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1.
Sensors (Basel) ; 21(24)2021 Dec 08.
Article in English | MEDLINE | ID: mdl-34960296

ABSTRACT

Multi-input multi-output (MIMO) transmission schemes have become the techniques of choice for increasing spectral efficiency in bandwidth-congested areas. However, the design of cost-effective receivers for MIMO channels remains a challenging task. The maximum likelihood detector can achieve excellent performance-usually, the best performance-but its computational complexity is a limiting factor in practical implementation. In the present work, a novel MIMO scheme using a practically feasible decoding algorithm based on the phase transmittance radial basis function (PTRBF) neural network is proposed. For some practical scenarios, the proposed scheme achieves improved receiver performance with lower computational complexity relative to the maximum likelihood decoding, thus substantially increasing the applicability of the algorithm. Simulation results are presented for MIMO-OFDM under 5G wireless Rayleigh channels so that a fair performance comparison with other reference techniques can be established.


Subject(s)
Algorithms , Neural Networks, Computer , Computer Simulation
2.
Comput Intell Neurosci ; 2018: 4920132, 2018.
Article in English | MEDLINE | ID: mdl-29849549

ABSTRACT

This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.


Subject(s)
Brain-Computer Interfaces , Brain/physiology , Electroencephalography , Evoked Potentials, Visual , Video Games , Adult , Auditory Perception/physiology , Electroencephalography/methods , Fatigue/physiopathology , Feedback, Psychological/physiology , Female , Games, Experimental , Humans , Male , Middle Aged , Music , Signal Processing, Computer-Assisted , Surveys and Questionnaires , User-Computer Interface , Visual Perception/physiology , Young Adult
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