Journal articles on the topic 'Brainwave-control'

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1

Chiu, Wayne, Chunhua Su, Chuan-Yen Fan, Chien-Ming Chen, and Kuo-Hui Yeh. "Authentication with What You See and Remember in the Internet of Things." Symmetry 10, no. 11 (October 23, 2018): 537. http://dx.doi.org/10.3390/sym10110537.

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The Internet-of-Things (IoT) is an emerging paradigm seamlessly integrating a great number of smart objects ubiquitously connected to the Internet. With the rise in interest in the IoT, industry and academia have introduced a variety of authentication technologies to deal with security challenges. Authentication in IoT involves not only shifting intelligent access control down to the end smart objects, but also user identification and verification. In this paper, we build an authentication system based on brainwave reactions to a chain of events. Brainwaves, as external signals of a functioning brain, provide a glimpse into how we think and react. However, seen another way, we could reasonably expect that a given action or event could be linked back to its corresponding brainwave reaction. Recently, commercial products in the form of wearable brainwave headsets have appeared on the market, opening up the possibility of exploiting brainwaves for various purposes and making this more feasible. In the proposed system, we use a commercially available brainwave headset to collect brainwave data from participants for use in the proposed authentication system. After the brainwave data collection process, we apply a machine learning-based approach to extract features from brainwaves to serve as authentication tokens in the system and support the authentication system itself.
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Md Ahnaf Shariar, Syeda Maliha Monowara, Md. Shafayat Ul Islam, Muhammed Junaid Noor Jawad, and Saifur Rahman Sabuj. "Brainwave assistive system for paralyzed individuals." ITU Journal on Future and Evolving Technologies 2, no. 3 (July 15, 2021): 79–89. http://dx.doi.org/10.52953/ibjp6517.

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The Brain-Computer Interface (BCI) is a system based on brainwaves that can be used to translate and comprehend the innumerable activities of the brain. Brainwave refers to the bioelectric impulses invariably produced in the human brain during neurotransmission, often measured as the action potential. Moreover, BCI essentially uses the widely studied Electroencephalography (EEG) technique to capture brainwave data. Paralysis generally occurs when there is a disturbance in the central nervous system prompted by a neurodegenerative or unforeseen event. To overcome the obstacles associated with paralysis, this paper on the brainwave-assistive system is based on the BCI incorporated with Internet-of-things. BCI can be implemented to achieve control over external devices and applications. For instance, the process of cursor control, motor control, neuroprosthetics and wheelchair control, etc. In this paper, the OpenBCI Cyton-biosensing board has been used for the collection of the EEG data. The accumulated EEG data is executed subsequently to obtain control over the respective systems in real-time. Hence, it can be concluded that the experiments of the paper support the idea of controlling an interfaced system through the real-time application of EEG data.
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M, Yusof, M. M., Salleh, S. M, Ainul, H. M. Y, Siswanto, W. A, and Mahmud, W. M. A. .W. "Analysis of Golfer‘S Brainwave Signal During Par Tee Ireland and Driving Range Game." International Journal of Engineering & Technology 7, no. 4.30 (November 30, 2018): 469. http://dx.doi.org/10.14419/ijet.v7i4.30.22370.

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Ways to improve sport performance become exceptional contemporary interest. Nowadays, many studies use human brain as an input signal include eyes blinking, attention and meditation to control the exchange process. Brain–Computer Interface (BCI) requires generating control signals for external device by analysing the internal brain signal. The objective is to identify the signal of brainwave which gives effect to performance of golfer. The analysis involved the meditation (α) and attention (β) state of different golf players. In this project, the brainwave of golfer’s will be analyzed based on the movement before club strike the ball. EEG signal used to find out the features by using Fast Fourier Transform (FFT). The analysis included three categories of player include beginner, intermediate and professional. Two types of game have been considered which are Par Tee Ireland and Driving Range. The project interfaces MATLAB software with an EEG headset. The data has interpreted in time and frequency domain graph that show different level in an attention (β) state for both games. Brainwave signals indicated players’ performance and lead to better performance. This data benefits increasing the performance of golfer to become the professional golfer by using electroencephalography (EEG) headset in future study.
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Braboszcz, Claire, B. Rael Cahn, Jonathan Levy, Manuel Fernandez, and Arnaud Delorme. "Increased Gamma Brainwave Amplitude Compared to Control in Three Different Meditation Traditions." PLOS ONE 12, no. 1 (January 24, 2017): e0170647. http://dx.doi.org/10.1371/journal.pone.0170647.

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5

Cheng, Chi Hang, Shuai Li, and Seifedine Kadry. "Mind-Wave Controlled Robot: An Arduino Robot Simulating the Wheelchair for Paralyzed Patients." International Journal of Robotics and Control 1, no. 1 (June 27, 2018): 6. http://dx.doi.org/10.5430/ijrc.v1n1p6.

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This project attempts to implement an Arduino robot to simulate a brainwave-controlled wheelchair for paralyzed patients with an improved controlling method. The robot should be able to move freely in anywhere under the control of the user and it is not required to predefine any map or path. An accurate and natural controlling method is provided, and the user can stop the robot any time immediately to avoid risks or danger. This project is using a low-cost and a brainwave-reading headset which has only a single lead electrode (Neurosky mind wave headset) to collect the EEG signal. BCI will be developed by sending the EEG signal to the Arduino Mega and control the movement of the robot. This project used the eye blinking as the robot controlling method as the eye blinking will cause a significant pulse in the EEG signal. By using the neural network to classify the blinking signal and the noise, the user can send the command to control the robot by blinking twice in a short period of time. The robot will be evaluated by driving in different places to test whether it can follow the expected path, avoid the obstacles, and stop in a specific position.
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6

Abdul Rahman, Ahmad Danial, and Hanim Hussin. "Detection of attention and meditation state-based brainwave system to control prosthetic arm." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 2 (February 1, 2019): 794. http://dx.doi.org/10.11591/ijeecs.v13.i2.pp794-800.

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<span>Neurotechnology has led to the development of Brain-Computer Interfaces (BCIs) or Brain-Machine Interfaces (BMIs) which are devices that use brain transmission signal to operate. Electroencephalography (EEG) is one of the recent methods that could retrieve transmission signal of the brain from scalp safely. This paper will discuss the development of Neuroprosthetics limb by using patients’ attention and meditation level to produce movement. The main objective of this project is to restore mobility of patients that have suffered from motor disabilities. This project is carried out by interfacing the data acquisition device which is NeuroSky Mindwaves Headset with the microcontroller to move the prosthetic arm as the output. Arduino Nano microcontroller acts as data processing and a controller to the arm as the output. The prosthetic arm is designed by using SOLIDWORKS software and fabricated by 3D printed. From this project, the user will be able to control the prosthetic arm ranging from rotating the hand to bending the fingers creating a grasp and release gesture.</span>
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7

González-González, Gabriela, Víctor M. Velasco-Herrera, and Alicia Ortega-Aguilar. "Use of Covariance Analysis in Electroencephalogram Reveals Abnormalities in Parkinson’s Disease." Applied Sciences 11, no. 20 (October 15, 2021): 9633. http://dx.doi.org/10.3390/app11209633.

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Covariance analysis from wavelet data in electroencephalographic records (EEG) was, for the first time, applied in this study to unravel information contained in the standard EEG, which was previously not taken into consideration due to the mathematical models used. The methodology discussed here could be applied to any neurological condition, including the important early stages of neurodegenerative diseases. In this study, we analyzed EEG from control (CL) participants and participants with diagnosed Parkinson’s disease (PD), who were age-matched women in an eyes-closed resting state, to test the model. PD is predicted to rise over the next decades as the population ages. Furthermore, women are more likely to undergo PD-related complications and worse disability than men. Two groups based on age were considered: under and over 60 years (PD patients <60 and >60; CL <60 and >60). Continuous Wavelet Transform and Cross Wavelet Transform were applied to determine patterns of global wavelet curves, main frequencies, and power analyses. Our results indicate that both CL age groups and PD patients <60 share a main α brainwave and PD patients >60 showed a main δ brainwave. Interestingly, power anomalies analyses show a decreasing anteroposterior gradient in CL, whereas it is increasing in PD patients, which was not previously observed. The brainwave power in PD patients <60 was higher in θ, α and β waves and in >60 group, the δ, θ and β brainwaves were predominant. This methodology offers a tool to reveal abnormal electrical brain activity unseen by a regular EEG analysis. The advent of new models that process EEG, such as the model proposed in this study, promotes renewed interest in electrophysiology of the brain to study the early stages of PD and improve understanding of the origin and progress of the disease.
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8

Flavia, Ms Judy, Aviraj Patel, Diwakar Kumar Jha, and Navnit Kumar Jha. "A Wearable Brain-Computer Interface Instrument with Aug- Mented Reality-Based Interface for General Applications." Indian Journal of Artificial Intelligence and Neural Networking 1, no. 3 (June 10, 2021): 23–28. http://dx.doi.org/10.35940/ijainn.c1032.061321.

