A REAL-TIME FRACTAL-BASED BRAIN STATE
RECOGNITION FROM EEG AND ITS APPLICATIONS
Olga Sourina, Qiang Wang, Yisi Liu and Minh Khoa Nguyen
Nanyang Technological University, Nanyang Avenue, Singapore, Singapore
Keywords: BCI, Neurofeedback, Emotion recognition, Fractal dimension, EEG, Real-time applications.
Abstract: EEG-based immersion is a new direction in research and development on human computer interfaces. It has
attracted recently more attention from the research community and industry as wireless EEG reading
devices became easily available on the market. EEG-based technology has been applied in anaesthesiology,
psychology, serious games or even in marketing. As EEG signal is considered to have a fractal nature, we
proposed and developed a novel spatio-temporal fractal based approach to the brain state quantification. The
real-time algorithms of emotion recognition and concentration level recognition were implemented and
integrated in human-computer interfaces of EEG-enable applications. In this paper, EEG-based “serious”
games for concentration training and emotion-enable applications including emotion-based music therapy
on the Web were proposed and implemented.
1 INTRODUCTION
Immersive human interaction with computer systems
should use all human senses such as visual, audio,
tactile, odour, taste, etc to make virtual or even non-
virtual experience more real. In the case of human
computer systems, human receives information from
the system using eyes, ears, skin, nose, etc and the
information is processed by the corresponding lobes
of the brain. Then, the user enters information into
the computer system using the implemented human-
computer interface system scenarios. To make the
human-computer interfaces more seamlessness the
information could be entered involuntary as well. It
could be entered into the computer by cameras,
sensors based tracking systems, and by biofeedback
sensors. Then, the information could be processed
by the corresponding algorithms depending on the
system application. In this paper, we study a novel
dimension of human-computer interfaces that is
based on real-time EEG recordings and its
recognition. Electroencephalogram (EEG) is a non-
invasive technique recording the electrical potential
over the scalp which is produced by the activities of
brain cortex, and reflects the state of the brain
(Nunez and Srinivasan, 2006). EEG technique gives
us an easy and portable way to monitor brain
activities by using suitable signal processing and
classification methods and algorithms.
We proposed new algorithms of brain state
recognition including emotion recognition and
concentration level recognition, and innovative
integrated methods and tools for implementation of
the EEG-based user immersion and interaction.
Algorithms of the “inner” brain state quantification
including emotion recognition would advance
research on human computer interaction bringing up
the proposed novel objective quantification methods
and algorithms as new research tools in medical
applications, entertainment, and even novel digital
art methodology applications, and allowing us an
integration of the brain state quantification
algorithms in the human computer interfaces. It
would lead to the implementation of the applications
such as EEG-based serious games including
neurofeedback games, emotion-enable personalized
search on the Web, experimental art animation,
personalized avatars seamlessness communicating
with virtual objects, other avatars, or even social
robots working with elderly people, etc.
In this paper, we describe a novel spatio-
temporal fractal-based approach to brain state
recognition particularly to recognition of the
concentration levels and emotion recognition. The
method is general, and it could be used as a basis for
the development of other brain states recognition
82
Sourina O., Wang Q., Liu Y. and Nguyen M..
A REAL-TIME FRACTAL-BASED BRAIN STATE RECOGNITION FROM EEG AND ITS APPLICATIONS.
DOI: 10.5220/0003335300820090
In Proceedings of the International Conference on Bio-inspired Systems and Signal Processing (BIOSIGNALS-2011), pages 82-90
ISBN: 978-989-8425-35-5
Copyright
c
2011 SCITEPRESS (Science and Technology Publications, Lda.)
algorithms as well. Our approach consists from two
parts: interactive tools allowing dynamic analysis of
EEG signals amplitudes and other parameters
distribution over the brain lobes, and fractal
dimension algorithms with sliding window that can
estimate complexity of the signal by calculating
fractal dimensions values changing over time. The
algorithms of concentration level recognition and
emotion recognition use just one fractal feature per
channel that allows us to implement real-time EEG-
enable applications. We implemented real-time
applications such as blobby 3D mapping,
concentration games, emotion-enable search on the
Web, etc. that are described in this paper.
