869 research outputs found

    An Optimized SWCSP Technique for Feature Extraction in EEG-based BCI System

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    Brain-computer interface (BCI) is an evolving technology having huge potential for rehabilitation of patients suffering from disorders of the nervous system, besides  many other nonmedical applications. Multichannel electroencephalography (EEG) is widely used to provide input signals to a BCI system. Significant research in methodology employed to implement different stages of BCI system, has led to discovery of new issues and challenges. The raw EEG data includes artifacts from environmental and physiological sources, which is eliminated in preprocessing phase of BCI system. It is then followed by a feature extraction stage to isolate a few relevant features for further classification to a particular motor imagery (MI) activity. A feature extraction approach based on spectrally weighted common spatial pattern (SWCSP) is proposed in this paper to improve overall accuracy of a BCI system. The reported literature uses SWCSP for feature extraction, as it has outperformed other techniques. The proposed approach enhances its performance by optimizing its parameters. The independent component analysis (ICA) method is used for detection and removal of irrelevant data, while linear discriminant analysis (LDA) is used as a classifier. The proposed approach is executed on benchmark data-set 2a of BCI competition IV. It yielded classification accuracy of 70.6% across nine subjects, which is higher than all the reported approaches.&nbsp

    Subject-Independent Detection of Yes/No Decisions Using EEG Recordings During Motor Imagery Tasks: A Novel Machine-Learning Approach with Fine-Graded EEG Spectrum

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    The classification of sensorimotor rhythms in electroencephalography signals can enable paralyzed individuals, for example, to make yes/no decisions. In practice, these approaches are hard to implement due to the variability of electroencephalography signals between and within subjects. Therefore, we report a novel and fast machine learning model, meeting the need for efficiency and reliability as well as low calibration and training time. Our model extracts finely graded frequency bands from motor imagery electroencephalography data by using power spectral density and training a random forest algorithm for classification. The goal was to create a non-invasive generalizable method by training the algorithm with subject-independent EEG data. We evaluate our approach using one of the currently largest publicly available electroencephalography datasets. With a balanced accuracy of 73.94%, our novel algorithm outperforms other state-of-the-art non-subject-dependent algorithms

    Support vector machines to detect physiological patterns for EEG and EMG-based human-computer interaction:a review

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    Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human-computer interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported

    Brain computer interface based neurorehabilitation technique using a commercially available EEG headset

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    Neurorehabilitation has recently been augmented with the use of virtual reality and rehabilitation robotics. In many systems, some known volitional control must exist in order to synchronize the user intended movement with the therapeutic virtual or robotic movement. Brain Computer Interface (BCI) aims to open up a new rehabilitation option for clinical population having no residual movement due to disease or injury to the central or peripheral nervous system. Brain activity contains a wide variety of electrical signals which can be acquired using many invasive and non-invasive acquisition techniques and holds the potential to be used as an input to BCI. Electroencephalogram (EEG) is a non-invasive method of acquiring brain activity which then, with further processing and classification, can be used to predict various brain states such as an intended motor movement. EEG provides the temporal resolution required to obtain significant result which may not be provided by many other non-invasive techniques. Here, EEG is recorded using a commercially available EEG headset provided by Emotiv Inc. Data is collected and processed using BCI2000 software, and the difference in the Mu-rhythm due to Event Related Synchronization (ERS) and Desynchronization (ERD) is used to distinguish an intended motor movement and resting brain state, without the need for physical movement. The idea is to combine this user intent/free will with an assistive robot to achieve the user initiated, repetitive motor movements required to bring therapeutic changes in the targeted subject group, as per Hebbian type learning

    A Multi-Modal, Modified-Feedback and Self-Paced Brain-Computer Interface (BCI) to Control an Embodied Avatar's Gait