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In the project we are demonstrating the combined usage Augmented Reality(AR) and brain faced com- puter interface(BI) which can be used to control the robotic acuratorby.Thismethod is more simple and more user friendly. Here brainwave senor will work in its normal setting detecting alpha, beta, and gam- ma signals. These signals are decoded to detect eye movements. These are very limited on its own since the number of combinations possible to make higher andmorecomplextaskpossible.Asasolutiontothis AR is integrated with the BCI application to make control interface more user friendly. Thisapplication can be used in many cases including many robotic anddevicecontrollingcases.HereweuseBCI-ARto detect eye paralysis that can be archive by detecting eyelidmovementofpersonbywearingheadbend.
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9

Flavia, Ms Judy, Aviraj Patel, Diwakar Kumar Jha, and Navnit Kumar Jha. "A Wearable Brain-Computer Interface Instrument with Aug- Mented Reality-Based Interface for General Applications." Indian Journal of Artificial Intelligence and Neural Networking 1, no. 3 (June 10, 2021): 23–28. http://dx.doi.org/10.54105/ijainn.c1032.061321.

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In the project we are demonstrating the combined usage Augmented Reality(AR) and brain faced com- puter interface(BI) which can be used to control the robotic acurator by. This method is more simple and more user friendly. Here brainwave senor will work in its normal setting detecting alpha, beta, and gam- ma signals. These signals are decoded to detect eye movements. These are very limited on its own since the number of combinations possible to make higher and more complex task possible. Asa solution to this AR is integrated with the BCI application to make control interface more user friendly. This application can be used in many cases including many robotic and device controlling cases. Here we use BCI-AR to detect eye paralysis that can be archive by detecting eye lid movement of person by wearing head bend.
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10

Hou, Yong Mei, Pei Cheng Hu, Mei Wang, and Zhan Yu Mo. "Combined Brainwave Synchronizer with Progressive Muscle Relaxation on the Maintained Hemodialysis Patients: A Randomly Controlled Study." Applied Mechanics and Materials 140 (November 2011): 115–24. http://dx.doi.org/10.4028/www.scientific.net/amm.140.115.

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Mental problems have profound influence on the development and transfer of illness of the maintained hemodialysis (MHD) patients in the past study. The goal of this pilot study was to explore the effects of psychological intervention which combined brainwave synchronizer with progressive muscle relaxation (PMR) on the mental health, physiological function and quality-of-life (QOL) of MHD patients. Seventy-seven MHD patients were randomly assigned to the intervention group (ITG, 39 patients) or the control group (CTG, 38 patients). The CTG received the conventional therapy which included hemodialysis (HD) 3 times/week and recombinant human erythropoietin (rHuEPO) at dosages of 100 units/(kg·week-1) to 150 unites/(kg·week-1) by i.v or subcutaneous injection. The ITG received the conventional therapy combined with psychological intervention, which included brainwave synchronizer and PMR. Psychological and QOL outcomes in both groups were assessed with The Symptom Checklist 90 (SCL-90) and the Short Form 36 Health survey Questionnaire (SF-36) three days before and after the intervention, respectively. And blood routing and kidney functions indexes were tested with hematic parameter at the same time. Two-tailed independent samplettest andχ2test were performed. Thirty-six patients of the ITG and 34 patients of the CTG completed the study. The patients in the ITG showed better mental state, higher global QOL and higher values of heamoglobin (HB), accounting of red blood cells (RBC), hematocrit (HCT) and serum calcium, lower values of serum phosphor, serum kalium, blood urea nitrogen (BUN) before HD and the ratio of interdialytic weight gain to dry weight (IWGR) than those in the CTG. There is no significant difference in serum creatinine (Scr) before HD between both groups. Psychological intervention seems effective in improving MHD patients’ mental state, increasing their compliance to treatment, and mending their physiological function and QOL.
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11

Chung, Ming-An, Chia-Wei Lin, and Chih-Tsung Chang. "The Human—Unmanned Aerial Vehicle System Based on SSVEP—Brain Computer Interface." Electronics 10, no. 23 (December 3, 2021): 3025. http://dx.doi.org/10.3390/electronics10233025.

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The brain–computer interface (BCI) is a mechanism for extracting information from the brain, with this information used for various applications. This study proposes a method to control an unmanned aerial vehicle (UAV) flying through a BCI system using the steady-state visual evoked potential (SSVEP) approach. The UAV’s screen emits three frequencies for visual stimulation: 15, 23, and 31 Hz for the UAV’s left-turn, forward-flight, and right-turn functions. Due to the requirement of immediate response to the UAV flight, this paper proposes a method to improve the accuracy rate and reduce the time required to correct instruction errors in the resolution of brainwave signals received by UAVs. This study tested ten subjects and verified that the proposed method has a 10% improvement inaccuracy. While the traditional method can take 8 s to correct an error, the proposed method requires only 1 s, making it more suitable for practical applications in UAVs. Furthermore, such a BCI application for UAV systems can achieve the same experience of using the remote control for physically challenged patients.
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12

Priyatno, Sapto Budi, Teguh Prakoso, and Munawar Agus Riyadi. "Classification of motor imagery brain wave for bionic hand movement using multilayer perceptron." SINERGI 26, no. 1 (February 1, 2022): 57. http://dx.doi.org/10.22441/sinergi.2022.1.008.

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Physical disability due to amputation can affect a person's quality of life due to limited movement in performing daily activities. Bionic hands are used to help someone with an amputation disability. This research developed a bionic hand control based on electroencephalography sensors capable of measuring the brain's bioelectric activity. The classified brain wave was then translated as activity pattern information. The alpha & beta waves were the focus of this work. This study demonstrated a method to extract and classify motor imagery of brainwave activity patterns. The Fast Fourier Transform (FFT) method extracts motor imagery characteristics. The extraction of features is then classified by the Multilayer Perceptron (MLP) method for five classes of bionic hand movement. Testing was conducted with two scenarios. The first test motor imagery without additional movement showed an accuracy of 77.20 %, while the second test motor imagery combined with head movement showed an accuracy of 84.40% for five classes. The system based on motor imagery has been implemented in a bionic hand that shows the applicability of the proposed method.
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13

Paszkiel, Szczepan, Paweł Dobrakowski, and Adam Łysiak. "The Impact of Different Sounds on Stress Level in the Context of EEG, Cardiac Measures and Subjective Stress Level: A Pilot Study." Brain Sciences 10, no. 10 (October 13, 2020): 728. http://dx.doi.org/10.3390/brainsci10100728.

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Everyone experiences stress at certain times in their lives. This feeling can motivate, however, if it persists for a prolonged period, it leads to negative changes in the human body. Stress is characterized, among other things, by increased blood pressure, increased pulse and decreased alpha-frequency brainwave activity. An overview of the literature indicates that music therapy can be an effective and inexpensive method of improving these factors. The objective of this study was to analyze the impact of various types of music on stress level in subjects. The conducted experiment involved nine females, aged 22. All participants were healthy and did not have any neurological or psychiatric disorders. The test included four types of audio stimuli: silence (control sample), rap, relaxing music and music triggering an autonomous sensory meridian response (ASMR) phenomenon. The impact of individual sound types was assessed using data obtained from four sources: a fourteen-channel electroencephalograph, a blood pressure monitor, a pulsometer and participant’s subjective stress perception. The conclusions from the conducted study indicate that rap music negatively affects the reduction of stress level compared to the control group (p < 0.05), whereas relaxing music and ASMR calms subjects much faster than silence (p < 0.05).
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Weon, Hee-Wook, Youn-Eon Byun, and Hyun-Ja Lim. "Quantitative EEG (QEEG) Analysis of Emotional Interaction between Abusers and Victims in Intimate Partner Violence: A Pilot Study." Brain Sciences 11, no. 5 (April 29, 2021): 570. http://dx.doi.org/10.3390/brainsci11050570.

