos, presentan algunas limitaciones que los hacen poco apropiados, sobre todo para ciertos colectivos que son especialmente reacios a ser evaluados, como podrían ser los adolescentes. Actualmente están empezando a usarse nuevos sistemas basados en tecnologías hombre-máquina, como pueden ser la realidad virtual y los sensores fisiológicos, para el entrenamiento de las estrategias de regulación emocional. La investigación presentada en esta tesis tiene como propósito abordar los aspectos relacionados con los instrumentos utilizados en el entrenamiento y en la evaluación de las estrategias de regulación emocional. Concretamente, el objetivo del presente trabajo es estudiar el uso combinado de la realidad virtual y los juegos serios con la monitorización fisiológica no invasiva en el campo de la regulación emocional en población adolescente. Para ello se presentan y se detallan los resultados obtenidos de tres estudios realizados, con tres entornos virtuales diferentes, donde los participantes pudieron entrenar diferentes estrategias de regulación emocional mientras se les registraban la señal cardíaca o la activación cerebral. Con la presente Tesis Doctoral se pretende hacer una contribución al campo de la regulación emocional, proporcionando un nuevo marco de investigación a través del uso de nuevas tecnologías como la realidad virtual y a través de instrumentos de evaluación más objetivos, como son las señales fisiológicas. / [CAT] Les estratègies de regulació emocional determinen la manera en què les persones senten, expressen i regulen les seves emocions. Aquestes estratègies influeixen pràcticament en tots els aspectes de la vida. En l'actualitat existeixen nombroses recerques que destaquen el paper que juguen aquestes estratègies de regulació emocional en el desenvolupament i el manteniment d'una conducta sana i adaptativa. Per contra, mancances o dèficits en aquestes estratègies de regulació poden ser considerats com un factor rellevant en l'origen i manteniment de nombrosos trastorns emocionals i de comportament. Existeixen diversos instruments que s'han utilitzat tradicionalment per avaluar les capacitats de regulació emocional i que estan basats en qüestionaris subjectius. Aquests qüestionaris, encara que són molt útils i pràctics, presenten algunes limitacions que els fan poc apropiats, sobretot per a certs col¿lectius que són especialment poc inclinats a ser avaluats, com podrien ser els adolescents. Actualment, estan començant a usar-se nous sistemes basats en tecnologies home-màquina, com pot ser la realitat virtual i els sensors fisiològics, per a l'entrenament de les estratègies de regulació emocional. La investigació presentada en aquesta tesi té com a propòsit abordar els aspectes relacionats amb els instruments utilitzats en l'entrenament i en l'avaluació de les estratègies de regulació emocional. Concretament, l'objectiu del present treball és estudiar l'ús combinat de la realitat virtual i els jocs seriosos amb el monitoratge fisiològic no invasiu en el camp de la regulació emocional en població adolescent. Per a això, es presenten i es detallen els resultats obtinguts de tres estudis realitzats, amb tres entorns virtuals diferents, on els participants van poder entrenar diferents estratègies de regulació emocional mentre se'ls registraven el senyal cardíac o l'activació cerebral. Amb la present Tesi Doctoral es pretén fer una contribució al camp de la regulació emocional, proporcionant un nou marc de investigació a través de l'ús de noves tecnologies com la realitat virtual i a través d'instruments d'avaluació més objectius, com són els senyals fisiològics. / Rodríguez Ortega, A. (2015). Aportaciones de las nuevas tecnologías combinadas con monitorización fisiológica en el campo de la regulación emocional [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/51588 / TESIS
16

Asymmetry of Gains and Losses: Behavioral and Electrophysiological Measures

Flores, Diego Gonzalo 01 December 2016 (has links)
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.
17

Känslor i krigets närhet : En känslohistorisk tolkning av Astrid Lindgrens dagböcker från andra världskriget / Emotions in the proximity of war : An emotion history interpretation of Astrid Lindgren´s diaries from World War II

Järpehult, Hanna January 2022 (has links)
When war broke out in Europe in 1939 a mother of two, the thirty-three-year-old Astrid Lindgren, begun keeping a journal. In this diary she wrote about the events of the war, the decisions of the government of Sweden and her own personal life in Stockholm. With a micro historical approach and with a theoretical framework from history of emotions this study aims to explore Lindgren´s emotional life and her emotions towards the changing aspects of the ordinary life, her government´s political agenda, and towards the international players and victims of the second world war. With the use of William K. Reddy´s terminology of emotive and emotional navigation as well as Hugo Nordland´s emotional strategies as analyzing tools the results showed that Lindgren´s initial emotion towards the ordinary life, now affected by the war, was despair, expressed in emotives such as chock, sadness and despondency. The emotion later shifted to gratitude (towards her own privileged situation) and blues (caused by war fatigue), existing simultaneously. The most common emotion expressed correlating to the Swedish government is the emotion of trust. Lindgren´s main emotions towards the victims of the war was compassion. At multiples times, in her diaries, she expressed pity for those who suffered and gratitude for not being among them. The emotions she expressed correlating to the great powers of the war was hate (Germany), fear (Soviet Union) and contempt (Italy). But she also felt conflicted when faced with the fact that she might have to make a choice between Germany and the Soviet Union. The fear of the Russians trumped her loathing of the Nazi regime, but when she gained a greater knowledge of the German atrocities, she came to regard both regimes as equally horrible. The frequent use of certain emotives (such as confidence, gratitude and pity) indicates an emotional navigation to consolidate her feelings and avoid other less desirable emotions. In the same way the uses of biblical metaphors, comparisons of beasts and the reference to brotherly love gives proof of emotional strategies in her handling of undesirable feelings such as hatred and shame. Lastly, this study concludes in a didactical discussion arguing that Astrid Lindgren´s war diaries is a material of great value when teaching of and developing a historical consciousness.

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