شماره ركورد
33334
پديد آورنده
علي رضائي لعل
عنوان
طراحي سيستم واسط مغز و كامپيوتر مبتني بر واقعيت مجازي به منظور بهبود توانبخشي حركتي
مقطع تحصيلي
كارشناسي ارشد
رشته تحصيلي
مهندسي پزشكي
سال تحصيل
1401
تاريخ دفاع
1403/11/30
استاد راهنما
وحيد شالچيان
استاد مشاور
-
دانشكده
مهندسي برق
چكيده
اين پژوهش يك سيستم رابط مغز-كامپيوتر (BCI) مبتني بر سيگنالهاي EEG را در محيط واقعيت مجازي (VR) به منظور بهبود توانبخشي حركتي طراحي و پيادهسازي كرده است. هدف اصلي، تبديل تصورات حركتي به فرمانهاي اجرايي در يك محيط تعاملي بلادرنگ است.
در بخش نخست، مدل يادگيري ماشين با استفاده از ديتاست BCI-Competition IV 2a آموزش داده شد. دادههاي EEG پس از اعمال فيلترگذاري و حذف آرتيفكتها، با روشهاي SVM و رگرسيون لجستيك طبقهبندي شدند كه به ترتيب دقت 72٪ و 77٪ را ارائه دادند. بهينهسازي پارامترهاي مدلها با روش GridSearchCV انجام شد.
در بخش دوم، تعامل بلادرنگ كاربر با محيط VR طراحي و اجرا شد. اين محيط با موتور Unity توسعه يافت و شامل عناصر طبيعي و موانع متحرك بود. فرمانهاي تشخيص دادهشده از BCI از طريق پروتكل UDP به محيط VR ارسال شدند و كاربران بر اساس تصورات حركتي (چپ، راست، بدون تصور حركتي) به حركت در مسير پرداختند. عملكرد كاربران با متريكهايي نظير زمان سپريشده و امتياز جمعآوريشده ارزيابي شد. نتايج نشان داد كه كاربران با تكرار تمرين، كنترل بهتري بر سيستم داشتند و عملكردشان بهبود يافت.
اين پژوهش تركيب فناوريهاي BCI و VR را در توانبخشي عصبي بررسي كرده و نشان داده است كه اين سيستم ميتواند به بهبود مهارتهاي حركتي كمك كند و مسير جديدي براي تحقيقات و كاربردهاي صنعتي فراهم سازد.
تاريخ ورود اطلاعات
1404/02/16
عنوان به انگليسي
Designing a brain-computer interface system based on virtual reality to improve motor rehabilitation
تاريخ بهره برداري
2/18/2026 12:00:00 AM
دانشجوي وارد كننده اطلاعات
علي رضائي لعل
چكيده به لاتين
This research investigates a brain-computer interface (BCI) system based on EEG signals implemented in a virtual reality (VR) environment to enhance motor rehabilitation.
The primary objective of this study is to translate motor imagery into real-time interactive commands within a VR environment. In the initial phase, the training model is designed and saved. For this purpose, the BCI Competition IV 2a dataset was used, which consists of EEG signals collected from humans. Necessary preprocessing steps, including band-pass filtering and removal of physiological and non-physiological artifacts, were performed on the data. Extracted features were classified using SVM and Logistic Regression methods.
The modeling accuracy achieved in this study was 72% for the SVM classifier and 77% for the Logistic Regression classifier, showing an improvement in classification accuracy compared to previous studies. Additionally, parameter optimization for the SVM model was performed using GridSearchCV, yielding the best values of C = 0.1, γ = 1, and kernel 'rbf'. The Logistic Regression model was configured with parameters such as max_iter = 100, warm_start = True, and n_jobs = 6, enabling continuous updates with new data.
In the second phase, the process of real-time interaction between the user and the virtual reality (VR) environment was designed and implemented. The VR environment in this study was developed using the Unity game engine, featuring a motivational and cheerful space with natural elements such as trees and greenery along the path. Train wagons were used as obstacles. Upon receiving requests from the VR execution system via the UDP protocol on port 8000, the detected commands (Left, Right, No Motor Imagery) were sent to the VR environment, allowing the user to begin interacting and moving within the VR space.
During the user's activity in VR, metrics such as collected coins, elapsed time, and the number of commands (Non-MI, Right, Left) were recorded. If the user collided with obstacles, a "Game Over" message was displayed, while reaching the finish line triggered a "Congratulations" message. Therefore, the final results for each execution cycle included the final score, elapsed time, and the count of MI/Non-MI commands, enabling the assessment of real-time motor imagery improvements for a user.
The analysis of results demonstrated that with increased experience, users exhibited better control and improved performance in using the real-time BCI-VR system. For instance, most participants showed longer movement durations in the VR space and achieved higher scores during their third attempt with the BCI-VR system, indicating an enhancement in their real-time motor imagery abilities.
Overall, this research aimed to advance the integration of BCI and VR technologies in the field of neurorehabilitation, contributing to further studies and potential industrial applications.
كليدواژه هاي فارسي
واسط مغز و كاميپوتر , سيگنال الكتروانسفالوگرام EEG , واقعيت مجازي , تصور حركتي , توانبخشي حركتي
كليدواژه هاي لاتين
Brain-Computer Interface (BCI) , Electroencephalogram (EEG) Signals , Virtual Reality (VR) , Motor Imagery , Motor Rehabilitation
Author
Ali Rezaei La’l
SuperVisor
Vahid Shalchyan