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Background: The perpetrators of intimate partner violence (IPV) and their victims have different emotional states. Abusers typically have problems associated with low self-esteem, low self-awareness, violence, anger, and communication, whereas victims experience mental distress and physical pain. The emotions surrounding IPV for both abuser and victim are key influences on their behavior and their relationship. Methods: The objective of this pilot study was to examine emotional and psychological interactions between IPV abusers and victims using quantified electroencephalogram (QEEG). Two abuser–victim case couples and one non-abusive control couple were recruited from the Mental Image Recovery Program for domestic violence victims in Seoul, South Korea, from 7–30 June 2017. Data collection and analysis were conducted using BrainMaster and NeuroGuide. The emotional pattern characteristics between abuser and victim were examined and compared to those of the non-abusive couple. Results: Emotional states and reaction patterns were different for the non-abusive and IPV couples. Strong delta, theta, and beta waves in the right frontal and left prefrontal lobes were observed in IPV case subjects. This indicated emotional conflict, anger, and a communication block or impaired communication between abuser and victim. Conclusions: Our study findings suggest brainwave control training via neurofeedback could be a possible therapy in managing emotional and communication problems related to IPV.
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Gani S. F., Abd, Miskon M. F., Hamzah R. A., A. Aziz K. A., Kadmin A. F, Jidin A. Z., Md Basar M. F, Kamalrudin M., A. Razak E. N. S, and Md Ali Shah M. A. S. "Electrical Appliance Switching Controller by Brain Wave Spectrum Evaluation Using a Wireless EEG Headset." International Journal of Emerging Technology and Advanced Engineering 11, no. 10 (October 15, 2021): 109–19. http://dx.doi.org/10.46338/ijetae1021_14.

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Disabled people are usually unable to interact with their surroundings efficiently, and performing tasks like switching an appliance on or off can be troublesome if the user is bedridden, for example. This article discusses an electrical appliance switching controller using a wireless EEG headset that is aimed to aid elderly people and the disabled. The system comprises of a MindLink EEG headset that is Bluetooth-connected to an Arduino microcontroller board. The system permits the user to separately switch on and off the 4 electrical devices connected to the power socket. The EEG signal is obtained to investigate the brain activity throughout the experiments done. Based on the brain wave signals read, attention and meditation are determined to be the most suitable for this project and is used to trigger the relay switching of the power socket. It is found that the response time to trigger the switching is slow as some users require practice or training to control their brain wave signals effectively. The work performed provides a rudimentary insight of a BCI system functionalities and presents a brainwave-controlled hardware switching for the bedridden or disabled patients.
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16

Aliyari, Hamed, Hedayat Sahraei, Sahar Golabi, Masoomeh Kazemi, Behrouz Minaei-Bidgoli, Mohammad Reza Daliri, Zahra Dehghanimohammadabadi, and Mehdi Hadipoor. "Fear stress in computer games caused brain waves, oxytocin and brain-derived neurotrophic factor changes among woman." Physiology and Pharmacology 25, no. 1 (July 25, 2020): 92–98. http://dx.doi.org/10.32598/ppj.25.1.60.

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Introduction: Stress and fear caused by computer games have been shown to have various effects on the cognitive system. This work was aimed to investigate the effects of short-time horror computer games on cognitive indicators. Methods: A total of twenty female subjects were recruited and divided into experimental and control groups. All required tests were performed before and after the intervention (playing or watching horror game) on the control and experimental groups. The saliva samples were collected before and after the intervention to measure levels of cortisol and alpha-amylase. Also, blood was taken before and during the game from each subject to evaluate plasma levels of oxytocin and brain-derived neurotrophic factor. The Brain waveforms were acquired by Emotive brain signal recording device before and after the intervention. Data analysis was conducted using R and MATLAB software. Results: The cortisol and alpha-amylase levels were shown to significantly increase after the horror game playing. Also, the levels of oxytocin were significantly higher after the experimentation. The levels of brain-derived neurotrophic factor were displayed to reduce after the experimentation. The results of the brainwave analysis revealed that the average stress index was significantly higher, while the average attention index was lower after playing the game. No significant difference in the study variables was observed in the control group. Conclusion: Horror computer games may have adverse effects on the activity of the stress system in the central nervous system. Fear-induced stress was shown to relatively undermine some cognitive elements.
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Yulinda Laska, Erika Fariningsih, and Sherly Mutiara. "EFFECT OF NATURE SOUNDS MUSIC THERAPY DURATION ON BLOOD PRESSURE AMONG PRIMIPAROUS POSTPARTUM WOMEN." International Journal of Social Science 1, no. 2 (August 3, 2021): 101–4. http://dx.doi.org/10.53625/ijss.v1i2.142.

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Background: Postpartum blues rate for Asia is between 26-85%, while the prevalence in Indonesia is 50-70%. All postpartum women can experience stress, almost 80% of primiparous women experience feelings of sadness after childbirth. Stress can stimulate the sympathetic nerves to trigger the work of the heart and can trigger increased blood pressure. Music raises changes in brainwave status, stress hormones and affects the cardiovascular system. Nature sounds music is music that has a slow tempo and may cause relaxed and comfortable feelings. Objective: To prove the effect of natural music therapy duration on blood pressure among primiparous postpartum women. Method: This study used a true experimental design (pretest-posttest control group design). The sampling technique used Simple random sampling. The respondents of this study were primiparous postpartum women amounted to 39 mothers. The samples in this study were divided into three groups namely the treatment group of music therapy with 15 minutes duration, the treatment group of music therapy with 30 minutes duration and the control group. Analysis to test the effect of duration of nature sounds music on primiparous postpartum women used One-way ANOVA and Kruskall Wallis test Results: The result of study analysis showed that there was differences between systolic blood pressure and diastolic blood pressure with p-value 0,010 and 0,009 (p value <0,05) Conclusion: There was an effect of duration of natural music therapy on blood pressure
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Guo, Li-Na, Ren-Lin Zhao, Ai-Hua Ren, Li-Xin Niu, and Yan-Long Zhang. "Stress Recovery of Campus Street Trees as Visual Stimuli on Graduate Students in Autumn." International Journal of Environmental Research and Public Health 17, no. 1 (December 24, 2019): 148. http://dx.doi.org/10.3390/ijerph17010148.

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Human stress recovery response to landscapes is under discussion in Chinese settings. The present study aimed to clarify the stress recovery effects of campus street trees on graduate students in autumn. A total of 150 participants (23.75 ± 1.01 years old) completed the Trier Social Stress Test (TSST) and were then randomly assigned to view one of five virtual environments, including the street trees Sophora japonica, Ginkgo biloba, Platanus acerifolia, Koelreuteria paniculata, and the indoor environment (control). Physiological responses were measured by R-R interval and electroencephalography (EEG). Psychological responses were examined through the state version of the State-Trait Anxiety Inventory (STAI-S) and the Perceived Restorativeness Scale (PRS). Results showed that R-R intervals significantly increased while viewing all street trees. Both alpha and beta brainwave activities while viewing S. japonica and G. biloba were remarkably higher than those while viewing P. acerifolia and K. paniculata. The STAI-S scores significantly decreased, and the positive PRS scores were registered after viewing street trees. We concluded that a brief virtual visual experience of campus street trees in autumn has stress recovery effects on graduate students, and the different levels of stress recovery are associated with different types of street trees.
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Ho, Yu-Ting, Ying-Chieh Tsai, Terry B. J. Kuo, and Cheryl C. H. Yang. "Effects of Lactobacillus plantarum PS128 on Depressive Symptoms and Sleep Quality in Self-Reported Insomniacs: A Randomized, Double-Blind, Placebo-Controlled Pilot Trial." Nutrients 13, no. 8 (August 17, 2021): 2820. http://dx.doi.org/10.3390/nu13082820.

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Recent animal studies have supported that Lactobacillus plantarum PS128 (PS128) can reduce the severity of anxiety and depression. However, previous studies did not focus on the sleep quality and mood of humans. This study determines whether PS128 reduces the severity of anxiety and depressive symptoms, regulates autonomic nervous system function, and improves sleep quality. Forty participants between 20 and 40 years of age with self-reported insomnia were randomly assigned to two groups, a PS128 group and a placebo group, in a double-blind trial. Participants took two capsules of either PS128 or a placebo after dinner for 30 days. Study measures included subjective depressive symptoms, anxiety and sleep questionnaires, and miniature-polysomnography recordings at baseline and on the 15th and 30th days of taking capsules. Overall, all outcomes were comparable between the two groups at baseline and within the 30-day period, yet some differences were still found. Compared to the control group, the PS128 group showed significant decreases in Beck Depression Inventory-II scores, fatigue levels, brainwave activity, and awakenings during the deep sleep stage. Their improved depressive symptoms were related to changes in brain waves and sleep maintenance. These findings suggest that daily administration of PS128 may lead to a decrease in depressive symptoms, fatigue level, cortical excitation, and an improvement in sleep quality during the deep sleep stage. Daily consumption of PS128 as a dietary supplement may improve the depressive symptoms and sleep quality of insomniacs, although further investigation is warranted.
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Azhari, Ahmad, and Ajie Kurnia Saputra Swara. "K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals." Signal and Image Processing Letters 1, no. 2 (July 19, 2019): 46–62. http://dx.doi.org/10.31763/simple.v1i2.5.

