2,331 research outputs found

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

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    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    Bacteria Hunt: Evaluating multi-paradigm BCI interaction

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    The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated

    Brain computer interface based smart keyboard using neurosky mindwave headset

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    In the last decade, numerous researches in the field of ‎electro-encephalo-graphy (EEG) and brain-computer-interface ‎‎(BCI) have been accomplished. BCI has been developed to aid ‎disabled/partially disabled people to efficiently communicate ‎with the community. This paper presents a control tool using ‎the Neurosky Mindwave headset, which detects brainwaves ‎‎(voluntary blinks and attention) to form a brain-computer ‎interface (BCI) by receiving the system signals from the frontal lobe. This paper proposed an alternative computer input device ‎for those disabled people (who are physically challenged) ‎rather than the conventional one. The work suggested to use ‎two virtual keyboard designs. The conducted experiment ‎revealed a significant result in developing user printing skills ‎on PCs. Encouraging results (1.55-1.8 word per minute ‎‎(WPM)) were obtained in this research in comparison to other ‎studies

    The Impact of Flow in an EEG-based Brain Computer Interface

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    Major issues in Brain Computer Interfaces (BCIs) include low usability and poor user performance. This paper tackles them by ensuring the users to be in a state of immersion, control and motivation, called state of flow. Indeed, in various disciplines, being in the state of flow was shown to improve performances and learning. Hence, we intended to draw BCI users in a flow state to improve both their subjective experience and their performances. In a Motor Imagery BCI game, we manipulated flow in two ways: 1) by adapting the task difficulty and 2) by using background music. Results showed that the difficulty adaptation induced a higher flow state, however music had no effect. There was a positive correlation between subjective flow scores and offline performance, although the flow factors had no effect (adaptation) or negative effect (music) on online performance. Overall, favouring the flow state seems a promising approach for enhancing users' satisfaction, although its complexity requires more thorough investigations

    Integration of Assistive Technologies into 3D Simulations: Exploratory Studies

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    Virtual worlds and environments have many purposes, ranging from games to scientific research. However, universal accessibility features in such virtual environments are limited. As the impairment prevalence rate increases yearly, so does the research interests in the field of assistive technologies. This work introduces research in assistive technologies and presents three software developments that explore the integration of assistive technologies within virtual environments, with a strong focus on Brain-Computer Interfaces. An accessible gaming system, a hands-free navigation software system, and a Brain-Computer Interaction plugin have been developed to study the capabilities of accessibility features within virtual 3D environments. Details of the specification, design, and implementation of these software applications are presented in the thesis. Observations and preliminary results as well as directions of future work are also included

    Mental state estimation for brain-computer interfaces

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    Mental state estimation is potentially useful for the development of asynchronous brain-computer interfaces. In this study, four mental states have been identified and decoded from the electrocorticograms (ECoGs) of six epileptic patients, engaged in a memory reach task. A novel signal analysis technique has been applied to high-dimensional, statistically sparse ECoGs recorded by a large number of electrodes. The strength of the proposed technique lies in its ability to jointly extract spatial and temporal patterns, responsible for encoding mental state differences. As such, the technique offers a systematic way of analyzing the spatiotemporal aspects of brain information processing and may be applicable to a wide range of spatiotemporal neurophysiological signals

    Prospects of brain–machine interfaces for space system control

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    The dream of controlling and guiding computer-based systems using human brain signals has slowly but steadily become a reality. The available technology allows real-time implementation of systems that measure neuronal activity, convert their signals, and translate their output for the purpose of controlling mechanical and electronic systems. This paper describes the state of the art of non-invasive brain-machine interfaces (BMIs) and critically investigates both the current technological limits and the future potential that BMIs have for space applications. We present an assessment of the advantages that BMIs can provide and justify the preferred candidate concepts for space applications together with a vision of future directions for their implementation. © 2008 Elsevier Ltd. All rights reserved

    Research in emerging fields: Who takes the lead?.

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    In the present piece we study research performance and collaboration of the European Union and the most active countries in emerging topics that have been identified in a dynamic cluster analysis of selected Web of Science Subject Categories in the period 1999-2008.

    Adaptive Brain Interfaces

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    Severely disabled people are largely excluded from the benefits information and communication technologies have brought to our industries, economies, appliances, and general quality of life. But what if that technology would allow them to communicate their wishes or control electronic devices directly through their thoughts alone? This is the goal and promise of the Adaptive Brain Interfaces (ABI) project, which aims to augment natural human capabilities by enabling people to interact with computers (after a brief training period) through the direct control of their thoughts

    Brain dynamic during landmark-based learning spatial navigation

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    In the current study, I investigated both human behavior and brain dynamics during spatial navigation to gain a better understanding of human navigational strategies and brain signals that underlie spatial cognition. To this end, a custom-built virtual reality task and a 64-channel scalp electroencephalogram (EEG) were utilized to study participants. At the first step, we presented a novel, straightforward, yet powerful tool to evaluate individual differences during navigation, comprising of a virtual radial-arm maze inspired to the animal experiments. The virtual maze is designed and furnished, similar to an art gallery, to provide a more realistic and exciting environment for subjects’ exploration. We investigated whether a different set of instructions (explicit or implicit) affects subjects’ navigational performance, and we assessed the effect of the set of instructions on exploration strategies during both place learning and recall. We tested 42 subjects and evaluated their way-finding ability. Individual differences were assessed through the analysis of the navigational paths, which permitted the isolation and definition of a few strategies adopted by both subjects who adopted a more explicit strategy, based on explicit instructions, and an implicit strategy, based on implicit instructions. The second step aimed to explore brain dynamics and neurophysiological activity during spatial navigation. More specifically, we aimed to figure out how navigational related brain regions are connected and how their interactions and electrical activity vary according to different navigational tasks and environment. This experiment was divided into two steps: learning phase and test phase. The same virtual maze (art gallery) as the behavioral part of the study was used so that subjects to perform landmark-based navigation. The main task of the experiment was finding and memorizing the position of some goals within the environment during the learning phase and retrieving the spatial information of the goals during the test phase. We recorded EEG signals of 20 subjects during the experiment, and both scalp-level and source-level analysis approaches were employed to figure out how the brain represents the spatial location of landmarks and targets and, more precisely, how different brain regions contribute to spatial orientation and landmark-based learning during navigation
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