Rozprawy doktorskie na temat „Computer interface”
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Sirobaba, N. S., i D. O. Marchenko. "Brain-computer interface". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22533.
Pełny tekst źródłaShliahetskiy, A. A. "Brain - computer interface". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46934.
Pełny tekst źródłaAlmeida, Luís Filipe Martinho de. "Brain computer interface". Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/21618.
Pełny tekst źródłaA investigação e desenvolvimento de sistemas BCI, Brain Computer Interface tem crescido de ano para ano, com resultados cada vez melhores. Uma das principais vertentes para a qual estes sistemas têm sido usados é na área da neuroprostética. Desta forma tem-se demonstrado em vários estudos e investiga ções a possibilidade de controlar membros completos ou parciais robóticos por nós seres humanos, dando assim uma liberdade e conquista de movimentos perdidos a pessoas incapacitadas. No entanto uma grande parte dos melhores resultados obtidos envolve a utilização de BCI invasivos, o que necessita de ser implantado diretamente no cérebro humano, através de uma operação cirúrgica. Isto é ainda um dos grandes inconvenientes que esta abordagem implica e também o facto de uma grande parte destes estudos ainda estarem na fase de testes. Este trabalho teve como objetivo tentar comprovar que os BCI não invasivos também conseguem obter bons resultados apesar das suas limitações e pior aquisição de resultados devido à inclusão de ruído por parte do nosso crânio e cabelo, assim como a inclusão dos Parâmetros Hjorth proporciona melhores resultados na identificação das classes desejadas. Dividiu-se o trabalho em duas partes, uma para a identificação das classes de “Piscar de Olho” e outra para identificação das classes de “Ações Pensadas” . Os resultados foram todos obtidos tendo em conta apenas um utilizador. Relativamente à deteção do “Piscar de Olho” comprovou-se que ́e facilmente conseguido com resultados quase perfeitos, com uma precisção de 99 . 98%. Relativamente à deteção de “Ações Pensadas” não foi possível comprovar a sua deteçãao usando sessções de gravação diferentes, no entanto verificou-se que a classificação das classes tendo em conta a mesma sessão de gravação, obtém resultados muito bons com valores acima dos 99% para o melhor m ́etodo preditivo. A inclusão dos Parâmetros Hjorth foi em todos os casos de estudo, a opção em que os resultados foram sempre melhores, demonstrando assim que a inclusão dos mesmos é uma opção aconselhável, pois em alguns casos, a precisão na deteção das classes aumento para duas ou mais vezes. Os resultados são promissores e apesar de não ter conseguido obter os melhores resultados para sessões de gravação independentes na classificação de “Ações Pensadas” , indico nas análises os passos necessáios para a obtenção de melhores resultados e a possibilidade de generalização do processo para diversos utilizadores.
The research and development of BCI systems, Brain Computer Interface has grown from year to year, with better and better results. One of the main areas for which these systems have been used is the neuroprosthetic. Several studies and investigations have shown the possibility of controlling complete or partial robotic members by people, thus giving a freedom and conquest of lost movements to incapacitated persons. However, a great part of the best results obtained involves the use of invasive BCI, which needs to be implanted directly into the human brain through a sirurgical operation. This is still one of the great drawbacks that this approach entails and also the fact that a large part of these studies are still in the testing phase. The aim of this study was to try and prove that non-invasive BCI can also achieve good results despite their limitations and inferior quality on the acquisition of data due to the inclusion of noise from our skull and hair, and also that the inclusion of the Hjorth Parameters on the analysis provides better results in identifying the desired classes. The work was split into two parts, one for the identification of “Eye Blinking” classes and the other for “Thought Actions” classes. The results were all obtained with only one user in mind. Regarding the detection of “Eye Blinking” it has been found that it is easily achieved with near-perfect results, with an accuracy of 99 . 98%. Regarding the detection of “Thought Actions” it was not possible to verify its detection using different recording sessions, however it was verified that the classification of classes taking into account the same recording session, obtains very good results with values above 99% for the best predictive method. The inclusion of Hjorth Parameters was in all study cases, the option in which the results were always better, thus demonstrating that their inclusion is an advisable option, since in some cases, the accuracy in detecting classes doubled or more. The results are promising and although I haven’t been able to obtain the best results for independent recording sessions in the classification of “Thought actions” , I indicate in the analysis some steps necessary to obtain better results and the possibility of generalizing the process for several users.