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World Health Organization (WHO) has determined that Gaming disorder is included in the International Classification of Diseases (ICD-11). The behavior of playing digital games included in the Gaming disorder category is characterized by impaired control of the game, increasing the priority given to the game more than other activities insofar as the game takes precedence over other daily interests and activities, and the continuation or improvement of the game despite negative consequences. The influence of video games on children's development has always been a polemic because in adolescence not only adopts cognitive abilities in learning activities, but also various strategies related to managing activities in learning, playing and socializing to improve cognitive abilities. Therefore, this research was conducted to analyze the cognitive activity of late teens in learning and playing games based on brainwave signals and to find out the impact of games on cognitive activity in adolescents. Prediction of the effect of the game on cognitive activity will be done by applying Fast Fourier Transform for feature extraction and K-Nearest Neighbor for classification. The results of the expert assessment showed the percentage of respondents with superior cognitive category but game addiction was 63.3% and respondents with cognitive categorization were average but were addicted by 36.6%. The percentage of accuracy produced by the system shows 80% in games and cognitive by using k values of 1, 6, and 7. The correlation test results show a percentage of 0.089, so it is concluded that there is no influence of the game on cognitive activity in late adolescents.
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21

Mirchandani, Suvir P. "Fuzzy Logic Based Eye-Brain Controlled Web Access System." Computer and Information Science 8, no. 4 (November 6, 2015): 77. http://dx.doi.org/10.5539/cis.v8n4p77.

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<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Accessing the Web is crucially important in today’s society because of communication, education, and entertainment opportunities. Paralyzed or paretic individuals are unable to capitalize on these opportunities using traditional human-computer interaction methods. Thus, I develop a low-cost web browsing system for such individuals, integrating eye and brain control in a novel fashion to relay and interpret navigation commands. The system combines gaze position estimates obtained from a new image processing algorithm with brain concentration levels sensed and transmitted by an electroencephalogram headset. Since user intent may itself be uncertain, the system incorporates a novel fuzzy logic algorithm for combining brainwave and eye position inputs to determine the user’s targeted hyperlink. The algorithm adopts an approach based on exponential smoothing to e</span><span>ffi</span><span>ciently keep a record of historical signals. Experimental evaluation established that the first attempt success rate of the system lies between 87% and 95% with 95% confidence. Error recovery accuracy is 98.4%, resulting in a second attempt success rate of 99.1%. This assistive technology, using o</span><span>ff</span><span>-the-shelf components, costs less than $100 excluding the tablet computer, and has the potential to a</span><span>ff</span><span>ordably open up the Web to millions of individuals.</span></p></div></div></div>
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Kuo, Tung-Tai, Rong-Chin Lo, Ren-Guey Lee, Yuan-Hao Chen, and Shang-Hsien Cai. "ACTIVITY COMMAND ENCODING OF CEREBRAL CORTEX M1-EVOKED POTENTIALS OF THE SPRAGUE DAWLEY RAT USING TIME DELAY NEURAL NETWORKS." Biomedical Engineering: Applications, Basis and Communications 32, no. 04 (July 29, 2020): 2050034. http://dx.doi.org/10.4015/s1016237220500349.

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Understanding the neurons that transmit messages in the brain while we thinking, feeling, or acting is critical for research on the causes of neurological disease and treatment strategies. This research focuses on the primary motor cortex M1 region, which is involved in human motor function as an activity command center. Understanding this region can help us to determine the mechanism of movement control by the brain, with applicability to other activity mechanisms. A time delay neural network (TDNN) is a suitable model for studying brain signals. TDNN can analyze comprehensive information for a period of successive signals, which is similar to the transmission mechanism of the M1 region. Therefore, this study used a TDNN to build a three-stage encoding system corresponding to the signal type, type arrangement, and time sequence of the brainwave signal from the M1 region and the encoded results were defined as codes, symbols, and commands, respectively. This study aimed to understand the relationship between movement and the M1 region by decoding the signal when the rat undertakes an action. First, we recorded the M1 signal from three rat action types (walk, stand up, and shift head) and performed signal processing. This included using a nonlinear energy operator to find the response points of each action signal. The signals were separated into several sections according to the response time points and independent component analysis was then used to extract the features of the signal (the signal of interest). Finally, we found 16 representative sample signals through a dynamic dimension increasing algorithm to train a three-stage TDNN. We then input the remaining feature signals of interest into the three-stage TDNN for encoding and classification. The results showed an accuracy rate for the three actions of 51.4%, 80.0%, and 54.3%, which means that it is feasible to explain the brain signal of M1 from the free-moving animal using a three-stage TDNN encoding model.
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Sahat, Norasyimah, Afishah Alias, and Fouziah Md Yassin. "Wheelchair controlled by human brainwave using brain-computer interface system for paralyzed patient." Bulletin of Electrical Engineering and Informatics 10, no. 6 (December 1, 2021): 3032–41. http://dx.doi.org/10.11591/eei.v10i6.3200.

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Integrated wheelchair controlled by human brainwave using a brain-computer interface (BCI) system was designed to help disabled people. The invention aims to improve the development of integrated wheelchair using a BCI system, depending on the ability individual brain attention level. An electroencephalography (EEG) device called mindwave mobile plus (MW+) has been employed to obtain the attention value for wheelchair movement, eye blink to change the mode of the wheelchair to move forward (F), to the right (R), backward (B) and to the left (L). Stop mode (S) is selected when doing eyebrow movement as the signal quality value of 26 or 51 is produced. The development of the wheelchair controlled by human brainwave using a BCI system for helping a paralyzed patient shows the efficiency of the brainwave integrated wheelchair and improved using human attention value, eye blink detection and eyebrow movement. Also, analysis of the human attention value in different gender and age category also have been done to improve the accuracy of the brainwave integrated wheelchair. The threshold value for male children is 60, male teenager (70), male adult (40) while for female children is 50, female teenager (50) and female adult (30).
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Watada, J., M. Takagi, N. Yubazaki, and H. Hirano. "Realization of comfortable space using brainwave signals." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 220, no. 8 (December 2006): 667–73. http://dx.doi.org/10.1243/09596518jsce162.

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Liu, Yizhi, Mahmoud Habibnezhad, and Houtan Jebelli. "Brainwave-driven human-robot collaboration in construction." Automation in Construction 124 (April 2021): 103556. http://dx.doi.org/10.1016/j.autcon.2021.103556.

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Nandikolla, Vidya, Bryan Ghoslin, Kevin Matsuno, and Daniel A. Medina Portilla. "A Brain-Computer Interface for Teleoperation of a Semiautonomous Mobile Robotic Assistive System Using SLAM." Journal of Robotics 2022 (February 26, 2022): 1–12. http://dx.doi.org/10.1155/2022/6178917.

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The proposed assistive hybrid brain-computer interface (BCI) semiautonomous mobile robotic arm demonstrates a design that is (1) adaptable by observing environmental changes with sensors and deploying alternate solutions and (2) versatile by receiving commands from the user’s brainwave signals through a noninvasive electroencephalogram cap. Composed of three integrated subsystems, a hybrid BCI controller, an omnidirectional mobile base, and a robotic arm, the proposed robot has commands mapped to the user’s brainwaves related to a set of specific physical or mental tasks. The implementation of sensors and the camera systems enable both the mobile base and the arm to be semiautonomous. The mobile base’s SLAM algorithm has obstacle avoidance capability and path planning to assist the robot maneuver safely. The robot arm calculates and deploys the necessary joint movement to pick up or drop off a desired object selected by the user via a brainwave controlled cursor on a camera feed. Validation, testing, and implementation of the subsystems were conducted using Gazebo. Communication between the BCI controller and the subsystems is tested independently. A loop of prerecorded brainwave data related to each specific task is used to ensure that the mobile base command is executed; the same prerecorded file is used to move the robot arm cursor and initiate a pick-up or drop-off action. A final system test is conducted where the BCI controller input moves the cursor and selects a goal point. Successful virtual demonstrations of the assistive robotic arm show the feasibility of restoring movement capability and autonomy for a disabled user.
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Hassan, Ahmad, Jiang Tao, Guo Li, Mingyan Jiang, Liu Aii, Jiang Zhihui, Liu Zongfang, and Chen Qibing. "Effects of Walking in Bamboo Forest and City Environments on Brainwave Activity in Young Adults." Evidence-Based Complementary and Alternative Medicine 2018 (2018): 1–9. http://dx.doi.org/10.1155/2018/9653857.

