Concept Graph & Resume using Claude 3 Opus | Chat GPT4 | Llama 3:
Resume:
1.- The BrainIO hackathon was held as part of the GTEC Spring School 2024. A team presented their prototype for controlling character movement in Unity using brain signals.
2.- Another team from Mexico called "Fitstuff set of mind" created a car racing game controlled by EEG and unicorn speller to help with attention issues.
3.- A team called "Mind Raisers" created a single racer car simulator game in Unity controlled by a customized unicorn speller board to accelerate and change direction.
4.- A team from Mexico built a game to train sustained visual focus and concentration while ignoring distractions, using theta/beta ratios from unicorn EEG.
5.- A Mexican team made an interactive geography puzzle game controlled by a P300 speller to match country borders and engage elementary students.
6.- A team created Project Alex, an education puzzle game to explore world geography by matching country silhouettes, aimed at elementary school children.
7.- A Mexico team made a video game character that travels to the dystopian future but is given power to change the past by a Hispanic god.
8.- A team called Time Voyagers made an educational game with a character who travels from a dystopian future to the present to collect plants.
9.- A team used ECoG data to decode attempted finger movements and control a 3D printed robotic hand with 3 degrees of freedom.
10.- A team analyzed ECoG data from patients with unresponsive wakefulness syndrome, finding differences in P300 responses to vibrotactile stimuli between patients.
11.- A team called Eco Girls analyzed an ECoG dataset to classify 3 hand poses - fist, peace sign, open hand, achieving 98.6% accuracy.
12.- An Italian team used ECoG video data to classify when objects appeared on screen vs just background, using machine learning on frequency bands.
13.- A team made an educational game called Tekawani controlled by EEG about a character who travels from a dystopian future to change the past.
14.- A Colombian team used EEG motor imagery data from stroke patients to compare classification methods and found decreased performance in one subject post-therapy.
15.- An Australian team replicated LDA classification of EEG motor imagery in stroke and found similar decreased post-therapy performance in one subject as the Colombians.
16.- A French team tried using EEG dream data to extract emotional states and generate corresponding images using machine learning but ran out of time.
17.- A Mexican team made a relaxation neurofeedback game measuring alpha and theta activity, where users shoot growing flames by concentrating to achieve a flow state.
18.- A Taiwan team made an EEG controlled orthosis for stroke rehab allowing individual finger control via motor imagery, to enable Rock Paper Scissors play.
19.- An Egyptian team built an EEG controlled humanoid robot and VR orthosis for stroke rehabilitation, using hybrid SSVEP and motor imagery BCI.
20.- A Canadian team used EEG, physiological metrics and VR to train surgeons in stress inoculation and optimal performance mindset pre & intra-operatively.
21.- A Polish team made an EMDR & VR therapy for PTSD, integrating alpha/delta neurofeedback, procedurally generated visuals, and ChatGPT to customize treatment.
22.- A Canadian team made a meditation aid integrating EEG concentration monitoring, auditory feedback and ChatGPT generated guidance to help refocus wandering minds.
23.- A Polish team made a biometric identity authentication system called Proof of Mind based on unique memory EEG signatures as an alternative to iris scanning.
24.- A Colombian team made a VR arcade game controlled by EEG measuring attention to train focus and treat ADHD by problem solving without distractions.
25.- A Romanian team made a 3D scooter game in LabView controlled by a P300 speller moving along paths of increasing difficulty to train neurorehabilitation.
26.- An Italian team made a competitive 2-player EEG controlled dancing robot game using motor imagery to trigger dance moves, developed in ROS.
27.- A Dutch team analyzed ECoG data to determine optimal music for focus in an app, by measuring responses during reading comprehension tests.
28.- A Mexican team made a P300 mind-controlled wheelchair with intelligent navigation for accessibility using a Geodesic Sensor Net and virtual environment.
29.- A Korean team used ECoG to decode attempted hand poses, train an LSTM to generate trajectories, and control a soft robotic glove for rehab.
30.- Three Australian teams replicated a study using EEG motor imagery in stroke rehab with similar results - CNN outperformed traditional methods.
31.- A Serbian team tried using auto-encoders to reconstruct full EEG from partial channels to reduce hardware costs while preserving accuracy, with limited success.
32.- A Romanian team made a BCI VR app for disabled users to virtually travel the world in Google Street View using a P300 speller.
33.- An Italian team made "BrainWave Arcade", a mind-controlled Pac-Man game using the unicorn speller in Unity to enable gaming for motor impaired users.
34.- A Canadian team used EEG to detect optimal music for focus based on responses during reading tests, envisioning medical & educational uses.
35.- A Taiwanese team created an EEG drone swarm light show inspired by a brain-to-brain interface study, to celebrate human connection and collaboration.
36.- An international team analyzed P300 data to optimize averaging trials and channels to improve classification accuracy of target vs non-target stimuli.
37.- An international team created a mental well-being app monitoring EEG to give users insight into their emotional states and guide meditation.
38.- An Italian team made a BCI musical jam system letting a performer control guitar effects and audience visuals with EEG for enhanced connection.
39.- A Mexican team made a P300 mind-controlled smartphone app to open accessibility for the motor impaired, achieving high accuracy and usability.