In Section 2.1, we describe Brain Computer
Interfaces (BCI) and neurofeedback techniques. In
Section 2.2, emotion recognition algorithms are
reviewed. Then, we describe the proposed spatio-
temporal fractal-based approach to the brain state
recognition. In Section 3.1, 3D Mapping of EEG
signal with blobby model is presented. In Section
3.2, fractal dimension algorithms applied for
extraction of fractal dimension features of EEG
signal with sliding window are elaborated. An
implementation of the overall algorithm is given in
Section 4. Real-time EEG-enable applications
including EEG-based serious games and emotion-
based music search are described in Section 5.
2 RELATED WORK
2.1 BCI and Neurofeedback
Brain Computer Interfaces (BCIs) are the systems
that use brain signals to create a new channel of
interaction of humans with computers or other
devices. Mostly the systems are used for disabled or
elderly persons. Recently, efforts have been made on
the development of EEG-based real-time
applications in multimedia communication,
rehabilitation games, interaction in virtual
environments, etc. Traditionally, neurofeedback is a
technique that allows the user voluntary change
his/her brain state based on the visual or audio
feedback from the system corresponding to the
recognized from the user EEG state of the brain. The
user by doing some exercises recommended by the
doctor or just by playing the serious game with
neurofeedback learns how to improve his/her brain
plasticity. Neurofeedback could recover some
psychological disorders or just help to improve some
skills of concentration, meditation, etc. Some
research demonstrates that both the EEG and Event
Related Potential (ERP) distortion can reflect
psychological disorders such as Attention Deficit
Hyperactivity Disorder (ADHD) (Lubar et al., 1995,
Fuchs et al., 2003), Autistic Spectrum Disorders
(ASD) (Coben et al., 2010, Kouijzer et al., 2010),
Substance Use Disorders (SUD) including alcoholics
and drug abuse (Saxby and Peniston, 1995,
Sokhadze et al., 2008), etc. Neurofeedback can be
used for treating these disorders besides medical
treatments. Many neurofeedback games were
assessed, and it was proved that they have a healing
effect on patients with ADHD while the patient has
abnormal θ/β ratio of EEG. Besides the ratio, the
distortion in Slow Cortical Potential (SCP) was also
notified in (Gevensleben et al., 2009). Both the
frequency band neurofeedback training and the SCP
neurofeedback training could achieve a good healing
effect for ADHD (Gevensleben et al., 2009). Two
EEG signal processing methods are prevalent in BCI
systems: power spectrum analysis for different
frequency bands and event related potential analysis.
As the different frequency band reflects different
brain functions (Demos, 2005), frequency training is
a well-known technique applied in clinic
applications together with the Quantitative EEG
(QEEG) protocol. In QEEG protocol, the power over
different bands is assessed from the patients EEG
signals, and compared to the reference QEEG
database. Pathology and the corresponding recovery
protocol can be generated with the statistical model.
The ERP analysis including SCP and P300 analysis
is a technique to analyze the event synchronized
EEG potential. SCP has shown its usability in
ADHD treatment in (Gevensleben et al., 2009), and
P300 component training could be used for drug
abuse rehabilitation (Sokhadze et al., 2008).
Although an efficiency of EEG linear features
application were proved in clinical treatments, the
nonlinear methods, e.g. entropy analysis and fractal
dimension analysis, became popular in EEG
processing due to the nonlinearity of the EEG
signals. The hypothesis is that a non-linear fractal
dimension approach allows quantify brain states
corresponding to the concentration levels, pain
levels, etc. In work (Wang et al., 2010b, Wang et al.,
2010a), two well-known algorithms such as Box-
counting (Block et al., 1990) and Higuchi (Higuchi,
1988) were applied in concentration level
recognition in neurofeedback games, and the
efficiency was approved.