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Background. In Japan, “Shinrin-yoku” or forest bathing (spending time in forests) is a major practice used for relaxation. However, its effects on promoting human mental health are still under consideration. The objective of this study was to investigate the physiological and psychological relaxation effects of forest walking on adults. Sixty participants (50% males; 50% females) were trained to walk 15-minute predetermined courses in a bamboo forest and a city area (control). The length of the courses was the same to allow comparison of the effects of both environments. Blood pressure and EEG results were measured to assess the physiological responses and the semantic differential method (SDM) and STAI were used to study the psychological responses. Blood pressure was significantly decreased and variation in brain activity was observed in both environments. The results of the two questionnaires indicated that walking in the bamboo forest improves mood and reduces anxiety. Moreover, the mean meditation and attention scores were significantly increased after walking in a bamboo forest. The results of the physiological and psychological measurements indicate the relaxing effects of walking in a bamboo forest on adults.
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Yadav, Ghazal Suhani, Francisco José Cidral-Filho, and Ranjani B. Iyer. "Using Heartfulness Meditation and Brainwave Entrainment to Improve Teenage Mental Wellbeing." Frontiers in Psychology 12 (October 15, 2021). http://dx.doi.org/10.3389/fpsyg.2021.742892.

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Teenagers are highly susceptible to mental health issues and this problem has been exacerbated by the quarantine restrictions of COVID-19. This study evaluated the use of Heartfulness Meditation and Audio Brainwave Entrainment to help teenagers cope with mental health issues. It used 30-min Heartfulness meditation and 15-min brainwave entrainment sessions with binaural beats and isochronic tones three times a week for 4 weeks. Using a pretest-posttest methodology, participants were asked to complete a survey battery including the Pittsburgh Quality of Sleep Index, Perceived Stress Scale, Patient Health Question-9, Profile of Mood States, and Cambridge Brain Health assessment. Participants (n = 40) were divided into four experimental groups: the control group (n = 9), Audio Brainwave Entrainment group (n = 9), Heartfulness Meditation group (n = 10), and a combined group (n = 12), for a 4-week intervention. Data were analyzed with paired t-tests. The singular Audio Brainwave Entrainment group did not see statistically significant improvements, nor did any of the intervention groups for brain health (p &gt; 0.05). This study, however, proved the efficacy of a 4-week Heartfulness Meditation program to regulate overall mood (p = 0.00132), stress levels (p = 0.0089), state depression (POMS; p = 0.0037), and anger (p = 0.002). Results also suggest adding Audio Brainwave Entrainment to Heartfulness Meditation may improve sleep quality (p = 0.0377) and stress levels (p = 0.00016).
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"Brain Computer Interface for Controlling Mobile Robot." International Journal of Recent Technology and Engineering 8, no. 2S4 (August 27, 2019): 152–56. http://dx.doi.org/10.35940/ijrte.b1027.0782s419.

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This Paper describes a brainwave controlled mobile robot based on brain computer interface (bci). This uses Matlab to analyze the brainwaves. Bci bypass the communication path between brain and computer to establish a communication system in which the data flows directly from brain to physical devices. Bci consists of software and hardware components that allow brain inputs to be translated as controls for machine. The different brain patterns are translated into different machine commands. These obtained commands are used to control the mobile robot. This technology is widely used in neuro-prosthetic devices, which helps people in achieving or improving their capability. . Our intention in this paper is to develop a smart wheelchair which will help disabled people in their mobility. The Bci consists of Neurosky brainwave headset which is connected to computer for extracting the data and to process real time commands, which is then used to control the module.
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Liu, Sichao, Lihui Wang, and Xi Vincent Wang. "Multimodal Data-Driven Robot Control for Human–Robot Collaborative Assembly." Journal of Manufacturing Science and Engineering 144, no. 5 (March 29, 2022). http://dx.doi.org/10.1115/1.4053806.

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Abstract In human–robot collaborative assembly, leveraging multimodal commands for intuitive robot control remains a challenge from command translation to efficient collaborative operations. This article investigates multimodal data-driven robot control for human–robot collaborative assembly. Leveraging function blocks, a programming-free human–robot interface is designed to fuse multimodal human commands that accurately trigger defined robot control modalities. Deep learning is explored to develop a command classification system for low-latency and high-accuracy robot control, in which a spatial-temporal graph convolutional network is developed for a reliable and accurate translation of brainwave command phrases into robot commands. Then, multimodal data-driven high-level robot control during assembly is facilitated by the use of event-driven function blocks. The high-level commands serve as triggering events to algorithms execution of fine robot manipulation and assembly feature-based collaborative assembly. Finally, a partial car engine assembly deployed to a robot team is chosen as a case study to demonstrate the effectiveness of the developed system.
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., Luki Masriansyah. "PENGARUH TERAPI BRAINWAVE ENTRAINMENT DENGAN STIMULASI BINAURAL BEATS AUDIOTORY TERHADAP NYERI PADA LANSIA DENGAN GOUT ARTHRITIS DI WILAYAH KERJA PUSKESMAS ALIANYANG KOTA PONTIANAK." Tanjungpura Journal of Nursing Practice and Education 2, no. 1 (October 17, 2019). http://dx.doi.org/10.26418/tjnpe.v2i1.37098.

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Latar belakang : Gout Arthritis(GA) merupakan gangguan metabolik yangditandai dengan peningkatan kadar asam urat dalam darah (hiperurisemia) yangdimanifestasikan dengan nyeri. Nyeri mengganggu kemampuan lanjut usia(lansia) untuk beristirahat, konsentrasi, dan kegiatan yang biasa dilakukansehingga dapat menurunkan aktivitas dan produktivitas lansia. Terapi BrainwaveEntrainment(BWE) dengan stimulasi Binaural Beats Audiotory(BBA) dapatdiberikan untuk mengatasi nyeri.Tujuan : Mengetahui pengaruh terapi BWE dengan stimulasi BBA terhadap nyeripada lansia dengan GA di wilayah kerja Puskesmas Alianyang Kota Pontianak.Metode : Penelitian kuantitatif menggunakan desain Quasi Experiment Pre andPost Test Nonequivalent Control Group Design dengan teknik NonprobabilitySampling yaitu Purposive Sampling. Jumlah sampel 48 responden yang dibagi kedalam dua kelompok, yaitu kelompok intervensi dan kelompok kontrol. Analisadata menggunakan uji Wilcoxon dan uji Mann-Whitney.Hasil : Karakteristik responden berdasarkan jenis kelamin penderita GAterbanyak adalah perempuan (62,5%), dengan usia pada lansia 60-74 tahun(elderly age) (58,3%), yang diikuti tingkat pendidikan SMP (39,6%) dandidominasi oleh pekerjaan IRT (35,4%). Analisa Bivariat Wilcoxon padakelompok intervensi diperoleh nilai p value 0,001 dan pada kelompok kontrol pvalue 0,157. Hasil uji Mann-Whitney didapatkan hasil p value 0,001.Kesimpulan : Terjadi pengaruh setelah dilakukan terapi BWE dengan stimulasiBBA terhadap nyeri pada lansia dengan GA.Kata Kunci : Intensitas Nyeri, Lansia, Gout Arthritis, Brainwave Entrainment
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Aliyari, Hamed, Hedayat Sahraei, Sahar Golabi, Masoomeh Kazemi, Mohammad Reza Daliri, and Behrouz Minaei-Bidgoli. "The Effect of Brain Teaser Games on the Attention of Players Based on Hormonal and Brain Signals Changes." Basic and Clinical Neuroscience Journal, January 1, 2021. http://dx.doi.org/10.32598/bcn.2021.724.9.

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Introduction: Today, evaluation and determination of the impact of computer games as an interactive media, play a significant role in cognitive and behavioral health of the individuals in the society. Computer games have been shown to have either positive or negative effects on cognitive indices among players. They also directly influence the lifestyle and quality of life of children, adolescents, and young adults. The present study was aimed to evaluate the short-term effects of the Brain Teaser game on players. Methods: Among forty-five male volunteers, a total of forty subjects with an average age of twenty years were recruited, and divided into two groups, the experimental group and control group. All required tests were conducted before and after the experimentation (playing the game) on the experimental group. Also, the tests were performed on control group, in which participants were not allowed to play the game. All assigned subjects completed a questionnaire, comprised of demographic characteristics and specific information regarding the game (e.g. game style and hours spent on playing the game). The saliva samples were collected to measure levels of Cortisol and Alpha Amylase. The salivary Alpha Amylase (sAA) and Cortisol levels were analyzed using a specific ELISA kit. Also, cognitive tests were performed using PASAT software before and after the game to assess perceptual-cognitive abilities of the players. The Brain waveforms were acquired by a 14-channel Emotiv brain signal recording device before and after the experimentation. Data analysis was conducted using R and MATLAB software. Results: PASAT test suggested that mental health and sustained attention were significantly improved, after the experimentation. In addition, the sAA and salivary Cortisol levels were significantly higher prior to the experimentation. The results of the brainwave analysis revealed that stress index and attention were significantly higher before the experimentation. Conclusion: Findings of the present study suggest that Brain Teaser games positively influence the central nervous system, and activate stress path, leading to changes in brain signals and subsequently improved cognitive elements, such as attention among players.
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"Network Sensor for Brain Wave with Automated Robot Assistance." International Journal of Recent Technology and Engineering 8, no. 2S3 (August 10, 2019): 1378–82. http://dx.doi.org/10.35940/ijrte.b1257.0782s319.

