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CN110478593A - Brain electricity attention training system based on VR technology - Google Patents

Brain electricity attention training system based on VR technology Download PDF

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CN110478593A
CN110478593A CN201910405316.1A CN201910405316A CN110478593A CN 110478593 A CN110478593 A CN 110478593A CN 201910405316 A CN201910405316 A CN 201910405316A CN 110478593 A CN110478593 A CN 110478593A
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邹凌
沈潇童
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Changzhou University
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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M2230/00Measuring parameters of the user
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Abstract

本发明涉及生物医学信号处理技术领域,具体地说,是一种基于VR技术的脑电注意力训练系统及其使用方法,该系统包括脑电采集模块、CPU模块、数据存储模块、可视化人机交互模块,脑电采集模块用于接收CPU模块中的单片机发来的应答信号,在接收到应答信号后进行数据的采集,通过串口通信将从头皮采集而来的脑电信号传入上位机了,数据存储模块用于上位机接受到的采集信息,将注意力数值共享与动态链接库中,本发明可实现对注意力缺陷患者的辅助康复训练,将患者放置于虚拟环境中,以探索的形式间接性地对患者进行辅助治疗,不会产生紧张、焦虑等不安的情绪,并能实时反馈患者注意力训练的情况,为后续的临床治疗提供一定的参考。The present invention relates to the technical field of biomedical signal processing, specifically, an EEG attention training system based on VR technology and a method for using the same. The system includes an EEG acquisition module, a CPU module, a data storage module, and a visualized man-machine The interactive module and the EEG acquisition module are used to receive the response signal sent by the single-chip microcomputer in the CPU module, collect the data after receiving the response signal, and transmit the EEG signal collected from the scalp to the host computer through serial port communication , the data storage module is used for the collection information received by the host computer, and the attention value is shared with the dynamic link library. The form of indirect adjuvant treatment for patients will not cause tension, anxiety and other uneasy emotions, and can provide real-time feedback on the patient's attention training situation, providing a certain reference for subsequent clinical treatment.

Description

基于VR技术的脑电注意力训练系统EEG attention training system based on VR technology

技术领域technical field

本发明涉及生物医学信号处理技术领域,具体地说,是一种基于VR技术的脑电注意力训练系统。The invention relates to the technical field of biomedical signal processing, in particular, it is an EEG attention training system based on VR technology.

背景技术Background technique

脑电波主要反映了人脑部的活动情况,脑电信号包含了大量生物学信息,对于人类生理和精神的健康研究来说极具参考价值。目前其已被应用到自动控制,生物医学等多个领域。脑电信号随着人脑认识客观事物的过程发生变化,当人感受到来自体外不同的刺激时,EEG(Electroencephalogram)信号能够立刻对其进行应答,这就为反馈训练的治疗提供了基础。Brain waves mainly reflect the activity of the human brain, and EEG signals contain a large amount of biological information, which is of great reference value for the study of human physical and mental health. At present, it has been applied to many fields such as automatic control and biomedicine. EEG signals change with the process of human brain recognizing objective things. When people feel different stimuli from outside the body, EEG (Electroencephalogram) signals can respond to them immediately, which provides a basis for feedback training treatment.

脑机接口是一种近年来兴起的人机交互模式,它通过对采集到的EEG信号根据相应需求进行解析并做出相应的处理,给出用户与外设之间的联系,用于二者之间的通讯,实现大脑与设备间信息的交互。Brain-computer interface is a human-computer interaction mode that has emerged in recent years. It analyzes the collected EEG signals according to the corresponding needs and makes corresponding processing, and provides the connection between the user and the peripheral device, which is used for both The communication between the brain and the device realizes the interaction of information.

目前,世界范围内儿童注意力缺陷的患病率约3%~6%,有15%~65%的儿童期患者会将症状持续到成人阶段。At present, the prevalence of attention deficit in children worldwide is about 3% to 6%, and 15% to 65% of childhood patients will continue their symptoms into adulthood.