A REAL-TIME FRACTAL-BASED BRAIN STATE RECOGNITION FROM EEG AND ITS APPLICATIONS
83
2.2 Emotion Recognition Algorithms
Emotion recognition from EEG could reveal the
“inner” feeling of the user, and then, it could be used
in a therapy or to create an emotion-enable avatar of
the user or other real-time applications. Emotion
recognition algorithms consist from two parts:
feature extraction and classification. For real-time
applications, an objective is to develop fast
algorithms recognizing more emotions with fewer
electrodes used. Currently, mostly off-line
recognition algorithms were proposed which are
shown in the Table 1. EEG-based emotion
recognition algorithms could be divided into two
groups: a subject-dependent and a subject-
independent one. In the Table 1, the algorithms are
compared by feature extraction and classification
algorithms used, by emotion types recognized and
by the algorithms accuracy. The algorithms are also
differed by the number of the electrodes used in the
emotion recognition. In the Table 1, in works (Ishino
and Hagiwara, 2003, Zhang and Lee, 2009,
Takahashi, 2004, Petrantonakis and Hadjileontiadis,
2010) 3 or 2 electrodes were used. All other works
employed more than 32 electrodes to collect EEG
data.
In (Liu et al., 2010), we proposed real-time
algorithm only using 3 channels in total. Fractal
dimension algorithms were applied to compute
fractal based features, and a real time EEG-based
emotion recognition algorithm was implemented
with predefined thresholds based on the training
session analysis. In our work, by recognizing arousal
and valence level with an accuracy of 84.9% and
90% respectively, the satisfied, pleasant, happy,
frustrated, sad, fear, and neutral emotions were
differentiated. Since the discrete emotions can be
mapped to the 2D emotion model, and fractal
dimension values can be mapped to 2D emotion
model as well, more emotions that are defined in 2D
model could be distinguished.
3 SPATIO-TEMPORAL
APPROACH
The spatio-temporal approach combines two
methods: a spatio-temporal analysis and fractal
based analysis. The spatio-temporal analysis
includes real-time 3D mapping of EEG signal
amplitude or other parameters, for example, fractal
dimension values, with blobby model defined by
implicit functions and applying set-theoretic
Table 1: Off-line emotion recognition algorithms.
Author
Feature
and Classification
Emotion
Result
Subject-dependent emotion recognition works
(Ishino and
Hagiwara,
2003)
Feature
FFT;
Wavelet transform;
Variance, mean
Classification
Neural Network
Joy,
sad,
angry,
relaxed
Joy:
54.5%
Anger:
67.7%
Sorrow:
59%
Relaxati-on:
62.9%
(Zhang and
Lee, 2009)
Feature
PCA
Classification
Linear Kernel SVM;
RBF Kernel SVM
Negative
and
positive
73.00%
(Chanel et
al., 2006)
Feature
6 frequency bands from
different locations
Classification
Naïve Bayes;
Fisher Discriminant
Analysis
3 degree of
arousal
58%
(Chanel et
al., 2009)
Feature
Short Time Fourier
Transform; Mutual
Information
Classification
Discriminant Analysis;
SVM; Relevance Vector
Machine
Positive/
arousal,
neutral/
calm,
negative/
arousal
63%
(Lin et al.,
2009)
Feature:
ASM 12
Classification
SVM
Joy,
anger,
sadness,
pleasure
90.72%
Subject-independent emotion recognition works
(Khalili and
Moradi,
2009)
Feature
Statistical feature
combined with
Correlation dimension
Classification
Quadratic Discriminant
Analysis
Calm,
positive
aroused,
negative
aroused
76.66%
(Takahashi,
2004)
Feature
statistical features
Classification
SVM, Neural Networks
Joy, anger,
sadness,
fear and
realizati-
on
41.7% for
five
emotions,
66.7% for
three
emotions
(Petrantona
kis and
Hadjileontia
dis, 2010)
Feature:
Statistical features,
wavelet based features,
higher order crossings.