Skidmore, Trent A. "The electroencephalographic human-computer interface". Ohio : Ohio University, 1991. http://www.ohiolink.edu/etd/view.cgi?ohiou1173327705.
Pełny tekst źródłaHalder, Sebastian [Verfasser]. "Prediction of Brain-Computer Interface Performance: For P300 and Motor Imagery Brain-Computer Interfaces / Sebastian Halder". München : Verlag Dr. Hut, 2011. http://d-nb.info/1015607330/34.
Pełny tekst źródłaLachman, Richard W. 1972. "Animist interface : experiments in mapping character animation to computer interface". Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/61831.
Pełny tekst źródłaSoukup, Michael. "Brain-Computer Interface In Control Systems". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for teknisk kybernetikk, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-25749.
Pełny tekst źródłaKaanta, Bradley C. (Bradley Carter) 1980. "PINS : a haptic computer interface system". Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28419.
Pełny tekst źródłaIncludes bibliographical references (p. 73-74).
The research goal was to develop a dense array of discreet vertical actuators as an input and output device with haptic feedback for Human Computer Interaction (HCI). This expands upon the current research of table surfaces as medium for HCI by adding a third dimension that both a user and a computer can control. The use of vertical actuation makes possible new kinds of physical interactions with virtual objects and allows a computer to maintain constancy with the physical representation and the digital information. This requires the design and constructions of an elegant, reliable, and economically reasonable actuator array. Each array element requires autonomy to quickly and accurately move to a precise height. As an array, combined elements must provide enough resolution so that the user perceives the array as a continuously morphing, three-dimensional surface. Shape transformations are accomplished either indirectly by digital means or directly by user touch. The proposed research will focus on development of a real-time haptic actuation arrays supporting technology. The process includes working on the design, function, appearance, response, and implementation.
by Bradley C. Kaanta.
M.Eng.and S.B.
Wiklund, Victor, i Axel Karlsson. "Generalisation in brain computer interface classification". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 1992. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229999.
Pełny tekst źródłaBrain computer interfaces (BCIs) är system som gör det möjligt för användare att interagera med apparater utan behov av de neuromuskulära banorna. Den här interaktionen möjliggörs genom att systemet läser den elektriska aktiviteten i hjärnan och lär sig associera vissa mönster av aktivitet till vissa kommandon. Det finns många användningsområden för BCIs, från att kontrollera proteser till spel, men att anpassa både användaren och systemet till varandra är en process som kräver både tid och resurser. Än värre, BCIs tenderar att bara funka bra för en enskild användare och bara under en begränsad tid. Den här rapporten avser undersöka hur bra ett BCI system tränat på data för ett subjekt och en session är på klassificering av data för andra subjekt och andra sessioner. Tre typer av klassificerare, en Support Vector Machine (SVM), Convolutional Neural Network (CNN) och Long Short-Term Memory network (LSTM) byggs och utvärderas på data från fem subjekt över två sessioner på en binär klassificeringuppgift. Våra resultat indikerar att träning på data för ett subjekt, en session leder till en genomsnittlig pricksäkerhet på 45-50% på andra subjekt, 50-55% på andra sessioner. Vi finner även att det inte finns någon statistiskt signifikant skillnad i pricksäkerhet beroende på vilken typ av klassificerare som används och diskuterar faktorer som påverkar generalisering såsom modellkomplexitet och bra subjekt.
Oates, Shawn P. "CHILD-COMPUTER INTERACTION: EXPLORING INTERFACE DESIGN". Miami University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=miami1133800774.
Pełny tekst źródłaKadambi, Pooja. "Brain Computer Interface for Fatigue Assessment". University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1393237787.
Pełny tekst źródłaDevi, M. K. Sowmia Agrawal Prathima. "Interface selection in multi-interface mobile devices". Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Theses/MYLAPORE_KRISHNA_8.pdf.
Pełny tekst źródłaMoore, Melody M. "User interface reengineering". Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/12899.
Pełny tekst źródłaDel, Monte Tamara. "Utilizzo dell'elettroencefalografia per la brain-computer interface". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9220/.
Pełny tekst źródłaManzaneda, Martin. "Natural Language Interface Technology in Computer Games". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166647.