发明内容Contents of the invention

本发明所要解决的技术问题是如何更加有效直观地对儿童注意力缺陷的患者进行训练。The technical problem to be solved by the invention is how to train children with attention deficits more effectively and intuitively.

本发明从辅助训练的角度对患者进行辅助性的训练治疗,设计了一种基于 VR(Virtual Reality)的脑电注意力训练系统及其使用方法,该系统可以对患者进行注意力的训练,并实时采集处理脑电信号,将注意力的值动态显示在界面中。The present invention provides auxiliary training and treatment to patients from the perspective of auxiliary training, and designs a VR (Virtual Reality)-based EEG attention training system and its use method. The system can train patients to pay attention, and Collect and process EEG signals in real time, and dynamically display the value of attention in the interface.

本发明采用的具体技术方案如下:The concrete technical scheme that the present invention adopts is as follows:

一种基于VR技术的脑电注意力训练系统,该系统包括脑电采集模块、CPU 模块、数据存储模块、可视化人机交互模块,脑电采集模块用于接收CPU模块中的单片机发来的应答信号,在接收到应答信号后进行数据的采集,通过串口通信将从头皮采集而来的脑电信号传入上位机了,数据存储模块用于上位机接受到的采集信息,将注意力数值共享与动态链接库中,可视化人机交互模块用于 Unity3D和上位机之间的交互,通过实时地读取动态链接中的注意力数值完成海底世界场景的探索。An EEG attention training system based on VR technology, the system includes an EEG acquisition module, a CPU module, a data storage module, a visualized human-computer interaction module, and the EEG acquisition module is used to receive responses from the single-chip microcomputer in the CPU module After receiving the response signal, the data is collected, and the EEG signal collected from the scalp is transmitted to the host computer through serial communication. The data storage module is used for the collected information received by the host computer, and the attention value is shared. In the dynamic link library, the visual human-computer interaction module is used for the interaction between Unity3D and the host computer, and the exploration of the underwater world scene is completed by reading the attention value in the dynamic link in real time.

人机交互模块分为Unity3D软件和上位机软件交互部分和头戴式VR眼镜显示部分。Unity3D通过动态链接库技术和上位机软件进行交互,注意力数值实时的从上位机写动态链接库中,随后Unity3D进行实时的读取,依据读取的注意力数值的高低,对在Unity3D中构建的海底世界的场景进行控制。头戴式VR眼镜用于显示Unity3D中的海底世界场景,用户置身于虚拟的海底世界场景中,根据注意力的高低,实现对整个虚拟场景的探索,达到注意力训练的目的。The human-computer interaction module is divided into Unity3D software and host computer software interaction part and head-mounted VR glasses display part. Unity3D interacts with the upper computer software through the dynamic link library technology, and the attention value is written in the dynamic link library from the upper computer in real time, and then Unity3D reads it in real time. Control the scene of the underwater world. Head-mounted VR glasses are used to display the underwater world scene in Unity3D. Users are placed in the virtual underwater world scene, and according to the level of attention, they can explore the entire virtual scene and achieve the purpose of attention training.

本发明的进一步改进,脑电采集模块采用八导脑电采集模块,放大采集芯片采用高度集成地ADS1299芯片。其中,八导自制脑电信号采集模块没有使用传统的多个差分放大器对信号进行放大,从便携式、集成化的角度,本发明采用了集成式的A/D转换放大芯片ADS1299对脑电的电压进行了采集,该芯片为24 位数模转化器,多达8个低噪声可编程增益放大器,并能够进行A/D转化, ATMEGA328P的芯片作为主控芯片,控制信号的采集。VR显示设备为HTCVIVE 公司的头戴式显示器。As a further improvement of the present invention, the EEG acquisition module adopts an eight-lead EEG acquisition module, and the amplification acquisition chip adopts a highly integrated ADS1299 chip. Among them, the eight-lead self-made EEG signal acquisition module does not use traditional multiple differential amplifiers to amplify the signal. From the perspective of portability and integration, the present invention uses an integrated A/D conversion amplifier chip ADS1299 to adjust the EEG voltage. The acquisition is carried out. The chip is a 24-bit digital-to-analog converter, up to 8 low-noise programmable gain amplifiers, and can perform A/D conversion. The ATMEGA328P chip is used as the main control chip to control the acquisition of signals. The VR display device is a head-mounted display of HTCVIVE Company.