Classification:
SVM, QDA, KNN,
Mahalanobis Distance
Happy,
surprised,
angry,
fear,
disgust,
sad
62.3% for
single
channel
case,
83.33% for
combined
channel
case
BIOSIGNALS 2011 - International Conference on Bio-inspired Systems and Signal Processing
84
operations over the moving shapes to isolate
activities common for the signal during the time
interval, as well as those that are unique one. The
proposed fractal based method allows us to estimate
the signal complexity changing over time and then,
recognize the brain state.
3.1 3D Mapping of EEG
We proposed a novel method of EEG analysis based
on 3D mapping of EEG data. We employed a
concept of a dynamic 3D volumetric “blobby” shape
to visualize the EEG signal changes over time. The
blobby-like objects were firstly introduced in (Blinn,
1982, Wyvill et al., 1986). A time-dependent
“blobby” object is defined using implicit functions
that allow us to propose and implement set-theoretic
operations over the time changing shapes for further
analysis.
This object is defined using so-called FRep
representation proposed in (Pasko et al., 1995) and
extended to spatio-temporal model in (Kulish et al.,
2006a, Sourina et al., 2009) where it was described
by the following formula:
()
()
()()()
.
1
222
,,, 0
ii
M
rb t
i
i
ii ii
fxyzt ae g
rxx yy zz
=
=−
=−++
(1)
where a is a scale factor, b is an exponent scale
factor changing over time, g is a threshold value, and
m is the number of electrodes used.
At any given point (x, y, z, t), function f can take
negative, positive or zero values. The point is
considered on the surface of the object if the
function value is zero, inside the object if the
function value is positive, and outside the object
otherwise. The shape changes through time due to
the variable values of the exponent factor b
according to the signal. Its size and appearance
visually reflect the brain activity. For a better visual
impression, the blobby shape is superimposed on a
3D head model. Besides just a visual comparison,
we proposed to apply set-theoretic (“Boolean”)
operations to the moving shapes to isolate activities
common for both of them per time point, as well as
those that are unique for either one. Furthermore, the
group set-theoretic operations applied to the
individual time frames of the moving shape allow us
to isolate idle parts of the brain as well as to estimate
an average level of the brain activity. The proposed
operations could be applied over one or/and over
two datasets. On one data set, we can do intersection
of all shapes to show constant activity on the time
interval, and union of all shapes to show the overall
maximum activity. On two data sets, we could apply
an intersection to show common activity, union to
show overall maximum activity and subtraction to
show activities which are characteristic to one set.
3.2 Fractal-based Approach
Fractal dimension (FD) is a measurement of
complexity and irregularity of the object based on an
entropy analysis. Entropy is a measure of the
disorder in physical systems, or an amount of
information that may be gained by observations of
the disordered systems. A common practice to
distinguish among possible classes of time series is
to determine their so-called correlation dimension.
The correlation dimension, however, belongs to an
infinite family of fractal dimensions (Hentschel and
Procaccia, 1983). Hence, there is a hope that the use
of the whole family of fractal dimensions may be
advantageous in comparison to using only some of
these dimensions. The concept of generalized
entropy of a probability distribution was introduced
by Alfred Renyi (Renyi, 1955). Based on the
moments of order
q
of the probability
i
p , Renyi
obtained the following expression for entropy
1
1
log
1
N
q
qi
i
Sp
q
=
=
(2)
where q is not necessarily an integer and log denotes
log
2
. Note that for
1q
, Eq. (2) yields the well-
known entropy of a discrete probability distribution
(Shannon, 1998):
1
1
log
N
ii
i
Spp
=
=−
(3)
There are various methods to calculate fractal
dimensions. In works (Kulish et al., 2006b, Kulish et
al., 2006a), the generalized Renyi approach based on
Renyi entropy and calculation of the whole spectra
of fractal dimensions to quantify brain states were
studied. In our real-time applications, we apply only
Hausdorff dimension when
0q =
in (2). We
implemented two well-known Higuchi (Higuchi,
1988) and Box-counting (Block et al., 1990)
algorithms calculating fractal dimension. Both of
them were evaluated using mono-fractal Brownian
and Weierstrass functions where theoretical FD
values are known (Wang et al., 2010a). Higuchi
algorithm gave a better accuracy as FD values were
closer to the theoretical FD ones.
