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研究生: 郭慧真
Kuo, Hui-Chen
論文名稱: 音樂心境播放器之實作與影響分析
Impact and Analysis of Mind Music Player
指導教授: 楊竹星
Yang, Chu-Sing
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 電機工程學系碩士在職專班
Department of Electrical Engineering (on the job class)
論文出版年: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 68
中文關鍵詞: 腦波音樂神念科技意念耳機
外文關鍵詞: lectroencephalogram(EEG), Music, NeuroSky MindSet
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  • 現代人的壓力大,無論是學習或放鬆都要分秒必爭,如何能在有限的時間達到最有效的放鬆與最佳的學習成效,是人人都有興趣的課題。本論文結合NeuroSky Mindset腦機設備實作『音樂心境播放器』,能依照目前使用者所處的情境,自動播放適合目前情境的歌曲,讓使用者能在較短的時間,達到較佳的時間使用效率。本系統是在一個極自然無壓力的環境來強化專注度,相對於以訓練為目的的方式,更容易被接受與長期使用。

    Currently people have high pressure. Regardless of the study or the relaxation, people must seize every second and minute. Everybody is very interested in this topic : how to achieve the most effective relaxation and the best study result in the limited time. This paper combined with NeuroSky Mindset BCI equipment to implement "Mind Music Player". This player is able to play the song automatically in accordance with currently situation. Let the user achieve better time efficiency in a short time. This system that strengthens the attention in a very natural stress-free environment is easier to be accepted and can be long-term use.

    摘要 ................................. I 誌謝.............................. II 目錄.............................III 表目錄........................................... IV 圖目錄..........................................V 第1 章 緒論................................................1 第1.1 節 研究動機.............................1 第1.2 節 研究目標..............................1 第1.3 節 論文架構............................2 第2 章 背景知識及相關研究...............................3 第2.1 節 人類的大腦............................3 第2.2 節 腦波的介紹..................................4 第2.3 節 腦波的量測方式............................7 第2.4 節 腦機界面的組成要素................................12 第2.5 節 簡易乾電極的腦機設備...............................14 第2.6 節 腦機設備的相關應用-NeuroSky................20 第2.7 節 腦電生物回饋..........................31 第2.8 節 腦電腦音樂相關研究...............................33 第3 章 研究方法.......................................35 第3.1 節 系統設計...........................35 第3.2 節 開發環境..........................40 第3.3 節 驗證方法............................42 第4 章 數據分析...................................45 第4.1 節 實驗環境...........................45 第4.2 節 實驗結果............................48 第5 章 結論與未來展望............................63 第5.1 節 結論...................................63 第5.2 節 未來展望............................63 參考文獻......................................64 附錄一........................................67

    (1).書籍 :
    江部充,本間伊佐子,林景福主譯,江逸仁協譯(1990), 圖解腦波入門, 合記圖書出版社

    (2).期刊 :
    American Electroencephalographic Societ(1991), "Guidelines for standard electrode position nomenclature", Journal of clinical neurophysiology, 8, pp.200~202

    An Luo and Thomas J Sullivan(2010), “A user-friendly SSVEP-based brain–computer interface using a time-domain classifier,” J. Neural Eng. 7, No. 2

    Berger, H.(1929), "Uber das Electrenkephalogramm des Menchen ", Arch Psychiat Nervenkr, 87, pp.527~570

    F. Piccione and F. Giorgi(2006), “P300-based brain computer interface: Reliability and performance in healthy and paralysed participants,” Clinical Neurophysiology, 117, pp.531~537

    Jasper, H.(1958), "The ten twenty electrode system of the international federation", Electroencephalography and clinical neurophysiology, 10, pp.371~375

    Mandeep Kaur(2010), “Developing Brain Computer Interface using Fuzzy Logic”, International Journal of Information Technology and Knowledge Management, 2(2), pp.429~434

    Patrick N. Friel, BS(2007), "EEG Biofeedback in the Treatment of Attention Deficit/Hyperactivity Disorder," Alternative Medicine Review, 12, No.2

    Ramaswamy Palaniappan(2002), “A New Brain–Computer Interface Design Using Fuzzy ARTMAP,” IEEE TRANSACTIONS ON NEURAL SYSTEMS AND REHABILITATION ENGINEERING, 10, No.3

    Rajesh Singla and Roop Pahuja(2007), “Environment Control using BCI”, Bioinformatics and Biomedical Engineering, 1, pp.1293~1295

    SCHELL, J.(2005) Understanding entertainment: Story and gameplay are one", In Computers in Entertainment (CIE), v.3

    Sourina, O., Y. Liu(2011), "EEG-Based Personalized Digital Experience,“ Universal Access in Human-Computer Interaction. Users Diversity, Springer Berlin / Heidelberg, 6766, pp.591~599

    Yasui Y(2009), “A Brainwave Signal Measurement and Data processing Technique for Daily Life Applications,” J. Physiol Anthropol., pp.145~150

    (3).論文集 :
    Genaro Rebolledo-Mendez and Ian Dunwell(2009), “Assessing NeuroSky’s Usability to Detect Attention Levels in an Assessment Exercise,” Human-omputer Interaction, Part I, HCII 2009, LNCS 5610, pp.149~158

    Myeung-Sook Yoh and Joonho Kwon(2010), “NeuroWander: a BCI Game in the Form of Interactive Fairy Tale,” UbiComp’10, September 26–29, 2010, Copenhagen, Denmark

    Katie Crowley and Aidan Sliney(2009), “Evaluating a Brain-Computer Interface to Categorise Human Emontional Response”, 2010 10th IEEE International Conference on Advanced Learning Technologies

    Kenneth Chan and Koji Mikami(2010), “Measuring interest in linear single player FPS games,” SIGGRAPH Asia 2010, Seoul, South Korea, December 15 – 18
    n.1 (Jan-March)

    Kenyon Stamps and Yskandar Hamam(2010), “Towards Inexpensive BCI Control for Wheelchair Navigation in the Enabled Environment – A Hardware Survey,” Lecture Notes in Computer Science, 6334/2010, pp.336~345

    Kwang-Ok An and Jong-Bae Kim(2010), “Development of an emergency call system using a brain computer interface (BCI),” 2010 3rd IEEE RAS and EMBS International Conference, pp.918~923

    (4).學位論文 :
    林威志(2005), "音樂刺激下的腦波信號," 臺北醫學大學醫學資訊研究所

    (5).其他 :
    NeuroSky: BCI technology grounded in laboratory research (2011), http://company.neurosky.com/university/

    Emotiv: Become an Emotiv Researcher (2011), http://www.emotiv.com/researchers/

    NIA Game Controller OCZ Technology (2011), http://www.ocztechnology.com/nia-game-controller.html

    Interactive Productline | Mindball Game(2011),
    http://www.mindball.se/

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