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Narges Zarnaghi Naghsh

Publications and source records attributed to Narges Zarnaghi Naghsh.

2 recordsLinked to original sources

Comparison of Classification Algorithms Towards Subject-Specific and Subject-Independent BCI

Motor imagery brain computer interface designs are considered difficult due to limitations in subject-specific data collection and calibration, as well as demanding system adaptation requirements. Recently, subject-independent (SI) designs received attention because of their possible applicability to multiple users without prior calibration and rigorous system adaptation. SI designs are challenging and have shown low accuracy in the literature. Two major factors in system performance are the classification algorithm and the quality of available data. This paper presents a comparative study of classification performance for both SS and SI paradigms. Our results show that classification algorithms for SS models display large variance in performance. Therefore, distinct classification algorithms per subject may be required. SI models display lower variance in performance but should only be used if a relatively large sample size is available. For SI models, LDA and CART had the highest accuracy for small and moderate sample size, respectively, whereas we hypothesize that SVM would be superior to the other classifiers if large training sample-size was available. Additionally, one should choose the design approach considering the users. While the SS design sound more promising for a specific subject, an SI approach can be more convenient for mentally or physically challenged users.

cs.LG↗

Predictive Scheduling for Virtual Reality

A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address this challenge by leveraging the predictability of user movements in the virtual world. We consider a wireless system where an access point (AP) serves multiple VR users. We show that the VR application process consists of two distinctive phases, whereby during the first (proactive scheduling) phase the controller has uncertain predictions of the demand that will arrive at the second (deadline scheduling) phase. We then develop a predictive scheduling policy for the AP that jointly optimizes the scheduling decisions in both phases. In addition to our theoretical study, we demonstrate the usefulness of our policy by building a prototype system. We show that our policy can be implemented under Furion, a Unity-based VR gaming software, with minor modifications. Experimental results clearly show visible difference between our policy and the default one. We also conduct extensive simulation studies, which show that our policy not only outperforms others, but also maintains excellent performance even when the prediction of future user movements is not accurate.

cs.NI↗