Pełny tekst źródłaChahine, Fredrick. "Classification of Electroencephalographic Signalsfor Brain-Computer Interface". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-136678.
Pełny tekst źródłaNORDSTRÖM, RICHARD, i ANNIKA TÄNGMARK. "Classification of Electroencephalographic SignalsFor Brain-Computer Interface". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-136679.
Pełny tekst źródłaHjärna-datorgränssnitt (brain-computer interface, BCI) kan användas för att exempelvis hjälpa svårt funktionsnedsatta människor att styra en dator utan att använda mus eller tangentbord. Hjärnsignalerna beta och my erhålls via electroencefalografi (EEG) och visar vilka delar av hjärnan som är aktiva inte bara vid utförandet av muskelrörelser utan även vid tanken därpå. Genom att analysera EEG-signalerna med metoderna linjär diskriminantanalys och artificiellt neuralt nätverk är syftet att undersöka vilken av två möjliga kognitiva uppgifter en försöksperson utför. I uppsatsen jämförs dessa metoder med avseende på korrekta klassificering. Som slutsats kan sägas att vid binär klassifikation av beta- och my-signaler är minsta möjliga flerlagersperceptron tillräcklig.
Wallace, Michael D. "METIS : a human-computer interface design methodology". Thesis, University of Ulster, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261053.
Pełny tekst źródłaFergle, Ronald. "Improving the computer interface in architectural education". Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/79944.
Pełny tekst źródłaMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH
Includes bibliographical references (leaves 73-74).
The influence of the computer is increasing within the architectural profession. One aspect of this is the growing use of microcomputer programs in architectural education. Many of these programs have their roots in the engineering disciplines, and therefore their procedural methodology may no t be compatible with the architectural design process. In addition to this, most of the programs used in the universities are originally designed for the professional practitioner, and may not be appropriate for the academic environment This discussion explores the characteristics of the architectural design process, and what issues programmers need to address when writing software for use by designers. More specifically, how should the programmer approach designing educational software, so that the computer becomes a more effective tool in enabling the student to develop heuristic knowledge about some aspect of architectural design. The programming factors that influence the effectiveness of this type of educational software include: the appropriate use of graphics, flexible input/output sequences, procedural transparency of the program structure, and the iterative comparison of design options. These concepts are analyzed in a series of programming examples involving energy analysis and daylighting analysis. Existing programs are critiqued, and suggestions for improvements are made. The use of processors to facilitate the testing and comparison of results are presented, as well as guidelines for additional developments using knowledge base overlays.
by Ronald Fergle.
M.S.
Ellis, Loftie. "Human-computer interface using a web camera". Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/1988.
Pełny tekst źródłaIn this thesis we present a human-computer interface (HCI) system for disabled persons using only a basic web camera. Mouse movements are simulated by small movements of the head, while clicks are simulated by eye blinks. In this study, a system capable of face tracking, eye detection (including iris detection), blink detection and finally skin detection and face recognition has been developed. A detection method based on Haar-like features are used to detect the face and eyes. Once the eyes have been detected, a support vector machines classifier is used to detect whether the eye is open or closed (for use in blink detection). Skin detection is done using K-means clustering, while Eigenfaces is used for face recognition. It is concluded that using a web camera as a human-computer interface can be a viable input method for the severely disabled.
Murdoch, Michael J. "Nonverbal vocal interface /". Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/10346.
Pełny tekst źródłaMetais, Thierry. "A dynamic gesture interface". Thesis, University of Ottawa (Canada), 2005. http://hdl.handle.net/10393/26983.
Pełny tekst źródłaSylenko, E. V. "Brain-computer". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/45871.
Pełny tekst źródłaBhalotiya, Anuj Arun. "Brain Computer Interface (BCI) Applications: Privacy Threats and Countermeasures". Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984122/.
Pełny tekst źródłaYang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design". Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.
Pełny tekst źródłaPetrucci, Maila. "Sistemi Brain Computer Interface: dalla macchina al paziente". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10137/.
Pełny tekst źródłaSicbaldi, Marcello. "Brain-Computer Interface per riabilitazione motoria e cognitiva". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18556/.
Pełny tekst źródłaPeterman, Robert B. "Exploring the human computer interface and photic driving". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1999. http://handle.dtic.mil/100.2/ADA362006.
