CN110478593A - Brain electricity attention training system based on VR technology - Google Patents

Brain electricity attention training system based on VR technology Download PDF

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Publication number
CN110478593A
CN110478593A CN201910405316.1A CN201910405316A CN110478593A CN 110478593 A CN110478593 A CN 110478593A CN 201910405316 A CN201910405316 A CN 201910405316A CN 110478593 A CN110478593 A CN 110478593A
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China
Prior art keywords
attention
module
technology
acquisition
host computer
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CN201910405316.1A
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Chinese (zh)
Inventor
邹凌
沈潇童
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Changzhou University
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Changzhou University
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Priority to CN201910405316.1A priority Critical patent/CN110478593A/en
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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M21/00Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M2230/00Measuring parameters of the user
    • A61M2230/08Other bio-electrical signals
    • A61M2230/10Electroencephalographic signals

Abstract

The present invention relates to processing of biomedical signals technical fields, specifically, it is a kind of brain electricity attention training system and its application method based on VR technology, the system includes brain wave acquisition module, CPU module, data memory module, visualize human-computer interaction module, brain wave acquisition module is for receiving the answer signal that the single-chip microcontroller in CPU module is sent, the acquisition of data is carried out after receiving answer signal, the EEG signals collected from scalp are passed to host computer by serial communication, data memory module is used for the acquisition information that host computer receives, by attention numerical value it is shared in dynamic link library, the auxiliary rehabilitation exercise to attention deficit patient can be achieved in the present invention, patient is placed in virtual environment, indirectly patient is assisted in the treatment of in the form of exploration, anxiety will not be generated, anxiety etc. is no The mood of peace, and the situation of energy Real-time Feedback patient's attention training, certain reference is provided for subsequent clinical treatment.

