Search results for "Headset"
showing 4 items of 4 documents
Mutual information-based feature selection for low-cost BCIs based on motor imagery
2016
In the present study a feature selection algorithm based on mutual information (MI) was applied to electro-encephalographic (EEG) data acquired during three different motor imagery tasks from two dataset: Dataset I from BCI Competition IV including full scalp recordings from four subjects, and new data recorded from three subjects using the popular low-cost Emotiv EPOC EEG headset. The aim was to evaluate optimal channels and band-power (BP) features for motor imagery tasks discrimination, in order to assess the feasibility of a portable low-cost motor imagery based Brain-Computer Interface (BCI) system. The minimal sub set of features most relevant to task description and less redundant to…
A Pipeline for the Implementation of Immersive Experience in Cultural Heritage Sites in Sicily
2022
Modern digital technologies allow potentially to explore Cultural Heritage sites in immersive virtual environments. This is surely an advantage for the users that can better experiment and understand a specific site, also before a real visit. This specific approach has gained increasing attention during the extreme conditions of the recent COVID-19 pandemic. In this work, we present the processes that lead to the implementation of an immersive app for different kinds of low and high cost devices, which have been attained in the context of the 3dLab-Sicilia project. 3dLab-Sicilia’s main objective is to sponsor the creation, development, and validation of a sustainable infrastructure that int…
Investigating the User Experience of Virtual Reality Rehabilitation Solution for Biomechatronics Laboratory and Home Environment
2021
Virtual reality (VR) technology is a promising tool in physical rehabilitation. Research indicates that VR-supported rehabilitation is beneficial for task-specific training, multi-sensory feedback, diversified rehabilitation tasks, and patient motivation. Our first goal was to create a biomechatronics laboratory with a VR setup for increasing immersion and a motion platform to provide realistic feedback to patients. The second goal was to investigate possibilities to replicate features of the biomechatronics laboratory in a home-based training system using commercially available components. The laboratory comprises of a motion platform with 6-degrees-of-freedom (Rexroth eMotion), fitted wit…
A Case Study for the Design and Implementation of Immersive Experiences in Support of Sicilian Cultural Heritage
2022
Virtual Reality (VR) is a robust tool for sponsoring Cultural Heritage sites. It enables immersive experiences in which the user can enjoy the cultural assets virtually, behaving as he/she would do in the real world. The covid-19 pandemic has shed light on the importance of using VR in cultural heritage, showing advantages for the users that can visit the site safely through specific devices. In this work, we present the processes that lead to the creation of an immersive app that makes explorable a famous cultural asset in Sicily, the church of SS. Crocifisso al Calvario. The application creation process will be described in each of its parts, beginning from the digital acquisition of the …