Control of a virtual reality environment for upper limb movement using a motor imagery-based brain computer interface

dc.audience.educationlevelInvestigadores/Researchers
dc.audience.educationlevelOtros/Other
dc.contributor.advisorAntelis, Javier M.
dc.contributor.authorMancha Mendoza, Oscar Andres
dc.contributor.catalogerpuemcuervo, emimayorquin
dc.contributor.committeememberGarcía González, Alejandro
dc.contributor.committeememberFuentes Aguilar, Rita Q.
dc.contributor.committeememberMorales, Manuel D.
dc.contributor.departmentSchool of Engineering and Scienceses_MX
dc.contributor.institutionCampus Monterreyes_MX
dc.contributor.mentorMendoza Montoya, Omar
dc.date.accepted2023-06-13
dc.date.accessioned2025-03-05T21:59:23Z
dc.date.embargoenddate2024-06-13
dc.date.issued2023-06-01
dc.descriptionhttps://orcid.org/000-0003-3377-0813es_MX
dc.description.abstractThe following project is presented as a thesis proposal for the Master of Science in Computer Science (MCC-i): the design, implementation and evaluation of a virtual reality (VR) environment controlled using a Motor Imagery based Brain Computer Interface (BCI). BCIs enhance the effective communication and interaction between humans and computers. Such systems are increasingly prevalent in diverse applications, including education, entertainment, and health. The aim of this system is to reate a rehabilitation environment for upper limb motor recovery, in the form of a VR game. In the system, the user performs left and right arm MI, which is detected using machine learning algorithms to perform a movement and ability within the virtual environment. The system was evaluated with five healthy participants in one experimental session each. Each experimental session consisted of a training and an evaluation routine, in which the participants were asked to imagine each MI task andomly to gather training data and then, with the trained classification algorithm, the users were evaluated by playing the game in which they needed to perform the correct ability in the game to attack an enemy. The classification algorithms showed a ranged accuracy of 39.6% to 68.6%, with an average of 51.9%; the evaluation accuracy ranged from 38.5% to 76.9%, with an average of 58.5%. A User Experience Survey was applied to the participants, obtaining positive results and feedback on game improvements.es_MX
dc.description.degreeMaster of Science in Computer Sciencees_MX
dc.format.mediumTextoes_MX
dc.identificator7||33||3304||120304es_MX
dc.identifier.citationMancha Mensoza, O. A. (2023). Control of a virtual reality environment for upper limb movement using a motor imagery-based brain computer interface [Tesis maestría]. Instituto Tecnológico y de Estudios Superiores de Monterrey. Recuperado de: https://hdl.handle.net/11285/703270
dc.identifier.cvu1144629es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-2636-289Xes_MX
dc.identifier.urihttps://hdl.handle.net/11285/703270
dc.language.isoenges_MX
dc.publisherInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.relationInstituto Tecnológico de Estudios Superiores de Monterrey
dc.relationCONAHCYT
dc.relation.isFormatOfacceptedVersiones_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subject.classificationINGENIERÍA Y TECNOLOGÍA::CIENCIAS TECNOLÓGICAS::TECNOLOGÍA DE LOS ORDENADORES::INTELIGENCIA ARTIFICIALes_MX
dc.subject.keywordVirtual Realityes_MX
dc.subject.keywordBrain Computer Interfacees_MX
dc.subject.keywordMotor Imageryes_MX
dc.subject.keywordVideogamees_MX
dc.subject.lcshTechnologyes_MX
dc.titleControl of a virtual reality environment for upper limb movement using a motor imagery-based brain computer interfacees_MX
dc.typeTrabajo de grado, Maestría / master Degree Workes_MX

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