本发明的进一步改进,CPU模块,采用了ATMEGA328P芯片作为主控芯片,具备14路数字输入/输出引脚(其中6路可用于PWM输出)、6路模拟输入、一个16MHz陶瓷谐振器、一个USB接口、一个电源插座、一个ICSP接头和一个复位按钮。A further improvement of the present invention, the CPU module adopts the ATMEGA328P chip as the main control chip, and has 14 digital input/output pins (6 of which can be used for PWM output), 6 analog inputs, a 16MHz ceramic resonator, and a USB interface, a power socket, an ICSP header, and a reset button.

本发明的进一步改进,数据存储模块,采用实时存储数据的技术和动态链接库共享技术,采集而来的脑电数据以几个一组的形式,按照一列为一组导联列的排列方式依次记录于文本文件中;注意力数值则实时通过动态链接库进行实时的记录与读取。As a further improvement of the present invention, the data storage module adopts the technology of real-time data storage and dynamic link library sharing technology, and the collected EEG data are in the form of several groups, and are arranged sequentially according to the arrangement of one column as a group of lead columns It is recorded in a text file; the attention value is recorded and read in real time through the dynamic link library.

本发明还披露了一种基于VR技术的脑电注意力训练系统的使用方法,包括以下步骤:The present invention also discloses a method for using an EEG attention training system based on VR technology, comprising the following steps:

Step1:将传感器置于被测部位头部并戴上VR,上位机发送信号,等待8秒中,期间单片机控制A/D转换芯片进行信号采集放大;Step1: Put the sensor on the head of the measured part and wear the VR, the host computer sends a signal, wait for 8 seconds, during which the single-chip microcomputer controls the A/D conversion chip to collect and amplify the signal;

Step2:上位机对采集的AD信号进行数字滤波,并对数据进行功率谱估计,计算注意力数值;Step2: The host computer digitally filters the collected AD signal, estimates the power spectrum of the data, and calculates the attention value;

Step3:数据处理完成后上位机通过监视窗口将所测量的注意力值显示出来,并实时写入动态链接库中以便Unity3D调用;Step3: After the data processing is completed, the upper computer displays the measured attention value through the monitoring window, and writes it into the dynamic link library in real time so that Unity3D can call it;

Step4:重复Setp1-Setp3,所测注意力数值会持续刷新;Step4: Repeat Setp1-Setp3, the measured attention value will be continuously refreshed;

Step5:打开Unity3D并和VR眼镜连接,此时从动态链接库中实时读取注意力的数值,在界面显示,被试被至于整个虚拟环境的海底世界中,根据注意力集中的程度,完成对海底世界的探索。Step5: Open Unity3D and connect with the VR glasses. At this time, the value of attention is read from the dynamic link library in real time, and the interface shows that the subject is placed in the underwater world of the entire virtual environment. According to the degree of concentration, complete the pairing Exploration of the underwater world.

上述步骤中注意力的指标采用的是Gamma/Theta的功率比指标,进行滤波后,进行功率谱估计,选用经过[0,100]范围量化后的Gamma/Theta波段功率比值作为注意力指标。The attention index in the above steps uses the Gamma/Theta power ratio index. After filtering, the power spectrum is estimated, and the Gamma/Theta band power ratio quantized in the [0,100] range is selected as the attention index.

