1,720,965 research outputs found

    Classification of eeg-based hand grasping imagination using autoregressive and neural networks

    No full text
    In the development of Brain Computer Interface (BCI), one important issue is the classification of hand grasping imagination. It is helpful for realtime control of the robotic or a game of the mind. BCI uses EEG signal to get information on the human. This research proposed methods to classify EEG signal against hand grasping imagination using Neural Networks. EEG signal was recorded in ten seconds of four subjects each four times that were asked to imagine three classes of grasping (grasp, loose, and relax). Four subjects used as training data and four subjects as testing data. First, EEG signal was modeled in order 20 Autoregressive (AR) so that got AR coefficients being passed Neural Networks. The order of the AR model chosen based optimization gave a small error that is 1.96%. Then, it has developed a classification system using multilayer architecture and Adaptive Backpropagation as training algorithm. Using AR made training of the system more stable and reduced oscillation. Besides, the use of the AR model as a representation of the EEG signal improved the classification system accuracy of 68% to 82%. To verify the performance improvement of the proposed classification scheme, a comparison of the Adaptive Backpropagation and the conventional Backpropagation in training of the system. It resulted in an increase accuracy of 76% to 82%. The system was validated against all training data that produced an accuracy of 91%. The classification system that has been implemented in the software so that can be used as the brain computer interface

    Going Beyond Counting First Authors in Author Co-citation Analysis

    Get PDF
    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Game Simulasi Gerakan Pasien Cedera Bahu Menggunakan Jaringan Saraf Tiruan Backpropagation

    Get PDF
    Bahu merupakan bagian dari lengan yang mudah mengalami cedera. Cedera pada bahu antara lain peradangan sendi, pergeseran tulang (dislokasi), dan bahu kaku (frozen shoulder) serta pasca stroke. Selain itu, penyebab bahu cedera karena olahraga yang menitikberatkan lengan sebagai tumpuan. Latihan terapi yang terjadwal merupakan upaya merehabilitasi bahu untuk memulihkan dan mengembalikan fungsi bahu. Namun kegiatan rehabilitasi medik memerlukan jangka waktu lama dan terkesan monoton yang berakibat menurunnya motivasi pasien dalam menjalani latihan terapi. Sementara itu, perkembangan teknologi yang memudahkan berbagai aspek kehidupan khususnya dibidang kesehatan menjadikan video game dan perangkat sensor Kinect dapat diterapkan sebagai media dalam simulasi latihan terapi cedera bahu. Penelitian ini telah membangun game simulasi sebagai visualisasi untuk mendukung latihan terapi cedera bahu dan kemampuan dalam memprediksi pemulihan cedera bahu pasien yang terbagi atas tiga kelas yaitu “Meningkat”, “Tetap”, dan “Menurun”. Pasien melakukan gerakan untuk mengontrol game dengan mengangkat lengan menjauhi garis tengah terhadap bidang frontal pada tubuh atau disebut sebagai gerakan Shoulder Active Abduction. Gerakan dilakukan oleh salah satu lengan cedera yang akan menghasilkan nilai sudut bervariasi dengan rentang 0°-180°. Gerakan yang dilakukan direkam sensor Kinect yang dapat memvisualisasikan peta gerakan kerangka tubuh atau disebut matchstick skeleton. Keluaran dari sensor Kinect berupa nilai koordinat yang direpresentasikan ke dalam nilai sudut. Data latih diperoleh dari lima naracoba yang menghasilkan nilai sudut berbeda. Nilai-nilai sudut dilakukan pelatihan menggunakan Backpropagation yang selanjutnya menghasilkan nilai akurasi. Hasil pelatihan dengan learning rate 0,01 menunjukan akurasi sebesar 82% untuk prediksi data yang sudah dilatih, sedangkan pengujian data baru menunjukan akuarasi sebesar 66,7%.Bahu merupakan bagian dari lengan yang mudah mengalami cedera. Cedera pada bahu antara lain peradangan sendi, pergeseran tulang (dislokasi), dan bahu kaku (frozen shoulder) serta pasca stroke. Selain itu, penyebab bahu cedera karena olahraga yang menitikberatkan lengan sebagai tumpuan. Latihan terapi yang terjadwal merupakan upaya merehabilitasi bahu untuk memulihkan dan mengembalikan fungsi bahu. Namun kegiatan rehabilitasi medik memerlukan jangka waktu lama dan terkesan monoton yang berakibat menurunnya motivasi pasien dalam menjalani latihan terapi. Sementara itu, perkembangan teknologi yang memudahkan berbagai aspek kehidupan khususnya dibidang kesehatan menjadikan video game dan perangkat sensor Kinect dapat diterapkan sebagai media dalam simulasi latihan terapi cedera bahu. Penelitian ini telah membangun game simulasi sebagai visualisasi untuk mendukung latihan terapi cedera bahu dan kemampuan dalam memprediksi pemulihan cedera bahu pasien yang terbagi atas tiga kelas yaitu “Meningkat”, “Tetap”, dan “Menurun”. Pasien melakukan gerakan untuk mengontrol game dengan mengangkat lengan menjauhi garis tengah terhadap bidang frontal pada tubuh atau disebut sebagai gerakan Shoulder Active Abduction. Gerakan dilakukan oleh salah satu lengan cedera yang akan menghasilkan nilai sudut bervariasi dengan rentang 0°-180°. Gerakan yang dilakukan direkam sensor Kinect yang dapat memvisualisasikan peta gerakan kerangka tubuh atau disebut matchstick skeleton. Keluaran dari sensor Kinect berupa nilai koordinat yang direpresentasikan ke dalam nilai sudut. Data latih diperoleh dari lima naracoba yang menghasilkan nilai sudut berbeda. Nilai-nilai sudut dilakukan pelatihan menggunakan Backpropagation yang selanjutnya menghasilkan nilai akurasi. Hasil pelatihan dengan learning rate 0,01 menunjukan akurasi sebesar 82% untuk prediksi data yang sudah dilatih, sedangkan pengujian data baru menunjukan akuarasi sebesar 66,7%

