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index copy 2.html
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<!DOCTYPE HTML>
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<header class="major">
<span class="date">February 14, 2024</span>
<h2><a href="web-MCI-model01.html">Prediction of MCI<br />
</a></h2>
<p>This analysis integrates machine learning models to classify subjects into two groups based on the MCI Neuropsychological score</p>
</header>
<a href="web-MCI-model01.html" class="image main"><img src="images/MCI_genlin/FRSSD.png" alt="" /></a>
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<span class="date">February 04, 2024</span>
<h2><a href="web-MCI-preproc02.html">Preprocessing of HD-EEG Recordings <br />
in Mild Cognitive Impairment (Revision 2)</a></h2>
<p>First Order Features & Spectral Analysis of EEG Recordings in Mild Cognitive Impairment</p>
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<a href="web-MCI-preproc02.html" class="image main"><img src="images/MCI_subsel/i052_20150709_1121_good_4_spectral.jpg" alt="" /></a>
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<span class="date">January 26, 2024</span>
<h2><a href="web-MCI-preproc01.html">Preprocessing of HD-EEG Recordings <br />
in Mild Cognitive Impairment</a></h2>
<p>First Order Features & Spectral Analysis of EEG Recordings in Mild Cognitive Impairment</p>
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<a href="web-MCI-preproc01.html" class="image main"><img src="images/MCI_figures/bandpowers_2nd_iter.png" alt="" /></a>
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<span class="date">January 15, 2024</span>
<h2><a href="web-traids.html">EEG Microstates Triads <br />
in Schizophrenia</a></h2>
<p>Comparison of Healthy and Schizophrenia Triads from Microstates Sequences</p>
</header>
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<span class="date">December 22, 2023</span>
<h2><a href="state-distributions.html">State Distributions <br />
in Schizophrenia</a></h2>
<p>EEG Microstate Sequences: A Visual Exploration of State Distributions</p>
</header>
<a href="state-distributions.html" class="image main"><img src="images/distributions/schizo_violin.png" alt="" /></a>
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<article>
<header class="major">
<span class="date">December 13, 2023</span>
<h2><a href="classification.html">Classification <br />
in Schizophrenia</a></h2>
<p>Classification of Transition Probability Matrix (TPM) between Healthy and Schizophrenia Groups</p>
</header>
<a href="classification.html" class="image main"><img src="images/classification/classification.png" alt="" /></a>
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<header class="major">
<span class="date">December 11, 2023</span>
<h2><a href="transition-probability-matrix.html">Transition Probability Matrix (TPM)<br />
in schizophrenia</a></h2>
<p>EEG Microstate Sequences → Transition Probability Matrix (TPM)</p>
</header>
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<span class="date">December 9, 2023</span>
<h2><a href="correlation-matrices.html">correlations & differences<br />
in schizophrenia</a></h2>
<p>Correlation Matrices of EEG Microstate Sequences in Healthy and Schizophrenic Individuals</p>
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<span class="date">December 6, 2023</span>
<h2><a href="motifs.html">microstates dynamics<br />
in schizophrenia</a></h2>
<p>This study explores the analysis of EEG signals to understand brain microstates and their dynamics in schizophrenia.</p>
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<!-- Scripts -->
<script type="module">
import { WebGLRenderer, PerspectiveCamera, Scene, BoxGeometry, ShaderMaterial, Mesh, Vector2, Vector3 } from 'three';
// import { resolveLygia } from 'resolve-lygia';
import resolveLygia from "https://lygia.xyz/resolve.esm.js";
import { GlslPipeline } from './assets/js/index.js';
let W = window,
D = document;
let width = W.innerWidth;
let height = W.innerHeight;
let pixelRatio = W.devicePixelRatio;
const renderer = new WebGLRenderer();
renderer.setPixelRatio(pixelRatio);
renderer.setSize(width, height);
// D.body.appendChild(renderer.domElement);
// W.document.getElementById("intro").appendChild(renderer.domElement);
W.document.getElementById("intro").appendChild(renderer.domElement);