Gamma/Theta波段功率比值的计算方法如下:The calculation method of the Gamma/Theta band power ratio is as follows:

Gamma波段频率范围为30Hz以上,选定为30-60Hz;Theta波段频率范围为4~8Hz,二者功率比(R)表达式为:The frequency range of the Gamma band is above 30 Hz, which is selected as 30-60 Hz; the frequency range of the Theta band is 4-8 Hz, and the expression of the power ratio (R) between the two is:

其中Pgamma(i)和Ptheta(i)分别表示频率为i时的Gamma波与Theta波的功率;Among them, Pgamma(i) and Ptheta(i) respectively represent the power of Gamma wave and Theta wave when the frequency is i;

量化算法如下:The quantization algorithm is as follows:

其中MAX=100,MIN=0,二者分别为量化上下限;R为原始功率比值;max和 min分别为经验上下限,代表原始功率比值的正常区间,其与量化上下限形成映射关系,计算出最终的注意力数值。Among them, MAX=100, MIN=0, the two are the upper and lower limits of quantization; R is the ratio of raw power; max and min are the upper and lower limits of experience, representing the normal range of the original power ratio, which form a mapping relationship with the upper and lower limits of quantization, and calculate Get the final attention value.

本发明的有益效果:本发明可实现对注意力缺陷患者的辅助康复训练,将患者放置于虚拟环境中,以探索的形式间接性地对患者进行辅助治疗,不会产生紧张、焦虑等不安的情绪,并能实时反馈患者注意力训练的情况,为后续的临床治疗提供一定的参考。Beneficial effects of the present invention: the present invention can realize auxiliary rehabilitation training for attention-deficit patients, place patients in a virtual environment, and indirectly perform auxiliary treatment for patients in the form of exploration, without causing anxiety, anxiety, etc. emotions, and can provide real-time feedback on the patient's attention training, providing a certain reference for subsequent clinical treatment.

附图说明Description of drawings

图1为本发明脑电注意力训练系统模块框图。Fig. 1 is a block diagram of the EEG attention training system of the present invention.

图2为本发明采集软件流程图。Fig. 2 is a flowchart of the acquisition software of the present invention.

图3为本发明人机交互流程图。Fig. 3 is a flowchart of the human-computer interaction of the present invention.

具体实施方式Detailed ways

为了加深对本发明的理解,下面将结合附图和实施例对本发明做进一步详细描述,该实施例仅用于解释本发明,并不对本发明的保护范围构成限定。In order to deepen the understanding of the present invention, the present invention will be described in further detail below in conjunction with the accompanying drawings and embodiments, which are only used to explain the present invention and do not limit the protection scope of the present invention.

实施例:如图1所示,一种基于VR技术的脑电注意力训练系统,该系统包括脑电采集模块、CPU模块、数据存储模块、可视化人机交互模块,脑电采集模块用于接收CPU模块中的单片机发来的应答信号,在接收到应答信号后进行数据的采集,通过串口通信将从头皮采集而来的脑电信号传入上位机了,数据存储模块用于上位机接受到的采集信息,将注意力数值共享与动态链接库中,可视化人机交互模块用于Unity3D和上位机之间的交互,通过实时地读取动态链接中的注意力数值完成海底世界场景的探索,该系统具体的执行过程是将传感器置于被测部位头部,等待8秒中,期间单片机控制数据的采集和发送,电信号通过AD转换芯片转化为二进制信号,送入上位机进行电压转换和滤波,对数据进行处理,计算出注意力的数值,并将注意力的值共享至动态链接库中。此时Unity3d 中读取共享的注意力数值,将注意力作用于镜头的上升或者下降。Embodiment: as shown in Figure 1, a kind of EEG attention training system based on VR technology, this system comprises EEG acquisition module, CPU module, data storage module, visualization human-computer interaction module, EEG acquisition module is used to receive The response signal sent by the single-chip microcomputer in the CPU module, after receiving the response signal, collects the data, and transmits the EEG signal collected from the scalp to the host computer through serial port communication, and the data storage module is used for the host computer to receive The collected information, the attention value is shared with the dynamic link library, the visual human-computer interaction module is used for the interaction between Unity3D and the host computer, and the exploration of the underwater world scene is completed by reading the attention value in the dynamic link in real time. The specific execution process of the system is to place the sensor on the head of the measured part and wait for 8 seconds, during which the single-chip microcomputer controls the data collection and transmission, and the electrical signal is converted into a binary signal through the AD conversion chip, and then sent to the host computer for voltage conversion and Filter, process the data, calculate the value of attention, and share the value of attention to the dynamic link library. At this time, read the shared attention value in Unity3d, and apply the attention to the rising or falling of the lens.

