TY - GEN
T1 - Portable VR-based Concussion Diagnostics of Mild Traumatic Brain Injury
AU - Wu, Hsiaokuang
AU - Chang, Tsai Ting
AU - Yeh, Shih Ching
AU - Wang, Junlong
AU - Poole, James M.
AU - Shao, Charles
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - People in the United States have high incidence of mild traumatic brain injury (mTBI), especially the symptoms of concussion. However, there are questions about the traditional measurements of concussion. It is difficult to detect, and its key information may be easily ignored or become too subjective.This study measures the eye-tracking data by using VR and VR environments. We use the one-way univariate analyses of variance to examine the differences in performance on different ages, gender, and TBI severity between participants with concussion and controls. We not only check the effects of saccades, fixations, and reaction time but also make sure that three data can represent a biomarker for differentiating patients with a concussion or not.In addition, the analysis technology of electroencephalography (EEG) is used in this project, and the visual method in the VR environment is applied to generate non-invasive, visual stimulation to the experimenter to collect the response of the human brain. This technology is called Visual Evoked Potential (VEP) to analyze the brain waves of ordinary people generated by the stimulus, compare, and even combine artificial intelligence methods and eye movement values to detect concussion symptoms of mTBI. We hoped that the fusion technology of machine learning can combine the above two different analysis results to achieve the effect of optimizing the accuracy and convenience of concussion detection.
AB - People in the United States have high incidence of mild traumatic brain injury (mTBI), especially the symptoms of concussion. However, there are questions about the traditional measurements of concussion. It is difficult to detect, and its key information may be easily ignored or become too subjective.This study measures the eye-tracking data by using VR and VR environments. We use the one-way univariate analyses of variance to examine the differences in performance on different ages, gender, and TBI severity between participants with concussion and controls. We not only check the effects of saccades, fixations, and reaction time but also make sure that three data can represent a biomarker for differentiating patients with a concussion or not.In addition, the analysis technology of electroencephalography (EEG) is used in this project, and the visual method in the VR environment is applied to generate non-invasive, visual stimulation to the experimenter to collect the response of the human brain. This technology is called Visual Evoked Potential (VEP) to analyze the brain waves of ordinary people generated by the stimulus, compare, and even combine artificial intelligence methods and eye movement values to detect concussion symptoms of mTBI. We hoped that the fusion technology of machine learning can combine the above two different analysis results to achieve the effect of optimizing the accuracy and convenience of concussion detection.
KW - Concussion
KW - EEG
KW - Eye Tracking
KW - Machine Learning
KW - Mild Traumatic Brain Injury
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85124188200&partnerID=8YFLogxK
U2 - 10.1109/ECICE52819.2021.9645674
DO - 10.1109/ECICE52819.2021.9645674
M3 - Conference contribution
AN - SCOPUS:85124188200
T3 - Proceedings of the 3rd IEEE Eurasia Conference on IOT, Communication and Engineering 2021, ECICE 2021
SP - 21
EP - 25
BT - Proceedings of the 3rd IEEE Eurasia Conference on IOT, Communication and Engineering 2021, ECICE 2021
A2 - Meen, Teen-Hang
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 3rd IEEE Eurasia Conference on IOT, Communication and Engineering, ECICE 2021
Y2 - 29 October 2021 through 31 October 2021
ER -