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    Brain-computer interfaces (BCI) have been used to control the gait of a virtual self-avatar with the aim of being used in gait rehabilitation. A BCI decodes the brain signals representing a desire to do something and transforms them into a control command for controlling external devices. The feelings described by the participants when they control a self-avatar in an immersive virtual environment (VE) demonstrate that humans can be embodied in the surrogate body of an avatar (ownership illusion). It has recently been shown that inducing the ownership illusion and then manipulating the movements of one’s self-avatar can lead to compensatory motor control strategies. In order to maximize this effect, there is a need for a method that measures and monitors embodiment levels of participants immersed in virtual reality (VR) to induce and maintain a strong ownership illusion. This is particularly true given that reaching a high level of both BCI performance and embodiment are inter-connected. To reach one of them, the second must be reached as well. Some limitations of many existing systems hinder their adoption for neurorehabilitation: 1- some use motor imagery (MI) of movements other than gait; 2- most systems allow the user to take single steps or to walk but do not allow both, which prevents users from progressing from steps to gait; 3- most of them function in a single BCI mode (cue-paced or self-paced), which prevents users from progressing from machine-dependent to machine-independent walking. Overcoming the aforementioned limitations can be done by combining different control modes and options in one single system. However, this would have a negative impact on BCI performance, therefore diminishing its usefulness as a potential rehabilitation tool. In this case, there will be a need to enhance BCI performance. For such purpose, many techniques have been used in the literature, such as providing modified feedback (whereby the presented feedback is not consistent with the user’s MI), sequential training (recalibrating the classifier as more data becomes available). This thesis was developed over 3 studies. The objective in study 1 was to investigate the possibility of measuring the level of embodiment of an immersive self-avatar, during the performing, observing and imagining of gait, using electroencephalogram (EEG) techniques, by presenting visual feedback that conflicts with the desired movement of embodied participants. The objective of study 2 was to develop and validate a BCI to control single steps and forward walking of an immersive virtual reality (VR) self-avatar, using mental imagery of these actions, in cue-paced and self-paced modes. Different performance enhancement strategies were implemented to increase BCI performance. The data of these two studies were then used in study 3 to construct a generic classifier that could eliminate offline calibration for future users and shorten training time. Twenty different healthy participants took part in studies 1 and 2. In study 1, participants wore an EEG cap and motion capture markers, with an avatar displayed in a head-mounted display (HMD) from a first-person perspective (1PP). They were cued to either perform, watch or imagine a single step forward or to initiate walking on a treadmill. For some of the trials, the avatar took a step with the contralateral limb or stopped walking before the participant stopped (modified feedback). In study 2, participants completed a 4-day sequential training to control the gait of an avatar in both BCI modes. In cue-paced mode, they were cued to imagine a single step forward, using their right or left foot, or to walk forward. In the self-paced mode, they were instructed to reach a target using the MI of multiple steps (switch control mode) or maintaining the MI of forward walking (continuous control mode). The avatar moved as a response to two calibrated regularized linear discriminant analysis (RLDA) classifiers that used the μ power spectral density (PSD) over the foot area of the motor cortex as features. The classifiers were retrained after every session. During the training, and for some of the trials, positive modified feedback was presented to half of the participants, where the avatar moved correctly regardless of the participant’s real performance. In both studies, the participants’ subjective experience was analyzed using a questionnaire. Results of study 1 show that subjective levels of embodiment correlate strongly with the power differences of the event-related synchronization (ERS) within the μ frequency band, and over the motor and pre-motor cortices between the modified and regular feedback trials. Results of study 2 show that all participants were able to operate the cued-paced BCI and the selfpaced BCI in both modes. For the cue-paced BCI, the average offline performance (classification rate) on day 1 was 67±6.1% and 86±6.1% on day 3, showing that the recalibration of the classifiers enhanced the offline performance of the BCI (p < 0.01). The average online performance was 85.9±8.4% for the modified feedback group (77-97%) versus 75% for the non-modified feedback group. For self-paced BCI, the average performance was 83% at switch control and 92% at continuous control mode, with a maximum of 12 seconds of control. Modified feedback enhanced BCI performances (p =0.001). Finally, results of study 3 show that the constructed generic models performed as well as models obtained from participant-specific offline data. The results