A REAL-TIME FRACTAL-BASED BRAIN STATE RECOGNITION FROM EEG AND ITS APPLICATIONS
85
The algorithms were used in the proposed
algorithm of FD feature extraction with sliding
window for concentration level recognition and
emotion level recognition.
The Box-counting and Higuchi algorithms are
described as follows.
3.2.1 Box-counting Method
Fractal dimension
B
D is defined in Box counting
method (Block et al., 1990) as
(
)
0
ln
lim
1
ln
B
N
D
ε
ε
ε
⎛⎞
⎜⎟
⎝⎠
(4)
Equivalently,
(
)
()
0
ln
lim
ln
B
N
D
ε
ε
ε
=−
(5)
where
()N
ε
is the number of boxes of length
which cover the whole data set.
Our implementation of the above box counting
formula is based on (Phothisonothai and Nakagawa,
2007). A time series data are covered by a grid of
boxes of length
ε
. ()N
ε
is the number of boxes
that the curve intersects with the grid. Different
values of
ε
result in different number of boxes and
hence different values of
()N
ε
. Therefore, the curve
of
ln ( )N
ε
is plotted versus ln( )
ε
and
B
D is
calculated as the slope of that curve multiplied by
1
.
3.2.2 Higuchi Method
The following implementation is based on work
(Higuchi, 1988).
Suppose we want to calculate fractal dimension
for a time series
() ( ) ( )
1 , 2 ,...,
x
xxn
Step 1: Choose one value of
k
Step 2: Construct the sub-series
m
k
X
from the
time series as following
() ( )
, ,..., .
Nm
x
mxmk xm k
k
⎛⎞
⎡⎤
++
⎜⎟
⎢⎥
⎣⎦
⎝⎠
(6)
where
1, 2,...,mk=
and [ ] denotes Gaussian
notation which rounds a number in the brackets to its
largest integer which is equal to or smaller than
itself,
m the initial time and
k
the time interval. For
example, when
3k =
and
100n =
we have 3 sub-
series as follows:
(
)
(
)() ( )
1
3
: 1 , 4 , 7 ,..., 100Xx x x x
(
)
(
)
(
)
(
)
2
3
: 2 , 5 , 8 ,..., 98Xx x x x
(
)
(
)
(
)
(
)
3
3
: 3 , 6 , 9 ,..., 99Xx x x x
Then, every length of each sub-series
m
k
X
is
calculated. Length
()
m
Lk of
m
k
X
is equal to
()
1
()((1).) 1
.
Nm
k
i
xm ik xm i k N
Nm
k
k
k
=
⎛⎞
+− +
⎜⎟
⎝⎠
⎡⎤
⎢⎥
⎣⎦
⎩⎭
(7)
Step 3: Calculate the average length
()Lk of all
()
m
Lk.
Step 4: Repeat step 1 to 3 for several values of
k
.
Step5: Slope of the curve of
ln( ( ))Lk versus
ln( )k is approximated. Fractal dimension value is
the slope multiplied by -1.
4 IMPLEMENTATION
The proposed real-time system diagram is shown in
Figure 1. The user receives stimuli from the
computer system such as visual, audio, etc. Then,
the mental process of the user thinking is recognized
from his/her EEG that is acquired by the EEG
device. An overall recognition algorithm used in the
real-time applications consists from the following
steps: data sampling and pre-processing including
data filtering, feature extraction, and subject-
dependent machine learning algorithm. Then the
command to the feedback system is formed based on
the recognition results.
Figure 1: Diagram for non-invasive BCI system. ^
BIOSIGNALS 2011 - International Conference on Bio-inspired Systems and Signal Processing
86
4.1 Pre-processing
The collected data are filtered by a 2-42 Hz
bandpass filter since major waves of EEG lie in this
band (Sanei and Chambers, 2007).