const shader_vert = resolveLygia(/* glsl */`
uniform float u_time;
uniform vec2 u_mouse;
varying vec2 v_texcoord;
varying vec3 v_normal;
varying vec4 v_position;
#include "lygia/math/const.glsl"
#include "lygia/math/rotate4dX.glsl"
#include "lygia/math/rotate4dY.glsl"
#include "lygia/math/rotate4dZ.glsl"
#include "lygia/generative/snoise.glsl"
void main(void) {
v_position = vec4(position, 1.0);
float time = u_time * 2.0; // * u_mouse.x;
mat4 rot = rotate4dY(time * 0.5) *
rotate4dX(time * 0.3) *
rotate4dZ(time * 0.2);
v_position = rot * v_position;
// scale to fit the screen
v_position.xy *= 0.55;
// move a bit up
v_position.y += 0.55;
v_normal = normalize( (rot * vec4(normal,1.0)).xyz );
// create a bit of glitch on the normal with some noise and step function
// v_normal += snoise(v_position.xyz * 2.0) * step(0.5, snoise(v_position.xyz * 10.0));
v_texcoord = uv;
// create a bit of glitch on the uv with some noise and step function
v_texcoord += snoise(v_position.xy * 2.0) * step(0.5, snoise(v_position.xy * 10.0));
gl_Position = projectionMatrix * modelViewMatrix * v_position;
}
`);
const shader_frag = resolveLygia(/* glsl */`
uniform sampler2D u_scene;
uniform sampler2D u_doubleBuffer0;
uniform vec2 u_resolution;
uniform float u_time;
uniform int u_frame;
uniform vec2 u_mouse;
varying vec2 v_texcoord;
varying vec3 v_normal;
varying vec4 v_position;
#include "lygia/math/saturate.glsl"
#include "lygia/space/ratio.glsl"
#include "lygia/space/scale.glsl"
#include "lygia/color/mixOklab.glsl"
#include "lygia/generative/snoise.glsl"
void main() {
vec4 color = vec4(vec3(0.0), 1.0);
vec2 pixel = 1.0 / u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
vec2 sst = ratio(st, u_resolution);
vec2 uv = v_texcoord;
float time = u_time;// * u_mouse.x;
#if defined(BACKGROUND)
color.a = 0.0;
#elif defined(DOUBLE_BUFFER_0)
float n = snoise( vec3(sst * (1.5 + sin(time)) * 5.0, time * 0.5) ) * 0.0025;
vec2 st0 = scale(st, 1.0 + n);
color = texture2D(u_doubleBuffer0, st0);
vec4 scene = texture2D(u_scene, st);
color.rgb = mixOklab(color.rgb, scene.rgb, step(0.99,scene.a));
color.a = 0.01;
// color.rgb *= color.a;
color.rgb = scene.rgb;
#elif defined(POSTPROCESSING)
color = texture2D(u_doubleBuffer0, st);
#else
color.rgb = v_normal * 0.5 + 0.5;
// color.rg = mix(color.rg, uv, saturate(distance(sst, vec2(0.5))*2. ) );
vec3 mapColor = vec3(1.0/(255./85.), 1.0/(255./70.), 1.0/(255./63.));
color.rgb = mix(color.rgb, mapColor.rgb, saturate(distance(sst, vec2(0.5))*2. ) );
#endif
// vec4 fcolor = vec4(color.rgb, .2);
// color.rgb *= vec3(1.0/(255./85.), 1.0/(255./70.), 1.0/(255./63.));
gl_FragColor = color;
}
`);
// GLSL Buffers
const glsl_sandbox = new GlslPipeline(renderer);
glsl_sandbox.load(shader_frag, shader_vert);
const mesh = new Mesh(new BoxGeometry(1, 1, 1), glsl_sandbox.material);
const scene = new Scene();
const cam = new PerspectiveCamera(45, width / height, 0.001, 200);
cam.position.z = 3;
scene.add(mesh);
const draw = () => {
glsl_sandbox.renderScene(scene, cam);
requestAnimationFrame(draw);
};
const resize = () => {
width = W.innerWidth;
height = W.innerHeight;
pixelRatio = W.devicePixelRatio;
renderer.setPixelRatio(pixelRatio);
renderer.setSize(width, height);
glsl_sandbox.setSize(width, height);
cam.aspect = width / height;
cam.updateProjectionMatrix();
};
W.addEventListener("resize", resize);
resize();
draw();
</script>
<script>
// Function to load proverbs and display a daily proverb
function loadDailyProverb() {
fetch('proverbs.json')
.then(response => response.json())
.then(proverbs => {
// Use current date to seed the random selection
const today = new Date();
const index = (today.getFullYear() + today.getMonth() + today.getDate()) % proverbs.length;
// Select a proverb
const dailyProverb = proverbs[index];
// Display the proverb
document.getElementById('daily-proverb').innerText = dailyProverb;
})
.catch(error => console.error('Error loading proverbs:', error));
}
// Call the function on page load
window.onload = loadDailyProverb;
</script>
<script src="assets/js/jquery.min.js"></script>
<script src="assets/js/jquery.scrollex.min.js"></script>
<script src="assets/js/jquery.scrolly.min.js"></script>
<script src="assets/js/browser.min.js"></script>
<script src="assets/js/breakpoints.min.js"></script>
<script src="assets/js/util.js"></script>
<script src="assets/js/main.js"></script>
</body>
</html>