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1.
Brain Inform ; 11(1): 12, 2024 May 13.
Artigo em Inglês | MEDLINE | ID: mdl-38740660

RESUMO

A relaxed state is essential for effective hypnotherapy, a crucial component of mental health treatments. During hypnotherapy sessions, neurologists rely on the patient's relaxed state to introduce positive suggestions. While EEG is a widely recognized method for detecting human emotions, analyzing EEG data presents challenges due to its multi-channel, multi-band nature, leading to high-dimensional data. Furthermore, determining the onset of relaxation remains challenging for neurologists. This paper presents the Effective Relax Acquisition (ERA) method designed to identify the beginning of a relaxed state. ERA employs sub-band sampling within the Alpha band for the frequency domain and segments the data into four-period groups for the time domain analysis. Data enhancement strategies include using Window Length (WL) and Overlapping Shifting Windows (OSW) scenarios. Dimensionality reduction is achieved through Principal Component Analysis (PCA) by prioritizing the most significant eigenvector values. Our experimental results indicate that the relaxed state is predominantly observable in the high Alpha sub-band, particularly within the fourth period group. The ERA demonstrates high accuracy with a WL of 3 s and OSW of 0.25 s using the KNN classifier (90.63%). These findings validate the effectiveness of ERA in accurately identifying relaxed states while managing the complexity of EEG data.

2.
Artigo em Inglês | MEDLINE | ID: mdl-38421841

RESUMO

Research in the field of human activity recognition is very interesting due to its potential for various applications such as in the field of medical rehabilitation. The need to advance its development has become increasingly necessary to enable efficient detection and response to a wide range of movements. Current recognition methods rely on calculating changes in joint distance to classify activity patterns. Therefore, a different approach is required to identify the direction of movement to distinguish activities exhibiting similar joint distance changes but differing motion directions, such as sitting and standing. The research conducted in this study focused on determining the direction of movement using an innovative joint angle shift approach. By analyzing the joint angle shift value between specific joints and reference points in the sequence of activity frames, the research enabled the detection of variations in activity direction. The joint angle shift method was combined with a Deep Convolutional Neural Network (DCNN) model to classify 3D datasets encompassing spatial-temporal information from RGB-D video image data. Model performance was evaluated using the confusion matrix. The results show that the model successfully classified nine activities in the Florence 3D Actions dataset, including sitting and standing, obtaining an accuracy of (96.72 ± 0.83)%. In addition, to evaluate its robustness, this model was tested on the UTKinect Action3D dataset, obtaining an accuracy of 97.44%, proving that state-of-the-art performance has been achieved.


Assuntos
Aprendizado Profundo , Humanos , Redes Neurais de Computação , Atividades Humanas , Movimento (Física) , Movimento
3.
Data Brief ; 53: 110116, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38406241

RESUMO

The Javanese gamelan notation dataset comprises Javanese gamelan gendhing (song) notations for various gamelan instruments. This dataset includes 35 songs categorized into 7 song structures, which are similar to genres in modern music. Each song in this dataset includes the primary melody and notations for various instrument groups, including the balungan instruments group (saron, demung, and slenthem), the bonang barung and bonang penerus instruments, the peking instrument group, and the structural instruments group (kenong, kethuk, kempyang, kempul, and gong). The primary melody is derived from https://www.gamelanbvg.com/gendhing/index.php, a collection of Javanese gamelan songs. On the other hand, the notation of each instrument group is the result of our creation by following the rules of gamelan playing on each instrument. In Javanese gamelan songs, usually written only the main melody notation in the form of numerical notation and the characteristics of the song, such as song title, song structure type, rhythm, scale and mode of the song. Naturally, this is not an easy task for a beginner gamelan player, but a more complete notation will make it easier for anyone who wants to play gamelan. Each song is compiled into a sheet of music, which is presented in a Portable Document Format (PDF) file. This dataset is valuable for developing deep learning models to classify or recognize Javanese gamelan songs based on their instrument notations, as previous gamelan research has mostly used audio data. Furthermore, this dataset has the capability to automatically generate Javanese gamelan notation for songs of similar types. Additionally, it will be useful for educational purposes to facilitate the learning of Javanese gamelan songs and for the preservation of traditional Javanese gamelan music.

4.
Data Brief ; 51: 109727, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38020417

RESUMO

The inverse kinematics plays a vital role in the planning and execution of robot motions. In the design of robotic motion control for NAO robot arms, it is necessary to find the proper inverse kinematics model. Neural networks are such a data-driven modeling technique that they are so flexible for modeling the inverse kinematics. This inverse kinematics model can be obtained by means of training neural networks with the dataset. This training process cannot be achieved without the presence of the dataset. Therefore, the contribution of this research is to provide the dataset to develop neural networks-based inverse kinematics model for NAO robot arms. The dataset that we created in this paper is named ARKOMA. ARKOMA is an acronym for ARif eKO MAuridhi, all of whom are the creators of this dataset. This dataset contains 10000 input-output data pairs in which the end-effector position and orientation are the input data and a set of joint angular positions are the output data. For further application, this dataset was split into three subsets: training dataset, validation dataset, and testing dataset. From a set of 10000 data, 60 % of data was allocated for the training dataset, 20 % of data for the validation dataset, and the remaining 20 % of data for the testing dataset. The dataset that we provided in this paper can be applied for NAO H25 v3.3 or later.

5.
Heliyon ; 6(3): e03613, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-32258469

RESUMO

In most cases, problems that increase player involvement in immersive serious games do so by combining fun elements with a specific purpose. Previous studies have produced models of soil porosity and plow force that use the speed of plowing, the angle of the plow's eye, and the depth of the plow as the basis for a design strategy in immersion serious games. However, these studies have not been able to show the optimal strategy of engagement of the player in the game. In the domain of serious game concept learning, strategies can be formed based on real conditions or data from experimental results. In a serious game, the aim is to increase the player's knowledge so that the player gains knowledge by coming up with strategies to play the game. This research aims to increase the engagement of players by means of multi-objective optimization based on Pareto optima, with the objectivity of soil porosity and plow force that is affected by the speed of plowing, the angle of the plow's eye, and the depth of the plow. The results of this optimization are used as a basis for the design of strategies in a serious game in the form of Hierarchy Finite State Machine (HFSM). From the results of the study, it was found that there is an optimal area for the game strategy that is also an indicator of how to successfully process the soil tillage using a moldboard plow.

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