    Identifikasi Emosi Melalui Sinyal Elektroensephalogram Menggunakan Graph Convolutional Network

    Get PDF
    AbstrakEmosi merupakan bentuk respon manusia terhadap sesuatu. Pengenalan emosi menggunakan komputer dapat membantu para dokter untuk mengetahui emosi yang sedang dirasakan oleh seseorang berdasarkan aktivitas otak. Aktivitas otak dapat diketahui dengan cara merekam aktivitas sinyal Electroensephalogram (EEG). Sinyal EEG memiliki karakteristik yang berubah-ubah dan non stasioner sehingga membutuhkan metode yang dapat mengintegrasikan karakteristik temporal dan spasial. Pengenalan emosi menggunakan sinyal EEG berkaitan erat dengan pola konektivitas pada belahan otak manusia, karena setiap emosi akan memiliki pola konektivitas yang berbeda dalam belahan otak. Maka dari itu mempelajari pola konektivitas dalam belahan otak akan membantu dalam pengenalan emosi. Dan untuk menangani hal itu dibutuhkan metode deep learning yang dapat mengintegrasikan karakteristik temporal dan spasial dan dapat menerima masukan berupa pola konektivitas tersebut, metode yang dapat menanganinya yaitu, Graph Convolutional Network (GCN). Penelitian ini telah membuat sistem identifikasi emosi dengan tiga kelas menggunakan GCN dan menghasilkan akurasi data uji sebesar 35,52%.Kata kunci: Emosi; Deep Learning; Sinyal EEG; Spasial; Temporal; GCNAbstractEmotion is a form of human response to something. Emotion recognition using computers can help doctors to see the emotions that are being felt by a person based on brain activity. Brain activity can be known by recording electroencephalogram (EEG) signal activity. EEG signals have changing and non-stationary characteristics, requiring a method to integrate temporal and spatial characteristics. Emotion recognition using EEG signals is closely related to connectivity patterns in the human brain hemispheres because each emotion will have different connectivity patterns in the brain hemispheres. Therefore, studying the connectivity patterns in the cerebral hemispheres will help in emotion recognition. Moreover, a deep learning method is needed to integrate temporal and spatial characteristics and receive input in the form of connectivity patterns, a method that can handle Graph Convolutional Network (GCN). This research has created an emotion identification system with three classes using GCN and produced an accuracy of 35.52% of testing data.Keywords: Emotion; Deep Learning; EEG Signal; Spatial; Temporal; GC

    Variations on the Author

    Get PDF
    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

    Get PDF
    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

    Get PDF
    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

    No full text
    Nao informado

    koamabayili/VECTRON-author-checklist: VECTRON author checklist

    No full text
    We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
    corecore