scholarly journals A Virtual Environment-based Training System for the Blind Wheelchair User through use of 3D Audio Supported by EEG

Author(s):  
Everton S de Souza ◽  
Edgard EL Lamounier ◽  
Alexandre AC Cardoso

Many difficulties are encountered by people with disabilities, especially when a diagnosis is made up of more than one dysfunction, as is the case of visually impaired wheelchair users. In fact, this scenario generates a degree of incapacity in terms of the performing of basic activities on the part of the wheelchair user. The treatment of disabled patients is performed in an individualized manner according to their particular clinical aspects. People with visual and motor disabilities are restricted in independent navigation. In this navigation scenario, there is a requirement for interaction, this requirement justifies the use of Virtual Reality (VR). In addition, locomotion needs to possess natural control, in order to be successfully incorporated. Based on such a condition, Electroencephalography (EEG) has shown great advances in the area of health, concerning spontaneous brain signals. This research demonstrates through experiment, the use of a wheelchair adapted with support of VR and EEG for the training of locomotion and individualized interaction of wheelchair users with visual impairment. The objective being to provide efficient interactions, thus allowing social inclusion of patients considered otherwise incapacitated. This project was based on the following criteria natural control, feedback, stimuli and safety. A multi-layer computer rehabilitation system was developed incorporating natural interaction supported by EEG, which activates the movements in the Virtual Environment and real wheelchair through adequately performed experiments. This research consists of elaborating a suitable approach for blind wheelchair user patients. The results demonstrated that the use of Virtual Reality with EEG signals has the potential for improving the quality of life and independence of blind wheelchair users.

2017 ◽  
Author(s):  
Everton S de Souza ◽  
Edgard EL Lamounier ◽  
Alexandre AC Cardoso

Many difficulties are encountered by people with disabilities, especially when a diagnosis is made up of more than one dysfunction, as is the case of visually impaired wheelchair users. In fact, this scenario generates a degree of incapacity in terms of the performing of basic activities on the part of the wheelchair user. The treatment of disabled patients is performed in an individualized manner according to their particular clinical aspects. People with visual and motor disabilities are restricted in independent navigation. In this navigation scenario, there is a requirement for interaction, this requirement justifies the use of Virtual Reality (VR). In addition, locomotion needs to possess natural control, in order to be successfully incorporated. Based on such a condition, Electroencephalography (EEG) has shown great advances in the area of health, concerning spontaneous brain signals. This research demonstrates through experiment, the use of a wheelchair adapted with support of VR and EEG for the training of locomotion and individualized interaction of wheelchair users with visual impairment. The objective being to provide efficient interactions, thus allowing social inclusion of patients considered otherwise incapacitated. This project was based on the following criteria natural control, feedback, stimuli and safety. A multi-layer computer rehabilitation system was developed incorporating natural interaction supported by EEG, which activates the movements in the Virtual Environment and real wheelchair through adequately performed experiments. This research consists of elaborating a suitable approach for blind wheelchair user patients. The results demonstrated that the use of Virtual Reality with EEG signals has the potential for improving the quality of life and independence of blind wheelchair users.