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Human thoughts consists of of a massive variety of interconnected neurons. The examples of collaboration among those neurons are spoken to as issues and enthusiastic states. As indicated through way of the human contemplations, this example will change which thusly produce particular electric powered waves. A muscle compression will likewise create a one in every of a kind electrical sign. a variety of these electric powered waves will be detected by way of the cerebrum wave sensor and it'll change over the records into parcels and transmit thru Bluetooth medium.Level analyzer unit (LAU) gets the thoughts wave crude records and it's going to listen and device the signal using MATLAB level that's seemed in data getting ready unit. At that factor the manage directions may be transmitted to the robotic it truly is the assistive robotic. With this whole framework, we are able to drift a robotic as consistent with the imparting instructions to the robot and it very well can be have become by means of squint problems and it has an inclination to be grew to become by flicker muscle constriction. Electroencephalography (EEG) is the estimation of electrical motion inside the residing mind. in this assignment we applied a brainwave sensor to dissect the EEG alerts . This plan speak about making geared up and recording the crude EEG signal from the thoughts Wave sensor within the MATLAB situation and through WIFI transmission control recommendations can be exceeded to the robotic section. thoughts wave sensors are not utilized in clinical use, however are applied inside the thoughts Brain Control Interface (BCI). The BCI is a prompt correspondence pathway among the cerebrum and an outside framework to offer direct correspondence and control between the human personality and substantial gadgets through disentangling various instances of cerebrum movement into guidelines step by step . This endeavor works of art fuses of a Processor utilizing cerebrum wave sensor and arranged unit block prominence unit as device parts and a fruitful musings signal system utilizing Matlab organize. directly, the proprietor wants to test whether the automated move or never again. on the off hazard that he's a now not strolling, by then the automated will obviously start. Be that as it can, at the off risk that he's ordinary mode, by then the vehicle will run and there's no notice. while the vehicle got gleaming request it will prevent at any rate the spot. what's more, if the owner wants to move the car he has a need to come ordinary mode. this can keep a key good ways from the improvement sooner or later of up close and personal. The present day system isn't having any faraway control leisure activity. depend upon others to work and No muscle withdrawal identifying and the proposed structure is having the mind wave examination for the sign which can be taken from the human cerebrum as appeared in the rectangular chart, is having controlling of the mechanical utilizing Human thoughts, Self
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"Robot Assisted Brain Wave Sensor Network in Smart Home Environment For Elderly Persons." International Journal of Innovative Technology and Exploring Engineering 8, no. 6S4 (July 26, 2019): 1410–13. http://dx.doi.org/10.35940/ijitee.f1286.0486s419.

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Human thoughts consists of of a massive variety of interconnected neurons. The examples of collaboration among those neurons are spoken to as issues and enthusiastic states. As indicated through way of the human contemplations, this example will change which thusly produce particular electric powered waves. A muscle compression will likewise create a one in every of a kind electrical sign. a variety of these electric powered waves will be detected by way of the cerebrum wave sensor and it'll change over the records into parcels and transmit thru Bluetooth medium.Level analyzer unit (LAU) gets the thoughts wave crude records and it's going to listen and device the signal using MATLAB level that's seemed in data getting ready unit. At that factor the manage directions may be transmitted to the robotic it truly is the assistive robotic. With this whole framework, we are able to drift a robotic as consistent with the imparting instructions to the robot and it very well can be have become by means of squint problems and it has an inclination to be grew to become by flicker muscle constriction. Electroencephalography (EEG) is the estimation of electrical motion inside the residing mind. in this assignment we applied a brainwave sensor to dissect the EEG alerts . This plan speak about making geared up and recording the crude EEG signal from the thoughts Wave sensor within the MATLAB situation and through WIFI transmission control recommendations can be exceeded to the robotic section. thoughts wave sensors are not utilized in clinical use, however are applied inside the thoughts Brain Control Interface (BCI). The BCI is a prompt correspondence pathway among the cerebrum and an outside framework to offer direct correspondence and control between the human personality and substantial gadgets through disentangling various instances of cerebrum movement into guidelines step by step . This endeavor works of art fuses of a Processor utilizing cerebrum wave sensor and arranged unit block prominence unit as device parts and a fruitful musings signal system utilizing Matlab organize. directly, the proprietor wants to test whether the automated move or never again. on the off hazard that he's a now not strolling, by then the automated will obviously start. Be that as it can, at the off risk that he's ordinary mode, by then the vehicle will run and there's no notice. while the vehicle got gleaming request it will prevent at any rate the spot. what's more, if the owner wants to move the car he has a need to come ordinary mode. this can keep a key good ways from the improvement sooner or later of up close and personal. The present day system isn't having any faraway control leisure activity. depend upon others to work and No muscle withdrawal identifying and the proposed structure is having the mind wave examination for the sign which can be taken from the human cerebrum as appeared in the rectangular chart, is having controlling of the mechanical utilizing Human thoughts, Self controlled and working office for not to rely on others to work. This endeavor at Matlab, explains that tranquil speakme inside the sentiment of this stage is "discerning effort to express a word, portrayed through unpretentious advancements of inner talk organs without unquestionably voicing it." The way gets markers from the cerebrum to the muscle bunches while the client purposely vocalizes inside. The device later companions such banner with an out of entryways preparing framework. Like talk affirmation structures, it allows the customer to make solicitations to such gadgets, however without reporting anything.
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"Utilising P300 via Non-Invasive Brain Computer Interface to Control Wheelchair." International Journal of Innovative Technology and Exploring Engineering 8, no. 11 (September 10, 2019): 3329–33. http://dx.doi.org/10.35940/ijitee.k2453.0981119.

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Physically challenged people have certain difficulties that prevents a public from living a natural life. The main advantage or need for design smart wheel chair is mobility. There are products catering to disabled person to satisfy also assist them to overcome the issues they face in move from one place to another, in various ways. The proposed system allows a person in need to move a wheelchair using his/her brainwave signals. That will be achieved by using a NeuroSky TGAM1 module and Arduino Mega 2560 over a Bluetooth communication establishment. The ultimate outcome is to comfort and cater to a larger population of the physically challenged with a simpler, cheaper yet effective alternative.
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"Effectiveness of Brainwave Synchronization in Alpha, Beta, and Theta Bands by Binaural Beats on Visuospatial Working Memory." Avicenna Journal of Neuro Psycho Physiology, February 5, 2021, 186–91. http://dx.doi.org/10.32592/ajnpp.2021.8.4.103.

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Background and Objective: This study aimed to determine the effect of synchronization of brain waves in alpha, beta, and theta bands by the Binaural beats on visuospatial working memory. Materials and Methods: The present quasi-experimental study was conducted based on a pretest-posttest control group design. In this regard, 60 students were selected by the available sampling method and randomly divided into three experimental groups and one control group (n=15 each). All subjects were assessed in the pre-test and post-test stages by the Corsi blocks tapping test. Participants in the experimental groups received 15, 9, 5, and 6 Hz binaural beats for 12 min. The collected data were analyzed using a one-way analysis of covariance. Results: The findings showed that 15 Hz binaural beats (beta bands) significantly improved the subject's visuospatial working memory (P<0.05). Conclusions: Given that working memory is the basis of numerous cognitive functions, using 15 Hz binaural beats could improve the visuospatial working memory in these people
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Lima, Gabriella Oliveira, Alex Luiz Menezes da Silva, Julianne Elba Cunha Azevedo, Chirlene Pinheiro Nascimento, Luana Rodrigues Vieira, Akira Otake Hamoy, Luan Oliveira Ferreira, et al. "100 YEARS OF VITAMIN D: Supraphysiological doses of vitamin D changes brainwave activity patterns in rats." Endocrine Connections 11, no. 3 (March 1, 2022). http://dx.doi.org/10.1530/ec-21-0457.

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Low plasma levels of vitamin D causes bone mineral change that can precipitate osteopenia and osteoporosis and could aggravate autoimmune diseases, hypertension and diabetes. The demand for vitamin D supplementation becomes necessary; however, the consumption of vitamin D is not without risks, which its toxicity could have potentially serious consequences related to hypervitaminosis D, such as hypercalcemia and cerebral alterations. Thus, the present study describes the electroencephalographic changes caused by supraphysiological doses of vitamin D in the brain electrical dynamics and the electrocardiographic changes. After 4 days of treatment with vitamin D at a dose of 25,000 IU/kg, the serum calcium levels found were increased in comparison with the control group. The electrocorticogram analysis found a reduction in wave activity in the delta, theta, alpha and beta frequency bands. For ECG was observed changes with shortened QT follow-up, which could be related to serum calcium concentration. This study presented important evidence about the cerebral and cardiac alterations caused by high doses of vitamin D, indicating valuable parameters in the screening and decision-making process for diagnosing patients with symptoms suggestive of intoxication.
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Liebl, Stefanie, Tim Tischendorf, Julia Winterlich, and Tom Schaal. "Technical innovations in stroke rehabilitation – a survey for development of a non-invasive, brainwave-guided, functional muscle stimulation." BMC Neurology 22, no. 1 (May 25, 2022). http://dx.doi.org/10.1186/s12883-022-02716-z.