Pełny tekst źródła"March 1999". Thesis advisor(s): Timothy J. Shimeall. Appendix D is located in Restricted Resource Service. Includes bibliographical references (p. 95-96). Also available online.
Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition". Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.
Pełny tekst źródłaBashashati, Hossein. "A user-customized self-paced brain computer interface". Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/61248.
Pełny tekst źródłaApplied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
Valsan, Gopal. "Brain computer interface using detection of movement intention". Thesis, University of Strathclyde, 2007. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=23482.
Pełny tekst źródłaWarne, Mark Robert. "Computer simulation of molecules at the kaolinite interface". Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.322604.
Pełny tekst źródłaSrinivasan, Sukumar. "Evolution of a Computer Aided Project Management Interface". The University of Arizona, 1992. http://hdl.handle.net/10150/555289.
Pełny tekst źródłaOsuagwu, Bethel Chikadibia A. "Neurorehabilitation of hand functions using brain computer interface". Thesis, University of Glasgow, 2015. http://theses.gla.ac.uk/7245/.
Pełny tekst źródłaJohansson, Bo. "Generellt interface till Javadoc". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-57.
Pełny tekst źródłaSyftet med detta arbete var att undersöka möjligheten att få ett väl fungerande interface mellan ©VizzAnalyzer [3] och Javadoc, och därmed kunna producera htmldokumentation av de analyserade klasserna. VizzAnalyzer analyserar javaprogram och producerar därvid ett abstrakt syntaxträd (AST) som representerar det analyserade programmet. Detta AST kan sedan kopplas till javadocs interna AST-modell för att representera de klasser som förekommer vid analysen. Resultatet av detta blir då en komplett dokumentation av de analyserade klasserna. Det finns även möjligheter att dynamiskt lägga in ytterligare information om dem som kommit fram vid analysen. Utöver interfacet till VizzAnalyzer gjordes också ett mer generellt interface som kan kopplas till vilket program som helst som kan producera en lämplig representation av ett analyserat program. Detta gäller då främst javakod, men i och med att klasser, metoder, fält mm. enbart är representerade som text innan de behandlas av javadocinterfacet, finns det också möjligheter att använda det för andra objektorienterade språk.
The purpose of this work was to examine the possibility to get a well functioning interface between ©VizzAnalyzer [3] and Javadoc, thereby be able to produce html documentation of the analysed classes. The VizzAnalyzer analyses java programs and so produces an abstract syntax tree (AST) that represents the analysed program. This AST can then be coupled to the internal AST model of javadoc to represent the classes that were part of the analysis. The result of this is a complete documentation of the analysed classes. There is also the possibility to add further information about them that may have been discovered during analysis. A more general interface was also made in addition to the interface for VizzAnalyzer. This interface can be coupled with any program that can produce a suitable representation of the analysed program. This is mostly pertinent to java code, but due to classes being represented only as text before they are processed by the interface, there is a possibility to use it for other object oriented languages.
Olatidoye, Olugbemiga A. "Design-oriented graphic-user-interface". Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/23110.
Pełny tekst źródłaDillon, Andrew. "User interface design". London: Macmillan, 2003. http://hdl.handle.net/10150/105299.
Pełny tekst źródłaLi, Bin. "An interface between single assignment C and vector pascal". Connect to e-thesis, 2007. http://theses.gla.ac.uk/107/.
Pełny tekst źródłaPh.D. thesis submitted to the Department of Computing Science, Faculty of Information and Mathematical Sciences, University of Glasgow, 2007. Includes bibliographical references. Print version also available.
Hecker, Gabriele A. "A non-normal form database interface". Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9917.
Pełny tekst źródłaAltiero, Roberto A. "Digital Forensics Tool Interface Visualization". NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/24.
Pełny tekst źródłaBRATT, JESPER, i ALEXANDER WILCZEK. "USAR-Robot Interface Evaluation". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-136299.