40.- An Italian team worked on improving P300 speller performance using power spectral density features and random forest classification, achieving 98% accuracy.
41.- A Romanian team made a BCI VR Google Street View world exploration app for the disabled using a P300 speller and speech recognition.
42.- A Dutch team made MindMelody, an app that finds optimal focus music for each user based on EEG responses during tasks.
43.- An international team analyzed P300 data, finding that channel reduction and resampling non-target trials 5:1 improved random forest classification to 98% accuracy.
44.- An international team made an EEG music recommendation app and generated a personalized visual artwork of the user's emotional experience of the song.
45.- A Canadian team created an EEG-controlled VR Google Street View exploration app for the disabled, integrating voice control and ChatGPT place descriptions.
46.- A Canadian team used EEG to determine optimal background music for focus during reading, envisioning applications for ADHD, fatigue and Alzheimer's monitoring.
47.- A Romanian team made an EEG-controlled VR maze game to entertain the disabled, with coins to collect and mazes regenerating to sustain flow states.
48.- An Italian team made an EEG-controlled Pac-Man VR game for cognitive training and motor impairment accessibility, using the unicorn speller in Unity.
49.- An Italian team made a BCI musical jam system, letting a guitarist control effects and visuals with EEG, and the audience's EEG influence the sound.
50.- A Mexican team made an EEG smartphone controller app for accessibility, using the unicorn P300 speller, achieving high accuracy and adding many functions.
51.- An international team used machine learning to reconstruct missing EEG channels from partial data to reduce hardware costs while preserving accuracy.
52.- A Romanian team made a VR mind-controlled app for the disabled to virtually tour the world in Google Street View, with ChatGPT place descriptions.
53.- A Taiwanese team decoded ECoG data to control a personalized AI coach in VR for engaging post-stroke hand rehabilitation through games and encouragement.
54.- A Canadian team analyzed P300 data, optimized trial averaging and channel selection, and achieved 98% target classification accuracy with random forests.
55.- A Romanian team made an EEG-controlled VR travel app for the disabled to explore Google Street View with voice commands and AI guidance.
56.- An Indian team optimized P300 speller trial averaging and features to achieve 98% classification accuracy of target stimuli using random forests.
57.- A Canadian team used EEG to detect P300 responses to visual stimuli of letters and numbers, achieving 91.5% classification accuracy with CNN.
58.- An Italian team made an EEG-controlled MATLAB & Unity VR soccer goalie game for mental stimulation, with randomized saves for added challenge.
59.- An international team analyzed ECoG responses to different visual categories, finding unique activation patterns and decoding objects vs faces with reasonable accuracy.
60.- An international team explored using EEG auto-encoders to compress data from high density to low density electrode montages while preserving signal.
61.- A Romanian team built a VR street view exploration app controlled by a P300 speller for accessibility, with AI guides and Wikipedia info.
62.- A Canadian team used EEG to detect which music keeps a user most focused during reading, for personalized playlists in education and medicine.
63.- An Italian team made a multiplayer EEG-controlled robot dancing game using motor imagery, inverse kinematics, and a scoring system to compete.
64.- A Mexican team created a P300 mind-controlled mobile app to open accessibility of smart devices, adding many control functions with high accuracy.
65.- A British team made an EEG-based personalized visual artwork generated from a user's brain activity while listening to music, as an artistic experience.
66.- A Romanian team made a VR app for virtually touring landmarks using Google Street View, EEG and speech control, to improve disabled accessibility.
67.- A Canadian team decoded EEG to an AI recommender system for optimal focus music during work, validated with improved reading comprehension.
68.- An Italian team made a 2-player EEG robot dance battle game using motor imagery, musically-synched animations and a scoring system.
69.- The hackathon concluded with an awards ceremony recognizing the top three projects in each category - gaming, artistic/programming, and data analysis.
70.- Here are the winners in Gaming Projects:
71.- 1st Place: Mind-Controlled Pac-Man by The Shout of the Carpathians (Romania)
72.- 2nd Place: Stroke Rehabilitation Game by NYCU_AS Rehab Group (Taiwan)
73.- 3rd Place: Not announced
74.- Here are the winners in Programming & Artistic Projects:
75.- 1st Place: EEG-Controlled Musical Jam System by Chimera Underground (Italy)
76.- 2nd Place: EMDR VR Therapy for PTSD by Reminder (Poland)
77.- 3rd Place: EEG-Controlled Orthosis for Stroke Rehab by MindMap (Romania)
78.- Here are the winners in Data Analysis Projects:
79.- 1st Place: ECoG Hand Pose Decoding by ECoggers (International)
80.- 2nd Place: EEG Stroke Rehab Motor Imagery Analysis by BOLIMAC (Serbia)
81.- 3rd Place: Variational Mode Decomposition for SSVEP Detection by BCI Arians (International)
82.- The winning teams represented a diverse set of countries and approaches, highlighting the creativity and innovation in applying BCI technology to real-world challenges in healthcare, accessibility, gaming, arts and more. The hackathon provided a platform for students and researchers to collaborate across disciplines and time zones in advancing the field of neurotechnology.
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