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Abstract Background Stroke is one of the most frequent causes of death in Germany and the developed countries. After a stroke, those affected often suffer particularly from functional motor restrictions of the upper extremities. Newer techniques such as the BCI-FES systems aim to establish a communication channel between the brain and external devices with a neuromuscular intervention. The electrical activity of the brain is measured, processed, translated into control signals and can then be used to control an application. Methods As a mixed-methods design (exploratory design), eight guideline-based expert interviews were conducted first. For the quantitative expert survey, 95 chief physicians from the field of neuromedicine in rehabilitation facilities nationwide were subsequently invited to participate in an online survey. Results In our data analysis, we found that doctors are largely open-minded towards new technical rehabilitation systems. In addition to the proper functioning of the system, they consider the understanding of the functionality and the meaningfulness of the system to be particularly important. In addition, the system should be motivating for individuals, generate meaningful movements, be easy to use, evidence-based and quick to set up. Concerns were expressed regarding the understanding of the system’s processes, especially in the acute phase after a stroke, as well as the excessive expectation of results from the system on the part of the persons. The experts named stroke patients in rehabilitation phase C, which is about mobilization and recovery, as well as all persons who can understand the language requirements as benefiting groups of people. Conclusion The present study shows that more research should and must be done in the field of BCI-FES interfaces, and various development trends have been identified. The system has the potential to play a leading role in the rehabilitation of stroke patients in the future. Nevertheless, more work should be done on the improvement and implementation as well as the system’s susceptibility to interference in everyday patient life.
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Fedorova, Ksenia. "Mechanisms of Augmentation in Proprioceptive Media Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.744.