Pełny tekst źródłaUrban Search And Rescue (USAR) som på svenska kan översättas till sökning och räddning i stadsmiljö, är något som på senare tid allt oftare används i dagens samhälle på grund av framstegen gjorda inom robotiken. Att kunna använda en robot för att söka efter överlevande i stadsmiljöer efter katastrofer är ovärdeligt. Faktumet att robotar kan hantera farligare områden än vad människor kan kortar ner tiden för att hitta överlevande avsevärt, och ökar samtidigt chansen att hitta överlevande offer. En stor bidragande faktor till varför robotar inte används överallt inom detta område är faktumet att gränssnittet som används inte har utvecklats i samma takt som robotarna har. Att intuitivt kunna instruera robotarna vad de ska utföra är en kärnfunktion som väsentligt kan förbättras. Att skapa och implementera ett gränssnitt är däremot inget lätt åtagande. Detta leder till att forskning behöver genomföras för att ta reda på vad ett funktionellt gränssnitt innebär. I detta fall har USAR-robot gränssnittet inte bara skapats, utan även implementerats i olika versioner. Användartester har använts för att kunna bestämma vad kraven för ett välfungerande gränssnitt är. Resultaten av dessa test har visat att vissa faktorer verkar vara viktigare än andra, men de påvisar även att allt inte alltid är som det verkar.
Hohmann, Sandra. "Mensch - Maschine - Interface : Studien zu einer Theorie der Mensch-Computer-Interaktion / Men - Machine - Interface : Studies towards a theory of human-computer-interaction". [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=968823734.
Pełny tekst źródłaPalivela, Yaswanth. "Speech Assisted Interface for Quadcopter Flight Control". University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1526247041269609.
Pełny tekst źródłaCarlsson, Ulla. "A general interface for computer control in real time". Thesis, University West, Department of Technology, Mathematics and Computer Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-388.
Pełny tekst źródłaGenc, Serkan. "Vision-based Hand Interface Systems In Human Computer Interaction". Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12611700/index.pdf.
Pełny tekst źródłaDuncan, Alexander A. "EEG pattern classification for the brain-computer musical interface". Thesis, University of Glasgow, 2001. http://theses.gla.ac.uk/3709/.
Pełny tekst źródłaPolak, Mark John. "Adaptive logic networks in a brain-computer interface system". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0012/NQ59652.pdf.
Pełny tekst źródłaMcCreadie, Karl A. "Musical spacialised auditory feedback for a brain-computer interface". Thesis, Ulster University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.633652.
Pełny tekst źródłaClanton, Samuel T. "Brain-Computer Interface Control of an Anthropomorphic Robotic Arm". Research Showcase @ CMU, 2011. http://repository.cmu.edu/dissertations/170.
Pełny tekst źródłaArico', Pietro <1985>. "Mental states monitoring through passive Brain-Computer Interface systems". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amsdottorato.unibo.it/6557/.
Pełny tekst źródłaLa valutazione delle funzioni cognitive ha l’obbiettivo di ottenere informazioni sullo stato mentale attuale dell'utente, attraverso la decodifica dei segnali cerebrali. Negli ultimi anni, questo approccio ha consentito di indagare informazioni preziose sugli aspetti cognitivi riguardanti l'interazione tra l’uomo ed il mondo esterno. In base a queste considerazioni, recentemente si è considerata in letteratura la possibilità di utilizzare le interfacce cervello computer passive (BCI passivi) per interagire con dispositivi esterni, sfruttando l’attività spontanea dell’utente. L'obiettivo di questa tesi è quello di dimostrare come le interfacce cervello computer passive possano essere utilizzate per valutare lo stato mentale dell’utente, al fine di migliorare l'interazione uomo-macchina. Sono stati presentati due studi principali. Il primo ha l’obbiettivo di investigare le variazioni morfologiche dei potenziali evento correlati (ERP), al fine di associarle agli stati mentali dell’utente (es. attenzione, carico di lavoro mentale) durante l’utilizzo di BCI reattive, e come predittori delle performance raggiunte dai soggetti. Nel secondo studio è stato sviluppato e validato un sistema BCI passivo in grado di stimare il carico di lavoro mentale dell'utente durante task operative, attraverso la combinazione del segnale elettroencefalografico (EEG) ed elettrocardiografico (ECG). Quest'ultimo studio è stato effettuato simulando uno scenario operativo, in cui il verificarsi di errori da parte dell’operatore o il calo di prestazioni poteva avere conseguenze importanti. I risultati hanno mostrato che il sistema proposto è in grado di discriminare il carico di lavoro mentale percepito dall’utente su tre livelli di difficoltà, garantendo un’elevata affidabilità.