Description

Brain electricity attention training system based on VR technology
Technical field
The present invention relates to processing of biomedical signals technical fields, specifically, being a kind of brain electricity note based on VR technology Meaning power training system.
Background technique
Brain wave mainly reflects the activity condition of human brain, and EEG signals contain a large amount of biological informations, for people Great reference value for class physiology and the health research of spirit.It has been applied to automatic control at present, and biomedicine etc. is more A field.EEG signals change with the process of human brain understanding objective things, when people experiences from external different thorn When swashing, EEG (Electroencephalogram) signal can carry out response to it at once, this is just that the treatment of feedback training mentions Basis is supplied.
Brain-computer interface is a kind of interactive mode of rising in recent years, it by collected EEG signal according to phase It answers demand to be parsed and makes corresponding processing, provide contacting between user and peripheral hardware, it is real for communication between the two The interaction of existing brain and equipment room information.
Currently, the illness rate of child attention defect about 3%~6% in world wide, have 15%~65% childhood Patient can be by symptoms last to adult life.
Summary of the invention
The technical problem to be solved by the present invention is to how it is more efficient intuitively to the patient of child attention defect into Row training.
The present invention carries out complementary training for treatment to patient from the angle of supplemental training, devises a kind of based on VR The brain electricity attention training system and its application method of (Virtual Reality), the system can carry out attention to patient Training, and timely collection EEG signals, by the value Dynamically Announce of attention in interface.
The specific technical solution that the present invention uses is as follows:
A kind of brain electricity attention training system based on VR technology, which includes brain wave acquisition module, CPU module, number According to memory module, visualization human-computer interaction module, brain wave acquisition module is for receiving the response that the single-chip microcontroller in CPU module is sent Signal carries out the acquisition of data, the EEG signals that will be collected from scalp by serial communication after receiving answer signal Incoming host computer, data memory module are used for the acquisition information that host computer receives, by attention numerical value is shared and dynamic chain It connects in library, visualization human-computer interaction module is for the interaction between Unity3D and host computer, by reading dynamic chain in real time Attention numerical value in connecing completes the exploration of sea floor world scene.
Human-computer interaction module is divided into Unity3D software and upper computer software interactive portion and wear-type VR glasses display unit Point.Unity3D is interacted by dynamic link library technology and upper computer software, and attention numerical value is write from host computer in real time In state chained library, subsequent Unity3D is read in real time, according to the height of the attention numerical value read, in Unity3D The scene of the sea floor world of building is controlled.Wear-type VR glasses are used to show the sea floor world scene in Unity3D, user It places oneself in the midst of in virtual sea floor world scene, according to the height of attention, realizes the exploration to entire virtual scene, reach attention The purpose of power training.
Further improvement of the present invention, brain wave acquisition module lead brain wave acquisition module using eight, and amplification acquisition chip uses Highly integrated ground ADS1299 chip.Wherein, eight lead self-control electroencephalogramsignal signal acquisition module do not use traditional multiple differential amplifications Device amplifies signal, and from portable, integrated angle, present invention employs the A/D of integrated form to convert amplification chip ADS1299 acquires the voltage of brain electricity, which is 24 digit mould converters, up to 8 low-noise programmable gains Amplifier, and it is able to carry out A/D conversion, the chip of ATMEGA328P controls the acquisition of signal as main control chip.VR is shown Equipment is the head-mounted display of HTCVIVE company.
Further improvement of the present invention, CPU module use ATMEGA328P chip as main control chip, have 14 tunnels Numeral input/output pin (wherein 6 tunnels can be used for PWM output), 6 tunnel simulation inputs, a 16MHz ceramic resonator, one USB interface, a power outlet, an ICSP connector and a reset button.
Further improvement of the present invention, data memory module are total using the technology and dynamic link library of real-time storage data Technology is enjoyed, the eeg data collected is classified as the arrangement mode of one group of lead column successively in the form of several one groups, according to one It is recorded in text file;Attention numerical value then carries out record in real time by dynamic link library in real time and reads.
The application method of invention further discloses a kind of brain electricity attention training system based on VR technology, including following step It is rapid:
Step1: being placed in tested position head for sensor and put on VR, and host computer sends signal, waits in 8 seconds, during which Single-chip microcontroller controls A/D conversion chip and carries out signal acquisition amplification;
Step2: host computer carries out digital filtering to the AD signal of acquisition, and carries out power Spectral Estimation to data, calculates note Meaning power numerical value;
Step3: host computer is shown measured attention force value by monitor window after the completion of data processing, and real When write-in dynamic link library in so as to Unity3D calling;
Step4: repeating Setp1-Setp3, and surveyed attention numerical value can continue to refresh;
Step5: it opens Unity3D and is connected with VR glasses, read the number of attention in real time from dynamic link library at this time Value, in interface display, subject is by the sea floor world as entire virtual environment, according to the degree that attention is concentrated, completes pair The exploration of sea floor world.
The index of attention after being filtered, is carried out using the power ratio index of Gamma/Theta in above-mentioned steps Power Spectral Estimation selects the Gamma/Theta band power ratio after the quantization of [0,100] range as attention index.
The calculation method of Gamma/Theta band power ratio is as follows:
Gamma audio range frequency range is 30Hz or more, is chosen to be 30-60Hz;Theta audio range frequency range is 4~8Hz, The two power ratio (R) expression formula are as follows:
Wherein Pgamma (i) and Ptheta (i) respectively indicates the power of Gamma wave and Theta wave when frequency is i;
Quantization algorithm is as follows:
Wherein MAX=100, MIN=0, the two are respectively to quantify bound;R is original power ratio;Max and min points Not Wei experience bound, represent the normal interval of original power ratio, with quantization bound formed mapping relations, calculate most Whole attention numerical value.
Beneficial effects of the present invention: the present invention can be achieved to put patient into the auxiliary rehabilitation exercise of attention deficit patient It is placed in virtual environment, indirectly patient is assisted in the treatment of in the form of exploration, the uneasinesses such as anxiety, anxiety will not be generated Mood, and can Real-time Feedback patient's attention training situation, certain reference is provided for subsequent clinical treatment.
Detailed description of the invention
Fig. 1 is brain electricity attention training system module frame chart of the present invention.
Fig. 2 is acquisition software flow chart of the present invention.
Fig. 3 is the man-machine interaction diagrams of the present invention.
Specific embodiment
In order to deepen the understanding of the present invention, the present invention is done below in conjunction with drawings and examples and is further retouched in detail It states, the embodiment is only for explaining the present invention, does not constitute and limits to protection scope of the present invention.
Embodiment: as shown in Figure 1, a kind of brain electricity attention training system based on VR technology, which includes that brain electricity is adopted Collect module, CPU module, data memory module, visualization human-computer interaction module, brain wave acquisition module is for receiving in CPU module The answer signal sent of single-chip microcontroller, the acquisition of data is carried out after receiving answer signal, will be from scalp by serial communication The EEG signals collected are passed to host computer, and data memory module is used for the acquisition information that host computer receives, will pay attention to Power numerical value is shared with dynamic link library, and visualization human-computer interaction module passes through for the interaction between Unity3D and host computer The exploration that the attention numerical value in dynamic link completes sea floor world scene is read in real time, and the specific implementation procedure of the system is Sensor is placed in tested position head, is waited in 8 seconds, the acquisition and transmission of during which single-chip microcontroller control data, electric signal pass through AD conversion chip is converted into binary signal, is sent into host computer and carries out voltage conversion and filtering, handles data, calculate The numerical value of attention, and the value of attention is shared into dynamic link library.Shared attention is read in Unity3d at this time Attention is acted on the rising or decline of camera lens by numerical value.
As shown in Fig. 2, data acquisition module and storage are handled as follows:
(1) single-chip microcontroller is initialized, host computer is ready for sending response character;
(2) after receiving answer signal, single-chip microcontroller is amplified the signal of acquisition by the A/D conversion chip of ADS1299, will The binary data of acquisition is passed to host computer.
(3) host computer receives data and is translated into voltage signal, and is filtered, conversion attention numerical value deposit dynamic In chained library.
As shown in figure 3, visualization human-computer interaction module is handled as follows:
(1) start human-computer interaction program and initialize.
(2) data in sharing DLL are read, it are compared with built-in attention numerical value, corresponding range Numerical value, react the raising and lowering for personage.
(3) attention numerical value real-time display is in human-computer interaction interface, and real-time perfoming is fed back.
The specifically used method of the present embodiment the following steps are included:
Step1: being placed in tested position head for sensor and put on VR, and host computer sends signal, waits in 8 seconds, during which Single-chip microcontroller controls A/D conversion chip and carries out signal acquisition amplification;
Step2: host computer carries out digital filtering to the AD signal of acquisition, and carries out power Spectral Estimation to data, calculates note Meaning power numerical value;
Step3: host computer is shown measured attention force value by monitor window after the completion of data processing, and real When write-in dynamic link library in so as to Unity3D calling;
Step4: repeating Setp1-Setp3, and surveyed attention numerical value can continue to refresh;
Step5: it opens Unity3D and is connected with VR glasses, read the number of attention in real time from dynamic link library at this time Value, in interface display, subject is by the sea floor world as entire virtual environment, according to the degree that attention is concentrated, completes pair The exploration of sea floor world.
The index of attention after being filtered, is carried out using the power ratio index of Gamma/Theta in above-mentioned steps Power Spectral Estimation selects the Gamma/Theta band power ratio after the quantization of [0,100] range as attention index.
The calculation method of Gamma/Theta band power ratio is as follows:
Gamma audio range frequency range is 30Hz or more, is chosen to be 30-60Hz;Theta audio range frequency range is 4~8Hz, The two power ratio (R) expression formula are as follows:
Wherein Pgamma (i) and Ptheta (i) respectively indicates the power of Gamma wave and Theta wave when frequency is i;
Quantization algorithm is as follows:
Wherein MAX=100, MIN=0, the two are respectively to quantify bound;R is original power ratio;Max and min points Not Wei experience bound, represent the normal interval of original power ratio, with quantization bound formed mapping relations, calculate most Whole attention numerical value.
Basic principles and main features and advantage of the invention have been shown and described above.The technical staff of the industry should Understand, the present invention is not limited to the above embodiments, and the above embodiments and description only describe originals of the invention Reason, without departing from the spirit and scope of the present invention, various changes and improvements may be made to the invention, these changes and improvements It all fall within the protetion scope of the claimed invention.The claimed scope of the invention is by appended claims and its equivalent circle It is fixed.

