CN2 - School of ICT, SIIT

CN2
Design Specification
CN2 - Design Specification
EEG App Using Emotiv
System Architecture
Figure 1: System Architecture
CN2
Design Specification
EPOC Neuroheadset
It is a product from Emotiv, a headset that can read your brain waves signal by detecting
the signals from 14 sensor points. We need the EPOC to make the program runnable; in order for
the Emotiv’s API to work it required a connection from the headset.
User Profile
When we run the program for the first time and connected the headset, the program will
pop-up a windows called “ADD USER”. In this windows the user will have to input a username
and click “Save User” to save that new user into the database. The program required at least one
user to operate. The user then can delete the existing user or add additional user(s).
User Tab
This function can be called after one user is created. The user can select a game from
game list to set keyboard button. In case of no game in the game list, the user can add game to
the list by selecting game from the game directory. All games in the game list are stored in the
database of each user.
Key Configuration
While in “User Tab” windows, when “Adjust Key” button is clicked, a “Key Config”
windows will appeared. In this windows, this function allows user to set keyboard button for
each cognitive action. Keys saved for each actions are stored in the database of that current user.
Headset Status
This function shows the status of the headset:
- Connection: Tells whether the headset is connected to the program or not.
- Connection Strength: Shows strength of the connection between the headset and
the program in colors.
- Wireless Signal: Shows wireless signal strength of the headset.
- Battery Status: Show status of the battery of the headset.
This function also show the 14 sensors in graph.
Action Mapping
This function shows available cognitive actions in a drop-down list.
Cognitive Training & Key Calibrating
In this function, the user can select cognitive action from the “Action Mapping” to train.
The user can also test any trained cognitive action by clicking on the “TEST” button.
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Design Specification
Database
There are 2 tables keeping information which are Game and User. The program has to
send a request to these tables to retrieve the stored data or when new data is insert.
Detailed Design
Database Design
Figure 2: ER Diagram
Game
This table keeps information on game(s) selected by the user. It keep Game Name (as
namegame), UserID(a foreign key from table User), and 4 Basic movement for that game(as
forward, backward, left, right).
User
It keep username (as nameuser) once a new user was created.
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Design Specification
User Interface Designs
Add User
When the program is opened for the first time,
the user must create a new user in order to access the
program. The user can create a new user by typing the
username in the provided space. Then, click “Save
User” button to create a new user. This windows will
disappear after “Save User” button is clicked.
The “Existing User” box shows the list of
current user. Before adding the “first user”, the
“Existing User” box will show the message “No
Existing User”.
Figure 3: Add User
Figure 4: Headset Status (Connected)
Headset Status
This function shows the status of the headset:
- Connection: Tells whether the headset is connected to the program or not. It will
show text right of “USER STATUS” label: “Connected” in green and
“Disconnected” in red. And it also show text next to “SIGNAL”: “OK” in blue and
“No Signal” in grey.
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Design Specification
-
Connection Strength: Shows strength of the connection between the headset and
the program in colors: Green is good connection, yellow is fair, orange is poor, red
is very poor, and black is no signal.
- Wireless Signal: Shows wireless signal strength of the headset.
- Battery Status: Show status of the battery of the headset.
This function also shows the 14 sensors in graph. It will plot graph from raw data shown
in Figure 4.
Figure 4.1: Headset Status (Disconnected)
Action Mapping
This function shows available cognitive actions in a drop-down list: Forward, Backward,
Left, and Right.
Figure 5: Action Mapping
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Design Specification
Figure 5.1: Action Mapping tab
Cognitive Training & Key Calibrating
In this function, the user can select cognitive action to train by selecting an action from the
drop-down list (Figure 5) and click “TRAIN” button to start the cognitive training. When the
“TRAIN” button is clicked a small windows called “Training” will appeared (Figure 6). In this
windows, the user can either click “START” button to start the training or “ABORT” button to
cancel the training. Once the user click on “START” button, the process bar will start running for
approximately 8 seconds. While the process bar is running, the user should think constantly until
the process bar is full and close the current windows, this is to save the user’s “current thought”
into the selected action. When
the process bar is full, the
training is completed and the
windows is closed, a small
windows will pop up a message
saying: “Training Complete.”
(see Figure 6.1) The user can
also test any trained cognitive
action by clicking on the “TEST”
button. While testing, the user
can move the object in Figure
5.1.
Figure 6: Training process
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Design Specification
Figure 6.1: Training Complete
Figure 7: User Tab Game list
User Tab
Once the “USER TAB” button is clicked, the windows called “User Tab” appeared. In this
windows, the user can choose game from directory and save it into the “Game List” box.
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Design Specification
Key Configuration
While in “User Tab” windows, when “Adjust Key” button is clicked, a “Key Config”
windows will appeared. In this windows, this function allows user to set keyboard button for
each cognitive action. Keys saved for each action are stored in the database of that current user.
Figure 8: Key Configuration