| 年份 | 2017 |
| 學(xué)科 | 系統(tǒng)軟件 Systems Software |
| 國家/州 | United State of America |
Applying Deep Learning on EEG to Control Bionic Limbs with Humanlike Performance
Artificial limbs have the potential to help people who lost a leg or an arm, to live and work normally. But, unfortunately, this technology has not reached the wanted goal of humanlike performance, yet. The main challenge it faces is to control the limb directly by thoughts (as normal limbs are controlled). So far, science has learned to scan brain activity and notice its patterns to use them on similar applications, but this method is not efficient when dealing with large quantities of data, and it results in poor performance on practice. On the other hand, Machine Learning field has grown rapidly, especially,? Deep Learning, which proved its capabilities with big data and various applications. The aim of this research is to apply Deep Learning on Brain’s Electroencephalogram (EEG) readings while sensing muscles activity to create a Machine Learning Algorithm that learns brain activity (with respect to desired movements) to train a Neural Network (NN) that can be used, later, with a portable EEG headset, to control an artificial limb (or multiple ones), with close-to-natural performance. To test my hypothesis, I created a simple prototyping, machine-learning algorithm that detects simple hand movement (right and left) on prerecorded EEG readings. I used a dataset consisting of 560 11-channel readings, that was 6160 signals to analyze. The deep-learning-based algorithm worked well. This experiment proved my idea which can help many people world-wide, including the 20 million Americans who have lost a limb. And it, also, can be used for medical analysis, and Brain-Computer Interfaces to control smart devices.
高中生科研 英特爾 Intel ISEF
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英特爾國際科學(xué)與工程大獎賽,簡稱 "ISEF",由美國 Society for Science and the Public(科學(xué)和公共服務(wù)協(xié)會)主辦,英特爾公司冠名贊助,是全球規(guī)模最大、等級最高的中學(xué)生的科研科創(chuàng)賽事。ISEF 的學(xué)術(shù)活動學(xué)科包括了所有數(shù)學(xué)、自然科學(xué)、工程的全部領(lǐng)域和部分社會科學(xué)。ISEF 素有全球青少年科學(xué)學(xué)術(shù)活動的“世界杯”之美譽(yù),旨在鼓勵學(xué)生團(tuán)隊協(xié)作,開拓創(chuàng)新,長期專一深入地研究自己感興趣的課題。
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英特爾 ISEF 學(xué)術(shù)活動詳細(xì)介紹
· 數(shù)學(xué) · 物理 · 化學(xué) · 生物 · 計算機(jī) · 工程 ·
The study or development of software, information processes or methodologies to demonstrate, analyze, or control a process/solution.
Algorithms?(ALG):?The study or creation of algorithms - step-by-step procedure of calculations to complete a specific task in data processing, automated reasoning and computing.
Cybersecurity?(CYB):?Studies involving the protection of a computer or computer system against unauthorized access or attacks. This can include studies involving hardware, network, software, host or multimedia security.
Databases?(DAT):?Studies that create or analyze data organization for ease of access, management and update.
Human/Machine Interface (HMC):?Software application that presents information to a user about the state of a process and to accept and implement the operator’s control instructions.
Languages and Operating Systems?(LNG):?Studies that involve the development or analysis of artificial languages used to write instructions that can be translated into machine language and then executed by a computer or system software responsible for the direct control and management of hardware and basic system operations of a computer or mobile device.
Mobile Apps?(APP):?A study involving a software application developed specifically for use on small, wireless computing devices. ?These studies may include front-end development techniques, such as user interface design and cross-platform support, and/or back-end development techniques, such as data services and business logic.
Online Learning (LRN):?Studies that focus on utilizing electronic technologies to access educational curriculum outside of a traditional means. ?Studies explore the design of learning activities and programs with online technologies, as well as the effective use of e-learning systems.
Other?(OTH):?Studies that cannot be assigned to one of the above subcategories.?If the project involves multiple subcategories, the principal subcategory should be chosen instead of Other.

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