2021 ◽  
Vol 16 ◽  
pp. 302-314
Author(s):  
U Rajashekhar ◽  
Neelappa Neelappa

Individuals face numerous challenges with many disorders, particularly when multiple disfunctions are diagnosed and especially for visually effected wheelchair users. This scenario, in reality creates in a degree of incapacity on the part of the wheelchair user in terms of performing simple activities. Based on their specific medical needs confined patients are treated in a modified method. Independent navigation is secured for individuals with vision and motor disabilities. There is a necessity for communication which justifies the use of virtual reality (VR) in this navigation situation. For the effective integration of locomotion besides, it must be under natural guidance. Electroencephalography (EEG), which uses random brain impulses, has made significant progress in the field of health. The custom of an automated audio announcement system modified to have the help of Virtual Reality (VR) and EEG for training of locomotion and individualised interaction of wheelchair users with visual disability is demonstrated in this study through an experiment. Enabling the patients who were otherwise deemed incapacitated to participate in social activities, as the aim was to have efficient connections. The natural control, feedback, stimuli, and protection these subsequent principles founded this project. Via properly conducted experiments, a multilayer computer rehabilitation system was created that integrated natural interaction assisted by EEG, which enabled the movements in the virtual environment and real wheelchair. For blind wheelchair operator patients this study involved of expounding the proper methodology. For educating the value of life and independence of blind wheelchair users, outcomes proven that VR with EEG signals has that potential. To protect their life straightaway and to report all these disputes, the military system should have high speed, more precise portable prototype device for nursing the soldier health, recognition of solider location and report about health sharing system to the concerned system. FPGA-based soldier’s health observing and position gratitude system is proposed in this paper. Reliant on heart rate which is centred on EEG signals the soldier health is observed in systematic bases. By emerging Verilog HDL programming language and executing on Artix-7 development FPGA board of part name XC7ACSG100t the whole work is approved in a Vivado Design Suite. Classification of different abnormalities, and cloud storage of EEG along with type of abnormalities, artifact elimination, abnormalities identification based on feature extraction, exist in the segment of suggested architecture. Irregularity circumstances are noticed through developed prototype system and alert the physically challenged (PHC) individual via audio announcement. An actual method for eradicating motion artefacts from EEG signals that have anomalies in the PHC person's brain has been established, and the established system is a portable device that can deliver differences in brain signal variation intensity. Primarily the EEG signals can be taken and the undesirable artifact can be detached, later structures can be mined by DWT these are the two stages through which artifact deletion can be completed. The anomalies in signal can be noticed and recognized by using machine learning algorithms known as Multirate SVM classifiers, when the features have been extracted using a combination of HMM and GMM. Intended for capable declaration about action taken by a blind person, these result signals are protected in storage devices and conveyed to the controller. Pretending daily motion schedules allows the pretentious EEG signals to be caught. Aimed at the validation of planned system, the database can be used and continued with numerous recorded signals of EEG. The projected strategy executes better in terms of re-storing theta, delta, alpha, and beta (TDAB) complexes of the original EEG with less alteration and a higher signal to noise ratio (SNR) value of the EEG signal which illustrates in the quantitative analysis. The projected method used Verilog HDL and MATLAB software for both formation and authorization of results in order to yield improved results. Since from the achieved results, it is initiated that 32% enhancement in SNR, 14% in MSE and 65% enhancement in recognition of anomalies, hence design is effectively certified and proved for standard EEG signals datasets on FPGA.


2008 ◽  
Vol 575-578 ◽  
pp. 709-715 ◽  
Author(s):  
Zhen Xin Liang ◽  
Jian Xun Zhang ◽  
Yi Pei

Gas shield Tungsten Arc Welding (GTAW) is an important process method in material processing. Welding quality is vital for the product quality. It is an important way to improve the quality of product by raising the personal capability and handling technique of the welder. In this investigation, because of the deficiency in classic welding training scheme, some new technology were introduced into classic welding training field to improve the efficiency of welding training and reduce training cost. A computer simulation system that can be used to train primary welders was developed combined with three-dimensional stereoscopic vision and API interface of OpenGL, virtual reality is the kernel technology. In this system, welders were trained not in the real operating environment but in the virtual environment where has experience personally effect that simulated by computer. There is unnecessary with welding material and welding energy in virtual environment simulated by computer. It has highly automatic and intelligent and lower required to welding teachers. It is healthy to welder because that intensive arc and harmful dust are disappeared in virtual environment. It is a lower cost and high efficiency method by use of virtual training system to training new welder.


2003 ◽  
Vol 12 (2) ◽  
pp. 125-139 ◽  
Author(s):  
Changhoon Park ◽  
Sang Chul Ahn ◽  
Yong-Moo Kwon ◽  
Hyoung-Gon Kim ◽  
Heedong Ko ◽  
...  

We have built the world's largest virtual reality (VR) theater for the Gyeongju World Culture EXPO 2000. The VR theater is characterized by a huge shared VR space with tightly coupled user inputs from 651 audience members in real time. The shared 3D virtual environment is augmenting the physical audience space in harmony. Large computer-generated passive stereo images on a huge cylindrical screen provide the sensation of visual immersion. The theater also provides 3D audio, vibration, and olfactory display as well as the keypads for each of the audience members to interactively control the virtual environment. This paper introduces the issues raised and addressed during the design of a versatile VR theater, the production process, and the presentation techniques using the versatile display and interaction capability of the future theater.


2009 ◽  
Vol 36 (S 02) ◽  
Author(s):  
R Gentner ◽  
A Hefny ◽  
W Farhan ◽  
F Segor ◽  
D Dees ◽  
...  

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Sign in / Sign up

Export Citation Format

Share Document