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1.
Stud Health Technol Inform ; 119: 328-30, 2006.
Artigo em Inglês | MEDLINE | ID: mdl-16404071

RESUMO

The goal of our project is to build a system which could utilize the Virtual Reality (VR) techniques for the pre-operative planning of craniosynostosis. The system includes different modules. We use the tetrahedral volume meshes for the basic structure for the models which surgery is planning on. This paper will describe the procedures of above stages, from the processing of 2D image slices, 3D modeling, smoothing, simplification, and visibility ordering, to volume meshes generation. We have demonstrated the initial results on a variety of stereo devices. The testing results show the processing time is acceptable and the rendering effect is pretty well.


Assuntos
Simulação por Computador , Craniossinostoses , Interface Usuário-Computador , Diagnóstico por Imagem , Humanos , Taiwan
2.
Front Hum Neurosci ; 8: 370, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24917804

RESUMO

EEG-based Brain-computer interfaces (BCI) are facing basic challenges in real-world applications. The technical difficulties in developing truly wearable BCI systems that are capable of making reliable real-time prediction of users' cognitive states in dynamic real-life situations may seem almost insurmountable at times. Fortunately, recent advances in miniature sensors, wireless communication and distributed computing technologies offered promising ways to bridge these chasms. In this paper, we report an attempt to develop a pervasive on-line EEG-BCI system using state-of-art technologies including multi-tier Fog and Cloud Computing, semantic Linked Data search, and adaptive prediction/classification models. To verify our approach, we implement a pilot system by employing wireless dry-electrode EEG headsets and MEMS motion sensors as the front-end devices, Android mobile phones as the personal user interfaces, compact personal computers as the near-end Fog Servers and the computer clusters hosted by the Taiwan National Center for High-performance Computing (NCHC) as the far-end Cloud Servers. We succeeded in conducting synchronous multi-modal global data streaming in March and then running a multi-player on-line EEG-BCI game in September, 2013. We are currently working with the ARL Translational Neuroscience Branch to use our system in real-life personal stress monitoring and the UCSD Movement Disorder Center to conduct in-home Parkinson's disease patient monitoring experiments. We shall proceed to develop the necessary BCI ontology and introduce automatic semantic annotation and progressive model refinement capability to our system.

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