如图2所示,数据采集模块和存储进行如下处理:As shown in Figure 2, the data acquisition module and storage are processed as follows:

(1)初始化单片机,上位机准备发送应答字符;(1) Initialize the single-chip microcomputer, and the upper computer is ready to send a response character;

(2)接受到应答信号后,单片机通过ADS1299的A/D转换芯片将采集的信号放大,将采集的二进制数据传入上位机。(2) After receiving the response signal, the single-chip microcomputer amplifies the collected signal through the A/D conversion chip of ADS1299, and transmits the collected binary data to the upper computer.

(3)上位机接收数据将其转化为电压信号,并进行滤波,换算注意力数值存入动态链接库中。(3) The upper computer receives the data and converts it into a voltage signal, and filters it, and converts the attention value into the dynamic link library.

如图3所示,可视化人机交互模块进行如下处理:As shown in Figure 3, the visual human-computer interaction module performs the following processing:

(1)启动人机交互程序并初始化。(1) Start the human-computer interaction program and initialize it.

(2)读取共享动态链接库中的数据,将其和内置的注意力数值进行比较,对应范围的数值,反应为人物的上升和下降。(2) Read the data in the shared dynamic link library, compare it with the built-in attention value, and the value corresponding to the range is reflected as the rise and fall of the character.

(3)注意力数值实时显示在人机交互界面,并实时进行反馈。(3) The value of attention is displayed on the human-computer interaction interface in real time, and feedback is given in real time.

本实施例的具体使用方法包括以下步骤:The specific usage method of this embodiment includes the following steps:

Step1:将传感器置于被测部位头部并戴上VR,上位机发送信号,等待8秒中,期间单片机控制A/D转换芯片进行信号采集放大;Step1: Put the sensor on the head of the measured part and wear the VR, the host computer sends a signal, wait for 8 seconds, during which the single-chip microcomputer controls the A/D conversion chip to collect and amplify the signal;

Step2:上位机对采集的AD信号进行数字滤波,并对数据进行功率谱估计,计算注意力数值;Step2: The host computer digitally filters the collected AD signal, estimates the power spectrum of the data, and calculates the attention value;

Step3:数据处理完成后上位机通过监视窗口将所测量的注意力值显示出来,并实时写入动态链接库中以便Unity3D调用;Step3: After the data processing is completed, the upper computer displays the measured attention value through the monitoring window, and writes it into the dynamic link library in real time so that Unity3D can call it;

Step4:重复Setp1-Setp3,所测注意力数值会持续刷新;Step4: Repeat Setp1-Setp3, the measured attention value will be continuously refreshed;

Step5:打开Unity3D并和VR眼镜连接,此时从动态链接库中实时读取注意力的数值,在界面显示,被试被至于整个虚拟环境的海底世界中,根据注意力集中的程度,完成对海底世界的探索。Step5: Open Unity3D and connect with the VR glasses. At this time, the value of attention is read from the dynamic link library in real time, and the interface shows that the subject is placed in the underwater world of the entire virtual environment. According to the degree of concentration, complete the pairing Exploration of the underwater world.

上述步骤中注意力的指标采用的是Gamma/Theta的功率比指标,进行滤波后,进行功率谱估计,选用经过[0,100]范围量化后的Gamma/Theta波段功率比值作为注意力指标。The attention index in the above steps uses the Gamma/Theta power ratio index. After filtering, the power spectrum is estimated, and the Gamma/Theta band power ratio quantized in the [0,100] range is selected as the attention index.

