Task Modelling of Sports Event for Personalized Video Streaming Data in Augmentative and Alternative Communication

Xiao Li, P. Manivannan, M. Anand
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Abstract

BCI games are widely familiar and accessible for brain stimulation; however, scientific research is insufficient to justify their effectiveness. Practical BCI game implementations are desperately required in concrete situations. Neurofeedback practice proposes a task modeling of a sports event in the Augmentative and Alternative Communication (TMSE-AAC) framework. People with autism will face new intellectual, engine, compartmental, and focus difficulties, which current techniques for other people cannot overcome. The game aims to keep children’s focus beyond a level to monitor a rider looking for missing farms. To monitor the viewer’s attention, TMSE-AAC uses BCI headphones. Via a 4-week implementation study of 12 autism students, TMSE-accessibility AAC’s and user interface were assessed. Our statistical findings indicate that TMSE-AAC is superior to a consumer BCI game used only to train guidance. TMSE-AAC can help children with autism effectively engage in guidance testing sessions by increasing their concentration and decreasing anxiety. Researchers focus closely on our architecture aspects and explore future job strategies.
面向个性化视频流数据的体育赛事任务建模
脑机接口游戏为人们所熟知,并且可以刺激大脑;然而,科学研究不足以证明它们的有效性。在具体情况下,迫切需要实用的BCI游戏执行。神经反馈实践提出了一个在增强和替代沟通(TMSE-AAC)框架下的体育赛事任务建模。自闭症患者将面临新的智力、引擎、区域和注意力困难,这是目前针对其他人的技术无法克服的。这款游戏的目的是让孩子们的注意力集中在监视骑手寻找丢失的农场上。为了监控观众的注意力,TMSE-AAC使用了BCI耳机。通过对12名自闭症学生进行为期4周的实施研究,评估了tmse可访问性AAC和用户界面。我们的统计结果表明,TMSE-AAC优于仅用于训练指导的消费者脑机接口游戏。TMSE-AAC可以帮助自闭症儿童有效地参与指导测试,提高他们的注意力,减少焦虑。研究人员密切关注我们的架构方面,并探索未来的工作策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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