Matt Waldersen (Presenting) T.J. Strzelecki Rick Schuman Krishna Jharjaria.

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Presentation transcript:

Matt Waldersen (Presenting) T.J. Strzelecki Rick Schuman Krishna Jharjaria

 The proposed project will be a mobile brain-computer interface.  Computer applications will be presented to the user through commercially available video glasses.  An EOG and commercially available EEG will be mounted inside of a common enclosure and will enable the user to navigate and select various applications.  A microcontroller will be used to acquire the EOG and EEG signals, the EEG signals will be analyzed by an FPGA and a Intel Atom mother board will control the virtual reality environment as well as execute all of the computer applications

1) An ability to encode/decode data packets from a NeuroSky EEG. 2) An ability for a user to select applications based on signals from a NeuroSky EEG. 3) An ability for a user to navigate between different applications on a display using EOG signals. 4) An ability for the system to interactively train the user to effectively operate the device. 5) An ability to display a live video stream from an external camera module, and integrate applications into the video system.

 Google’s “project glass” is an augmented reality head-mounted display.  Expected to be commercially available sometime between  Interface with the user through accelerometers and voice recognition software.

PROS  Enables the user to interface with the device.  Features a transparent display.  Features a tested and reliable mobile operating system. CONS  Physically awkward  Expensive (~$1500)  User cannot interact with the device inconspicuously.

 Arduino Eyeboard  Developed by Luis Cruz.  The product is an arduino shield that uses EOG signals to control a computer application

PROS  The design is open-source and is designed specifically to aid people with disabilities.  Operates on a very common and user friendly platform.  Affordable. CONS  Digital display varies with head position.  Doesn’t isolate digital and analog circuitry.  Significant distance between electrodes and analog circuitry.  Doesn’t operate a wide variety of computer applications.

 Emotive Epoc Headset  Multi-electrode consumer EEG headset  Claims to be able to detect player thoughts, feelings and expressions.

PROS  Best commercially available EEG on the market right now.  Only product with “thought detection”  Multi-electrode design allows for a wider variety of data.  Built in gyroscope CONS  Highly suggested that electrodes are moistened for optimal use.  Multi-electrode design not visually appealing.  Is not a stand alone device  Lacks “socially redeeming” apps  Feature creep dilemma

 The system should be a mobile.  The system should be as affordable as possible.  EOG circuitry should be isolated as much as possible  Mount the EOG as close as possible to the electrode  The digital display should be mounted in front of the user.  The system should have a significant amount of processing power on a reliable platform.  The system should be an inconspicuous and effective means of interacting with an augmented reality platform.

 Rechargeable batteries for continued use and mobility.  Pico-ITX motherboard is small and light weight.  NeuroSky EEG is the cheapest commercially available EEG on the market.  Hockey Helmet is a durable and affordable enclosure for a HMD  Sub-systems broken up into modules rather than one giant PCB

SIZE (MM)  Charging Module: 28.8 x 14.8 x 1.9  Battery (x2): 67 x 40 x 13  Pico-ITX: 100 x 72  dsPIC: 14 x 14 x 1 WEIGHT (G)  Battery (x2): 86  EEG: 90  Video Glasses: 85  FPGA: 7  Total: 268 (0.59 lbs) + helmet

 Video glasses are mounted directly in front of the user’s eyes  The use of an EOG maximizes the field of view

 Features Powerful Intel Atom Processor.  Drivers and support packages offered on a variety of operating systems Project-Specific Success Criteria Enough Processing Power on a Reliable Platform

 Combination of EOG and EEG allows for a new inconspicuous and effective means of interacting with an augmented-reality head mounted display.  Physically resembles devices currently in use.