Gamma/Theta波段功率比值的计算方法如下:The calculation method of the Gamma/Theta band power ratio is as follows:

Gamma波段频率范围为30Hz以上,选定为30-60Hz;Theta波段频率范围为4~8Hz,二者功率比(R)表达式为:The frequency range of the Gamma band is above 30 Hz, which is selected as 30-60 Hz; the frequency range of the Theta band is 4-8 Hz, and the expression of the power ratio (R) between the two is:

其中Pgamma(i)和Ptheta(i)分别表示频率为i时的Gamma波与Theta波的功率;Among them, Pgamma(i) and Ptheta(i) respectively represent the power of Gamma wave and Theta wave when the frequency is i;

量化算法如下:The quantization algorithm is as follows:

其中MAX=100,MIN=0,二者分别为量化上下限;R为原始功率比值;max和 min分别为经验上下限,代表原始功率比值的正常区间,其与量化上下限形成映射关系,计算出最终的注意力数值。Among them, MAX=100, MIN=0, the two are the upper and lower limits of quantization; R is the ratio of raw power; max and min are the upper and lower limits of experience, representing the normal range of the original power ratio, which form a mapping relationship with the upper and lower limits of quantization, and calculate Get the final attention value.

以上显示和描述了本发明的基本原理、主要特征及优点。本行业的技术人员应该了解,本发明不受上述实施例的限制,上述实施例和说明书中描述的只是说明本发明的原理,在不脱离本发明精神和范围的前提下,本发明还会有各种变化和改进,这些变化和改进都落入要求保护的本发明范围内。本发明要求保护范围由所附的权利要求书及其等效物界定。The basic principles, main features and advantages of the present invention have been shown and described above. Those skilled in the industry should understand that the present invention is not limited by the above-mentioned embodiments. What are described in the above-mentioned embodiments and the description only illustrate the principle of the present invention. Without departing from the spirit and scope of the present invention, the present invention will also have Variations and improvements are possible, which fall within the scope of the claimed invention. The protection scope of the present invention is defined by the appended claims and their equivalents.

Claims (7)

