Progress in Brain Computer Interface: Challenges
VerifiedAdded on 2022/09/06
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Brain computer
interface
interface
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Definition and uses
Brain–computer interfaces is a type of technology which applies
brain simulation in making commands.The technology has been
used majorly in medicine sector, However with new development
the technology is being applied in various sector such as sport
and gaming.
Brain–computer interfaces is a type of technology which applies
brain simulation in making commands.The technology has been
used majorly in medicine sector, However with new development
the technology is being applied in various sector such as sport
and gaming.
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Brain-computer interfaces (BCIs)
Brain-computer interfaces (BCIs) can allow the user of a
computer to control a computerized gadgets utilizing their brain
functions directly . The task is attained by understanding user
objectives or responses from the brain footages in the real time.
Brain-computer interfaces (BCIs) based on mental imagery are
mostly flexible due to the fact that they possibly allow for a
mental commands or a big number of inputs, and they can be
applied in such a way that the operator can give out his/her
mental directives at will, rather than as a response to a incentive
Brain-computer interfaces (BCIs) can allow the user of a
computer to control a computerized gadgets utilizing their brain
functions directly . The task is attained by understanding user
objectives or responses from the brain footages in the real time.
Brain-computer interfaces (BCIs) based on mental imagery are
mostly flexible due to the fact that they possibly allow for a
mental commands or a big number of inputs, and they can be
applied in such a way that the operator can give out his/her
mental directives at will, rather than as a response to a incentive
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Uses in medicine field
Communication among disabled people usually consist of
conveying/receiving emails, using the VoIP phones, browsing the
internet and chatting. In the last decade, it has been confirmed in
the science laboratory that peoples, even those with severe
cases of disability, may operate with the help of computers by
using their brain channels as single switch, the same way mouse
operates
Communication among disabled people usually consist of
conveying/receiving emails, using the VoIP phones, browsing the
internet and chatting. In the last decade, it has been confirmed in
the science laboratory that peoples, even those with severe
cases of disability, may operate with the help of computers by
using their brain channels as single switch, the same way mouse
operates
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How it has changed sports
The technology has advanced allowing sports sector to grow .The
mental imagery has been able to bring a more creativity,
consciousness and free interactive in the sport world The
technology has been applied to advance the signal processing
and machine learning algorithms which helps to translate mental
commands documented in electroencephalography (EEG) and
different brain recording equipment into Brain-computer
interfaces outputs, the sports person can be able to interrelate
with Brain-computer interfaces in more personalized and diverse
ways.
The technology has advanced allowing sports sector to grow .The
mental imagery has been able to bring a more creativity,
consciousness and free interactive in the sport world The
technology has been applied to advance the signal processing
and machine learning algorithms which helps to translate mental
commands documented in electroencephalography (EEG) and
different brain recording equipment into Brain-computer
interfaces outputs, the sports person can be able to interrelate
with Brain-computer interfaces in more personalized and diverse
ways.
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Iot and VR
I.o.t and VR technology can be used to determine exercise and
coaching practice this may include technology such as head
mounted display (HMD) which tracks the player’s head
movements and send the data to the VR replication ,and
consistently regulates the viewpoint seen within the player’s
display, thus transforming their perspective and improving the
full immersion presence within the reality
I.o.t and VR technology can be used to determine exercise and
coaching practice this may include technology such as head
mounted display (HMD) which tracks the player’s head
movements and send the data to the VR replication ,and
consistently regulates the viewpoint seen within the player’s
display, thus transforming their perspective and improving the
full immersion presence within the reality
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Sport components which are
impacted by technology (Training)
In the sporting world every athlete, is required to have
substantial practice in the filed in order to develop proper
sporting skills and movements. Throughout the stages of talent
improvement, coaching and skill creation involve 3 major distinct
procedures which includes conveying information , structuring
practice as well as management of feedback.
impacted by technology (Training)
In the sporting world every athlete, is required to have
substantial practice in the filed in order to develop proper
sporting skills and movements. Throughout the stages of talent
improvement, coaching and skill creation involve 3 major distinct
procedures which includes conveying information , structuring
practice as well as management of feedback.
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Before Change model
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After change model
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Safety concerns
There are numerous concerns regarding the use of technology in
the sporting world.
1. Individuals personal data make get exposed to the people
2. The can be data mismanagement which can lead to wrong
results
3 The introduction of technology can impacts of internal policies
as well as regulatory changes on the health of the workers.
4.The technology can lead to mismanagement of human subject
during research
There are numerous concerns regarding the use of technology in
the sporting world.
1. Individuals personal data make get exposed to the people
2. The can be data mismanagement which can lead to wrong
results
3 The introduction of technology can impacts of internal policies
as well as regulatory changes on the health of the workers.
4.The technology can lead to mismanagement of human subject
during research
1 out of 10
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