4.2 Features Extraction
The next step after the data pre-processing is feature
extraction. We apply a sliding window and calculate
one FD value per sample per channel. Number of
channels used in the recognition algorithm defines a
size of the feature vector as follows:
12
{ , ,... }
m
F
FD FD FD=
(8)
where m is number of channels
In the concentration level recognition algorithm,
we have one feature as only one channel is used
(Wang et al., 2010a). In the emotion recognition
algorithm, there are 3 features in the vector as 3
channels are used (Liu et al., 2010). Thus, in our
approach we use one FD value per channel.
4.3 Classification Algorithms
Currently, we implemented a simple real-time
subject-dependent classification algorithm based on
threshold FD values that are calculated during a
short training session. Note that off-line processing
with SVM classifier of the EEG labelled with
emotions and concentration levels gave us similar
accuracy as the real time implementation algorithm
used thresholds.
5 APPLICATIONS
EEG data are collected by Emotiv device with 14
electrodes located at AF3, F7, F3, FC5, T7, P7, O1,
O2, P8, T8, FC6, F4, F8, AF4 standardized by the
American Electroencephalographic Society (1991).
The sampling rate is 128Hz. To be able to use any
EEG device a program reading raw EEG signals is
needed to be implemented. Currently, our
applications could also work with Pet 2 and Mindset
24. All electrodes can be active in the system. The
steps of an overall algorithm of the real-time
application are as follows. First, raw data are read
from the EEG device, filtered with band pass filter
2-42 Hz, and entered to the corresponding brain state
recognition algorithm. Then, the results of the
recognition are fed to the developed game, web site,
or any other real-time software.
5.1 3D Mapping of EEG
We proposed a spatio-temporal approach to EEG
analysis. 3D blobby-based EEG mapping was
implemented for offline processing. To monitor and
analyze the subject/user brain state in real time, a
system “VisBrain” was implemented. Signal
amplitude values are visualized with blobby model,
color or “pins”. In Figure 2, spatio-temporal
visualization of EEG signals is shown with the 3D
blobby mapping. The blobby model allows assessing
a spatio-temporal pattern of the subject/user EEGs
corresponding to different brain states.
Figure 2: Real-time system “VisBrain” for spatio-temporal
analysis.
5.2 EEG-based Serious Games
The EEG-based serious game design includes two
parts: signal processing algorithms and a 2D/3D or
virtual reality game part. Raw EEG signals collected
by the device from the user brain are filtered and
analyzed by signal processing algorithms, and the
resulting values are interpreted in the game as an
additional game control using just the “brain
power”. A therapeutic effect of such games consists
from combination of a distraction effect of the game
and an effect from the learning by the user/patient
how to control the game by changing voluntary
his/her brain state, for example, learning how to
improve the user’s concentration level. We
developed two concentration games named “Brain
Chi” and “Dancing Robot”, and one game for stress
management named “Pipe”. They are simple single-
player games implemented with the game engines
SDL, Panda3D, and Adobe Flash CS4
correspondingly. The recognized relaxation/
concentration/ stress level values from EEG could be
interpreted in the games as any visual/audio effects
or even as a behaviour change of the game
characters.
In the “Brain Chi” game, the relaxation/
concentration level of the user is associated with
radius of a “growing/shrinking” ball. It allows the
“little boy” character to fight enemies by “growing”
A REAL-TIME FRACTAL-BASED BRAIN STATE RECOGNITION FROM EEG AND ITS APPLICATIONS
87
the ball. In the “Dancing Robot” game, the
relaxation/concentration level is associated with the
“robot” character behaviour. When the concentration
level of the user increases, the robot character starts
to move faster. If the user is fully relaxed, the robot
stops dancing. In our implementation, the
concentration and relaxation levels could be easily
associated either with concentration training or
relaxation training depending on the therapeutic
purpose of the game. In Figure 3, a change of the
quantified level of the user concentration level is
interpreted as a “faster/slower” movement of the
“robot”.