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Introduction In this article, I explore the phenomenon of augmentation by questioning its representational nature and analyzing aesthetic modes of our interrelationship with the environment. How can senses be augmented and how do they serve as mechanisms of enhancing the feeling of presence? Media art practices offer particularly valuable scenarios of activating such mechanisms, as the employment of digital technology allows them to operate on a more subtle level of perception. Given that these practices are continuously evolving, this analysis cannot claim to be a comprehensive one, but rather aims to introduce aspects of the specific relations between augmentation, sense of proprioception, technology, and art. Proprioception is one of the least detectable and trackable human senses because it involves our intuitive sense of positionality, which suggests a subtle equilibrium between a center (our individual bodies) and the periphery (our immediate environments). Yet, as any sense, proprioception implies a communicational chain, a network of signals traveling and exchanging information within the body-mind complex. The technological augmentation of this dynamic process produces an interference in our understanding of the structure and elements, the information sent/received. One way to understand the operations of the senses is to think about them as images that the mind creates for itself. Artistic intervention (usually) builds upon exactly this logic: representation of images generated in mind, supplementing or even supplanting the existing collection of inner images with new, created ones. Yet, in case of proprioception the only means to interfere with and augment these inner images is on bodily level. Hence, the question of communication through images (or representations) should be extended towards a more complex theory of embodied perception. Drawing on phenomenology, cognitive science, and techno-cultural studies, I focus on the potential of biofeedback technologies to challenge and transform our self-perception by conditioning new pathways of apprehension (sometimes by creating mechanisms of direct stimulation of neural activity). I am particularly interested in how the awareness of the self (grounded in the felt relationality of our body parts) is most significantly activated at the moments of disturbance of balance, in situations of perplexity and disorientation. Projects by Marco Donnarumma, Sean Montgomery, and other artists working with biofeedback aesthetically validate and instantiate current research about neuro-plasticity, with technologically mediated sensory augmentation as one catalyst of this process. Augmentation as Representation: Proprioception and Proprioceptive Media Representation has been one of the key ways to comprehend reality. But representation also constitutes a spatial relation of distancing and separation: the spectator encounters an object placed in front of him, external to him. Thus, representation is associated more with an analytical, rather than synthetic, methodology because it implies detachment and division into parts. Both methods involve relation, yet in the case of representation there is a more distinct element of distance between the representing subject and represented object. Representation is always a form of augmentation: it extends our abilities to see the "other", otherwise invisible sides and qualities of the objects of reality. Representation is key to both science and art, yet in case of the latter, what is represented is not a (claimed) "objective" scheme of reality, but rather images of the imaginary, inner reality (even figurative painting always presents a particular optical and psychological perspective, to say nothing about forms of abstract art). There are certain kinds of art (visual arts, music, dance, etc.) that deal with different senses and thus, build their specific representational structures. Proprioception is one of the senses that occupies relatively marginal position in artistic production (which is exactly because of the specificity of its representational nature and because it does not create a sense of an external object. The term "proprioception" comes from Latin propius, or "one's own", "individual", and capio, cepi – "to receive", "to perceive". It implies a sense of one's self felt as a relational unity of parts of the body most vividly discovered in movement and in effort employed in it. The loss of proprioception usually means loss of bodily orientation and a feeling of one's body (Sacks 43-54). On the other hand, in case of additional stimulation and training of this sense (not only via classical cyber-devices, like cyber-helmets, gloves, etc. that set a different optics, but also techniques of different kinds of altered states of mind, e.g. through psychotropics, but also through architecture of virtual space and acoustics) a sense of disorientation that appears at first changes towards some analogue of reactions of enthusiasm, excitement discovery, and emotion of approaching new horizons. What changes is not only perception of external reality, but a sense of one's self: the self is felt as fluid, flexible, with penetrable borders. Proprioception implies initial co-existence of the inner and outer space on the basis of originary difference and individuality/specificity of the occupied position. Yet, because they are related, the "external" and "other" already feels as "one's own", and this is exactly what causes the sense of presence. Among the many possible connections that the body, in its sense of proprioception, is always already ready for, only a certain amount gets activated. The result of proprioception is a special kind of meta-stable internal image. This image may not coincide with the optical, auditory, or haptic image. According to Brian Massumi, proprioception translates the exertions and ease of the body's encounters with objects into a muscular memory of relationality. This is the cumulative memory of skill, habit, posture. At the same time as proprioception folds tactility in, it draws out the subject's reactions to the qualities of the objects it perceives through all five senses, bringing them into the motor realm of externalizable response. (59) This internal image is not mediated by anything, though it depends directly on the relations between the parts. It cannot be grasped because it is by definition fluid and dynamic. The position in one point is replaced here by a position-in-movement (point-in-movement). "Movement is not indexed by position. Rather, the position is born in movement, from the relation of movement towards itself" (Massumi 179). Philosopher of "extended mind" Andy Clark notes that we should distinguish between a real body schema (non-conscious configuration) and a body image (conscious construct) (Clark). It is the former that is important to understand, and yet is the most challenging. Due to its fluidity and self-referentiality, proprioception is not presentable to consciousness (the unstable internal image that it creates resides in consciousness but cannot be grasped and thus re-presented). A feeling/sense, it is not bound by sensible forms that would serve as means of objectification and externalization. As Barbara Montero observes, while the objects of vision and hearing, i.e. the most popular senses involved in the arts, are beyond one's body, sense of proprioception relates directly to the bodily sensation, it does not represent any external objects, but the sensory itself (231). These characteristics of proprioception help to reframe the question of augmentation as mediation: in the case of proprioception, the medium of sensation is the very relational structure of the body itself, irrespective of the "exteroceptive" (tactile) or "interoceptive" (visceral) dimensions of sensibility. The body is understood, then, as the "body without image,” and its proprioceptive effect can then be described as "the sensibility proper to the muscles and ligaments" (Massumi 58). Proprioception in (Media) Art One of the most convincing ways of externalization and (re)presentation of the data of proprioception is through re-production of its structure and its artificial enhancement with the help of technology. This can be achieved in at least two ways: by setting up situations and environments that emphasize self-perspective and awareness of perception, and by presenting measurements of bio-data and inviting into dialogue with them. The first strategy may be connected to disorientation and shifted perspective that are created in immersive virtual environments that make the role of otherwise un-trackable, fluid sense of proprioception actually felt and cognized. These effects are closely related to the nuances of perception of space, for instance, to spatial illusion. Practice of spatial illusion in the arts traces its history as far back as Roman frescos, trompe l’oeil, as well as phantasmagorias, like magic lantern. Geometrically, the system of the 360º image is still the most effective in producing a sense of full immersion—either in spaces from panoramas, Stereopticon, Cinéorama to CAVE (Computer Augmented Virtual Environments), or in devices for an individual spectator’s usage, like a stereoscope, Sensorama and more recent Head Mounted Displays (HMD). All these devices provide a sense of hermetic enclosure and bodily engagement with its scenes (realistic or often fantastical). Their images are frameless and thus immeasurable (lack of the sense of proportion provokes feeling of disorientation), image apparatus and the image itself converge here into an almost inseparable total unity: field of vision is filled, and the medium becomes invisible (Grau 198-202; 248-255). Yet, the constructed image is even more frameless and more peculiarly ‘mental’ in environments created on the basis of objectless or "immaterial" media, like light or sound; or in installations prioritizing haptic sensation and in responsive architectures, i.e. environments that transform physically in reaction to their inhabitants. The examples may include works by Olafur Eliasson that are centered around the issues of conscious perception and employ various optical and other apparata (mirrors, curved surfaces, coloured glass, water systems) to shift the habitual perspective and make one conscious of the subtle changes in the environment depending on one's position in space (there have been instances of spectators in Eliasson's installations falling down after trying to lean against an apparent wall that turned out to be a mere optical construct.). Figure 1: Olafur Eliasson, Take Your Time, 2008. © Olafur Eliasson Studio. In his classic H2OExpo project for Delta Expo in 1997, the Dutch architect Lars Spuybroek experimented with the perception of instability. There is no horizontal surface in the pavilion; floors, composed of interconnected elliptical volumes, transform into walls and walls into ceilings, promoting a sense of fluidity and making people respond by falling, leaning, tilting and "experiencing the vector of one’s own weight, and becoming sensitized to the effects of gravity" (Schwartzman 63). Along the way, specially installed sensors detect the behaviour of the ‘walker’ and send signals to the system to contribute further to the agenda of imbalance and confusion by changing light, image projection, and sound.Figure 2: Lars Spuybroek, H2OExpo, 1994-1997. © NOX/ Lars Spuybroek. Philip Beesley’s Hylozoic Ground (2010) is also a responsive environment filled by a dense organic network of delicate illuminated acrylic tendrils that can extend out to touch the visitor, triggering an uncanny mixture of delight and discomfort. The motif of pulsating movement was inspired by fluctuations in coral reefs and recreated via the system of precise sensors and microprocessors. This reference to an unfamiliar and unpredictable natural environment, which often makes us feel cautious and ultra-attentive, is a reminder of our innate ability of proprioception (a deeply ingrained survival instinct) and its potential for a more nuanced, intimate, emphatic and bodily rooted communication. Figure 3: Philip Beesley, Hylozoic Ground, 2010. © Philip Beesley Architect Inc. Works of this kind stimulate awareness of both the environment and one's own response to it. Inviting participants to actively engage with the space, they evoke reactions of self-reflexivity, i.e. the self becomes the object of its own exploration and (potentially) transformation. Another strategy of revealing the processes of the "body without image" is through representing various kinds of bio-data, bodily affective reactions to certain stimuli. Biosignal monitoring technologies most often employed include EEG (Electroencephalogram), EMG (Electromyogram), GSR (Galvanic Skin Response), ECG (Electrocardiogram), HRV (Heart Rate Variability) and others. Previously available only in medical settings and research labs, many types of sensors (bio and environmental) now become increasingly available (bio-enabled products ranging from cardio watches—an instance of the "quantified self" trend—to brain wave-controlled video games). As the representatives of the DIY makers community put it: "By monitoring some phenomena (biofeedback) you can train yourself to modulate them, possibly improving your emotional state. Biosensing lets you interact more naturally with digital systems, creating cyborg-like extensions of your body that overcome disabilities or provide new abilities. You can also share your bio-signals, if you choose, to participate in new forms of communication" (Montgomery). What is it about these technologies besides understanding more accurately the unconscious and invisible signals? The critical question in relation to biofeedback data is about the adequacy of the transference of the initial signal, about the "new" brought by the medium, as well as the ontological status of the resulting representation. These data are reflections of something real, yet themselves have a different weight, also providing the ground for all sorts of simulative methods and creation of mixed realities. External representations, unlike internal, are often attributed a prosthetic nature that is treated as extensions of existing skills. Besides serving their direct purpose (for instance, maps give detailed picture of a distant location), these extensions provide certain psychological effects, such as disorientation, displacement, a shift in a sense of self and enhancement of the sense of presence. Artistic experiments with bio-data started in the 1960s most famously with employing the method of sonification. Among the pioneers were the composers Alvin Lucier, Richard Teitelbaum, David Rosenblum, Erkki Kurenemi, Pierre Henry, and others. Today's versions of biophysical performance may include not only acoustic, but also visual interpretation, as well as subtle narrative scenarios. An example can be Marco Donnarumma's Hypo Chrysos, a piece that translates visceral strain in sound and moving images. The title refers to the type of a punishing trial in one of the circles of hell in Dante's Divine Comedy: the eternal task of carrying heavy rocks is imitated by the artist-performer, while the audience can feel the bodily tension enhanced by sound and imagery. The state of the inner body is, thus, amplified, or augmented. The sense of proprioception experienced by the performer is translated into media perceivable by others. In this externalized form it can also be shared, i.e. released into a space of inter-subjectivity, where it receives other, collective qualities and is not perceived negatively, in terms of pressure. Figure 4: Marco Donnarumma, Hypo Chrysos, 2011. © Marco Donnarumma. Another example can be an installation Telephone Rewired by the artist-neuroscientist Sean Montgomery. Brainwave signals are measured from each visitor upon the entrance to the installation site. These individual data then become part of the collective archive of the brainwaves of all the participants. In the second room, the viewer is engulfed by pulsing light and sound that mimic endogenous brain waveforms of the previous viewers. As in the experience of Donnarumma's performance, this process encourages tuning in to the inner state of the other and finding resonating states in one's own body. It becomes a tool for self-exploration, self-knowledge, and self-control, as well as for developing skills of collective being, of shared body-mind topologies. Synchronization of mental and bodily states of multiple people serves here a broader and deeper goal of training collaborative and empathic abilities. An immersive experience, it triggers deep embodied neural circuits, reaching towards the most authentic reactions not mediated by conscious procedures and judgment. Figure 5: Sean Montgomery, Telephone Rewired, 2013. © Sean Montgomery. Conclusion The potential of biofeedback as a strategy for art projects is a rich area that artists have only begun to explore. The layer of the imaginary and the fictional (which makes art special and different from, for instance, science) can add a critical dimension to understanding the processes of augmentation and mediation. As the described examples demonstrate, art is an investigative journey that can be engaging, surprising, and awakening towards the more subtle and acute forms of thinking and feeling. This astuteness and percipience are especially needed as media and technologies penetrate and affect our very abilities to apprehend reality. We need new tools to make independent and individual judgment. The sense of proprioception establishes a productive challenge not only for science, but also for the arts, inviting a search for new mechanisms of representing the un-presentable and making shareable and communicable what is, by definition, individual, fluid, and ungraspable. Collaborative cognition emerging from the augmentation of proprioception that is enabled by biofeedback technologies holds distinct promise for exploration of not only subjective, but also inter-subjective states and aesthetic strategies of inducing them. References Beesley, Philip. Hylozoic Ground. 2010. Venice Biennale, Venice. Clark, Andy, and David J. Chalmers. “The Extended Mind.” Analysis 58.1 (1998):7-19. Donnarumma, Marco. Hypo Chrysos: Action Art for Vexed Body and Biophysical Media. 2011. Xth Sense Biosensing Wearable Technology. MADATAC Festival, Madrid. Eliasson, Olafur. Take Your Time, 2008. P.S.1 Contemporary Art Centre; Museum of Modern Art, New York. Grau, Oliver. Virtual Art: From Illusion to Immersion. Cambridge, Mass.: MIT Press, 2003. Massumi, Brian. Parables of the Virtual: Movement, Affect, Sensation. Durham: Duke University Press, 2002. Montero, Barbara. "Proprioception as an Aesthetic Sense." Journal of Aesthetics and Art Criticism 64.2 (2006): 231-242. Montgomery, Sean, and Ira Laefsky. "Biosensing: Track Your Body's Signals and Brain Waves and Use Them to Control Things." Make 26. 1 Oct. 2013 ‹http://www.make-digital.com/make/vol26?pg=104#pg104›. Sacks, Oliver. "The Disembodied Lady". The Man Who Mistook His Wife for a Hat and Other Clinical Tales. Philippines: Summit Books, 1985. Schwartzman, Madeline, See Yourself Sensing. Redefining Human Perception. London: Black Dog Publishing, 2011. Spuybroek, Lars. Waterland. 1994-1997. H2O Expo, Zeeland, NL.
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