Claims (7)

1. a kind of brain electricity attention training system based on VR technology, which is characterized in that the system include brain wave acquisition module, CPU module, data memory module, visualization human-computer interaction module, the brain wave acquisition module is for receiving in the CPU module The answer signal sent of single-chip microcontroller, the acquisition of data is carried out after receiving answer signal, will be from scalp by serial communication The EEG signals collected are passed to host computer, and the data memory module is used for the acquisition information that host computer receives, will Attention numerical value is shared with dynamic link library, and the visualization human-computer interaction module is used between Unity3D and host computer The exploration of sea floor world scene is completed in interaction by reading the attention numerical value in dynamic link in real time.
2. the brain electricity attention training system according to claim 1 based on VR technology, which is characterized in that the brain electricity is adopted Collection module leads brain wave acquisition module using eight, and amplification acquisition chip uses highly integrated ground ADS1299 chip.
3. the brain electricity attention training system according to claim 1 based on VR technology, which is characterized in that the CPU mould Block uses ATMEGA328P chip as main control chip.
4. the brain electricity attention training system according to claim 1 based on VR technology, which is characterized in that the data are deposited Module is stored up, using the technology and dynamic link library technology of sharing of real-time storage data.
5. a kind of application method of the brain electricity attention training system according to any one of claims 1-4 based on VR technology, It is characterized in that, measurement and training the following steps are included:
Step1: being placed in tested position head for sensor and put on VR, and host computer sends signal, waits in 8 seconds, during which monolithic Machine controls A/D conversion chip and carries out signal acquisition amplification;
Step2: host computer carries out digital filtering to the AD signal of acquisition, and carries out power Spectral Estimation to data, calculates attention Numerical value;
Step3: host computer is shown measured attention force value by monitor window after the completion of data processing, and is write in real time Enter in dynamic link library so as to Unity3D calling;
Step4: repeating Setp1-Setp3, and surveyed attention numerical value can continue to refresh;
Step5: it opens Unity3D and is connected with VR glasses, read the numerical value of attention, In in real time from dynamic link library at this time Interface display, subject, according to the degree that attention is concentrated, are completed to seabed generation by the sea floor world as entire virtual environment The exploration on boundary.
6. a kind of application method of brain electricity attention training system based on VR technology according to claim 5, feature It is, the index of attention after being filtered, carries out function using the power ratio index of Gamma/Theta in above-mentioned steps Rate Power estimation selects the Gamma/Theta band power ratio after the quantization of [0,100] range as attention index.
7. a kind of application method of brain electricity attention training system based on VR technology according to claim 6, feature It is,
The calculation method of Gamma/Theta band power ratio is as follows:
Gamma audio range frequency range is 30Hz or more, is chosen to be 30-60Hz;Theta audio range frequency range is 4~8Hz, the two Power ratio (R) expression formula are as follows:
Wherein Pgamma (i) and Ptheta (i) respectively indicates the power of Gamma wave and Theta wave when frequency is i;
Quantization algorithm is as follows:
Wherein MAX=100, MIN=0, the two are respectively to quantify bound;R is original power ratio;Max and min is respectively to pass through Bound is tested, the normal interval of original power ratio is represented, mapping relations is formed with quantization bound, calculates final note Meaning power numerical value.
CN201910405316.1A 2019-05-15 2019-05-15 Brain electricity attention training system based on VR technology Pending CN110478593A (en)

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CN113577495A (en) * 2021-07-21 2021-11-02 大连民族大学 Children attention deficit hyperactivity disorder auxiliary treatment system based on BCI-VR
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