Figure 3: EEG-enable concentration “Dancing Robot”
game.
The “Pipe” game is implemented more as a
traditional neurofeedback game. In Figure 4, the
“blue” bar located under the “green” bar on the
screen shows the level of the user stress. In the
“Pipe” game, water flows faster when the player’s
stress level increases, and hence it makes the game
playing more difficult.
We also did preliminary study how to use the
EEG-enable serious games for pain management and
have got some promising results.
Figure 4: EEG-enable stress management “Pipe” game.
5.3 Emotion-based Digital Experience
We proposed and implemented a real-time fractal-
based emotion recognition algorithm where the
calculated fractal dimension values were mapped to
2D Valence-Arousal emotion model. It is possible to
recognize in real time any discrete emotions that
could be defined with the 2-dimensional emotion
model. Satisfied, pleasant, happy, frustrated, sad,
fear, and neutral emotions were recognized. In our
algorithm, only 3 channels are used. We
implemented two emotion-enable real-time
applications. First, we implemented an application
with the EEG-enable avatar (Liu et al., 2010). The
music stimuli were used for emotion induction as it
was proposed in (Sourina et al., 2008). We used an
avatar available with free version of Haptek
development
package for our application (Haptek).
(a)
(b)
Figure 5: Emotion-enabled applications: a) “Pleasant”
emotion is recognized and visualized on the user 3D
avatar; b) “Sad” emotion is recognized and sent to the
music therapy Web site.
Haptek Activex control provides functions and
commands to change facial expressions of 3D
avatars. We defined six emotions by changing the
parameters controlling the facial muscles of the
Haptek emotion avatar. Those emotions are: fear,
frustrated, sad, happy, pleasant and satisfied. In the
application, emotions of the user are recognized
from EEG and visualized in real-time on the user’s
avatar with Haptek system. In Figure 5(a), the user
was listening to music pieces for emotion induction,
and the algorithm recognized “pleasant” emotion
that was visualized on the user’s avatar. The avatar
BIOSIGNALS 2011 - International Conference on Bio-inspired Systems and Signal Processing
88
emotions are changed according to emotions that the
user is feeling during the music listening. Second,
we implemented an EEG-enable music therapy web-
site. The user/patient’s emotion is recognized from
EEG, and the corresponding music piece is
downloaded according to the emotion recognized
from the EEG of the user. In Figure 5(b), emotions
are induced by music stimuli played through the
earphone, and then the “inner” user’s emotion is
recognized from the EEG signal in real-time. Then,
a pleasant song is played to the user upon
recognizing the user is being sad to improve his/her
mood or the corresponding music is played to calm
down the user if he/she is too excited (happy or
angry) or too nervous feeling “fear” emotion. A
simple music therapy algorithm was proposed
allowing automatically down load the corresponding
music piece based on the recognized emotion to
change the user mood. The choice of the appropriate
music from the list could be given the user as well.
6 CONCLUSIONS
In this paper, we proposed and described a novel
spatio-temporal fractal based approach to study
different brain states such as concentration levels,
human emotions, and in future other brain states
such as “central pain” feeling, attention levels, etc.
Using just one fractal dimension feature per channel
and the simple machine learning algorithm allows us
to implement real-time brain recognition
applications with acceptable accuracy that could be
improved by subject-based training. We expect
further use of the proposed approach in different
real-time applications. It could be also used in
studies such as validation of the hypotheses: emotion
induction could change pain level in the patients; the
positive emotions could improve human
performance, etc. We also work on the improvement
on the real-time filtering of artefacts of different
origin. The work described in the paper is a part of
the project EmoDEx presented in (IDM-Project,
2008).
ACKNOWLEDGEMENTS
This project is supported by the grant NRF2008
IDM-IDM004-020 “Emotion-based personalized
digital media experience in Co-Spaces” of National
Research Fund of Singapore.
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