1.一种基于VR技术的脑电注意力训练系统,其特征在于,该系统包括脑电采集模块、CPU模块、数据存储模块、可视化人机交互模块,所述脑电采集模块用于接收所述CPU模块中的单片机发来的应答信号,在接收到应答信号后进行数据的采集,通过串口通信将从头皮采集而来的脑电信号传入上位机了,所述数据存储模块用于上位机接受到的采集信息,将注意力数值共享与动态链接库中,所述可视化人机交互模块用于Unity3D和上位机之间的交互,通过实时地读取动态链接中的注意力数值完成海底世界场景的探索。1. a kind of EEG attention training system based on VR technology, it is characterized in that, this system comprises EEG acquisition module, CPU module, data storage module, visualization human-computer interaction module, and described EEG acquisition module is used for receiving all The response signal sent by the single-chip microcomputer in the CPU module, data collection is carried out after receiving the response signal, and the EEG signal collected from the scalp is passed into the upper computer through serial port communication, and the data storage module is used for the upper computer. The collection information received by the machine will share the attention value with the dynamic link library. The visualized human-computer interaction module is used for the interaction between Unity3D and the host computer, and the seabed will be completed by reading the attention value in the dynamic link in real time. Exploration of the world scene. 2.根据权利要求1所述的基于VR技术的脑电注意力训练系统,其特征在于,所述脑电采集模块采用八导脑电采集模块,放大采集芯片采用高度集成地ADS1299芯片。2. the EEG attention training system based on VR technology according to claim 1, wherein said EEG acquisition module adopts eight-lead EEG acquisition module, and the amplification acquisition chip adopts highly integrated ADS1299 chip. 3.根据权利要求1所述的基于VR技术的脑电注意力训练系统,其特征在于,所述CPU模块,采用了ATMEGA328P芯片作为主控芯片。3. the brain electric attention training system based on VR technology according to claim 1, is characterized in that, described CPU module has adopted ATMEGA328P chip as main control chip. 4.根据权利要求1所述的基于VR技术的脑电注意力训练系统,其特征在于,所述数据存储模块,采用实时存储数据的技术和动态链接库共享技术。4. the brain electric attention training system based on VR technology according to claim 1, is characterized in that, described data storage module adopts the technology of real-time storage data and dynamic link library sharing technology. 5.一种如权利要求1-4任一项所述的基于VR技术的脑电注意力训练系统的使用方法,其特征在于,测量和训练包括以下步骤:5. a method for using the EEG attention training system based on VR technology as described in any one of claim 1-4, it is characterized in that measurement and training comprise the following steps: Step1:将传感器置于被测部位头部并戴上VR,上位机发送信号,等待8秒中,期间单片机控制A/D转换芯片进行信号采集放大;Step1: Put the sensor on the head of the measured part and wear the VR, the host computer sends a signal, wait for 8 seconds, during which the single-chip microcomputer controls the A/D conversion chip to collect and amplify the signal; Step2:上位机对采集的AD信号进行数字滤波,并对数据进行功率谱估计,计算注意力数值;Step2: The host computer digitally filters the collected AD signal, estimates the power spectrum of the data, and calculates the attention value; Step3:数据处理完成后上位机通过监视窗口将所测量的注意力值显示出来,并实时写入动态链接库中以便Unity3D调用;Step3: After the data processing is completed, the upper computer displays the measured attention value through the monitoring window, and writes it into the dynamic link library in real time so that Unity3D can call it; Step4:重复Setp1-Setp3,所测注意力数值会持续刷新;Step4: Repeat Setp1-Setp3, the measured attention value will be continuously refreshed; Step5:打开Unity3D并和VR眼镜连接,此时从动态链接库中实时读取注意力的数值,在界面显示,被试被至于整个虚拟环境的海底世界中,根据注意力集中的程度,完成对海底世界的探索。Step5: Open Unity3D and connect with the VR glasses. At this time, the value of attention is read from the dynamic link library in real time, and the interface shows that the subject is placed in the underwater world of the entire virtual environment. According to the degree of concentration, complete the pairing Exploration of the underwater world. 6.根据权利要求5所述的一种基于VR技术的脑电注意力训练系统的使用方法,其特征在于,上述步骤中注意力的指标采用的是Gamma/Theta的功率比指标,进行滤波后,进行功率谱估计,选用经过[0,100]范围量化后的Gamma/Theta波段功率比值作为注意力指标。6. the using method of a kind of EEG attention training system based on VR technology according to claim 5, is characterized in that, what the index of attention in the above-mentioned steps adopts is the power ratio index of Gamma/Theta, after filtering , to estimate the power spectrum, and select the Gamma/Theta band power ratio after quantization in the [0,100] range as the attention index. 7.根据权利要求6所述的一种基于VR技术的脑电注意力训练系统的使用方法,其特征在于,7. the using method of a kind of EEG attention training system based on VR technology according to claim 6, is characterized in that, Gamma/Theta波段功率比值的计算方法如下:The calculation method of the Gamma/Theta band power ratio is as follows: Gamma波段频率范围为30Hz以上,选定为30-60Hz;Theta波段频率范围为4~8Hz,二者功率比(R)表达式为:The frequency range of the Gamma band is above 30 Hz, which is selected as 30-60 Hz; the frequency range of the Theta band is 4-8 Hz, and the expression of the power ratio (R) between the two is: 其中Pgamma(i)和Ptheta(i)分别表示频率为i时的Gamma波与Theta波的功率;Among them, Pgamma(i) and Ptheta(i) respectively represent the power of Gamma wave and Theta wave when the frequency is i; 量化算法如下:The quantization algorithm is as follows: 其中MAX=100,MIN=0,二者分别为量化上下限;R为原始功率比值;max和min分别为经验上下限,代表原始功率比值的正常区间,其与量化上下限形成映射关系,计算出最终的注意力数值。Among them, MAX=100, MIN=0, the two are the upper and lower limits of quantization; R is the ratio of raw power; max and min are the upper and lower limits of experience, representing the normal range of the original power ratio, which form a mapping relationship with the upper and lower limits of quantization, and calculate Get the final attention value.
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