show that there it is possible to design a participant-independent zero-training BCI.Les interfaces cerveau-ordinateur (ICO) ont été utilisées pour contrôler la marche d'un égo-avatar virtuel dans le but d'être utilisées dans la réadaptation de la marche. Une ICO décode les signaux du cerveau représentant un désir de faire produire un mouvement et les transforme en une commande de contrôle pour contrôler des appareils externes. Les sentiments décrits par les participants lorsqu'ils contrôlent un égo-avatar dans un environnement virtuel immersif démontrent que les humains peuvent être incarnés dans un corps d'un avatar (illusion de propriété). Il a été récemment démontré que provoquer l’illusion de propriété puis manipuler les mouvements de l’égo-avatar peut conduire à des stratégies de contrôle moteur compensatoire. Afin de maximiser cet effet, il existe un besoin d'une méthode qui mesure et surveille les niveaux d’incarnation des participants immergés dans la réalité virtuelle (RV) pour induire et maintenir une forte illusion de propriété. D'autre part, atteindre un niveau élevé de performances (taux de classification) ICO et d’incarnation est interconnecté. Pour atteindre l'un d'eux, le second doit également être atteint. Certaines limitations de plusieurs de ces systèmes entravent leur adoption pour la neuroréhabilitation: 1- certains utilisent l'imagerie motrice (IM) des mouvements autres que la marche; 2- la plupart des systèmes permettent à l'utilisateur de faire des pas simples ou de marcher mais pas les deux, ce qui ne permet pas à un utilisateur de passer des pas à la marche; 3- la plupart fonctionnent en un seul mode d’ICO, rythmé (cue-paced) ou auto-rythmé (self-paced). Surmonter les limitations susmentionnées peut être fait en combinant différents modes et options de commande dans un seul système. Cependant, cela aurait un impact négatif sur les performances de l’ICO, diminuant ainsi son utilité en tant qu'outil potentiel de réhabilitation. Dans ce cas, il sera nécessaire d'améliorer les performances des ICO. À cette fin, de nombreuses techniques ont été utilisées dans la littérature, telles que la rétroaction modifiée, le recalibrage du classificateur et l'utilisation d'un classificateur générique. Le projet de cette thèse a été réalisé en 3 études, avec objectif d'étudier dans l'étude 1, la possibilité de mesurer le niveau d'incarnation d'un égo-avatar immersif, lors de l'exécution, de l'observation et de l'imagination de la marche, à l'aide des techniques encéphalogramme (EEG), en présentant une rétroaction visuelle qui entre en conflit avec la commande du contrôle moteur des sujets incarnés. L'objectif de l'étude 2 était de développer un BCI pour contrôler les pas et la marche vers l’avant d'un égo-avatar dans la réalité virtuelle immersive, en utilisant l'imagerie motrice de ces actions, dans des modes rythmés et auto-rythmés. Différentes stratégies d'amélioration des performances ont été mises en œuvre pour augmenter la performance (taux de classification) de l’ICO. Les données de ces deux études ont ensuite été utilisées dans l'étude 3 pour construire des classificateurs génériques qui pourraient éliminer la calibration hors ligne pour les futurs utilisateurs et raccourcir le temps de formation. Vingt participants sains différents ont participé aux études 1 et 2. Dans l'étude 1, les participants portaient un casque EEG et des marqueurs de capture de mouvement, avec un avatar affiché dans un casque de RV du point de vue de la première personne (1PP). Ils ont été invités à performer, à regarder ou à imaginer un seul pas en avant ou la marche vers l’avant (pour quelques secondes) sur le tapis roulant. Pour certains essais, l'avatar a fait un pas avec le membre controlatéral ou a arrêté de marcher avant que le participant ne s'arrête (rétroaction modifiée). Dans l'étude 2, les participants ont participé à un entrainement séquentiel de 4 jours pour contrôler la marche d'un avatar dans les deux modes de l’ICO. En mode rythmé, ils ont imaginé un seul pas en avant, en utilisant leur pied droit ou gauche, ou la marche vers l’avant . En mode auto-rythmé, il leur a été demandé d'atteindre une cible en utilisant l'imagerie motrice (IM) de plusieurs pas (mode de contrôle intermittent) ou en maintenir l'IM de marche vers l’avant (mode de contrôle continu). L'avatar s'est déplacé en réponse à deux classificateurs ‘Regularized Linear Discriminant Analysis’ (RLDA) calibrés qui utilisaient comme caractéristiques la densité spectrale de puissance (Power Spectral Density; PSD) des bandes de fréquences µ (8-12 Hz) sur la zone du pied du cortex moteur. Les classificateurs ont été recalibrés après chaque session. Au cours de l’entrainement et pour certains des essais, une rétroaction modifiée positive a été présentée à la moitié des participants, où l'avatar s'est déplacé correctement quelle que soit la performance réelle du participant. Dans les deux études, l'expérience subjective des participants a été analysée à l'aide d'un questionnaire. Les résultats de l'étude 1 montrent que les niveaux subjectifs d’incarnation sont fortement corrélés à la différence de la puissance de la synchronisation liée à l’événement (Event-Related Synchronization; ERS) sur la bande de fréquence μ et sur le cortex moteur et prémoteur entre les essais de rétroaction modifiés et réguliers. L'étude 2 a montré que tous les participants étaient capables d’utiliser le BCI rythmé et auto-rythmé dans les deux modes. Pour le BCI rythmé, la performance hors ligne moyenne au jour 1 était de 67±6,1% et 86±6,1% au jour 3, ce qui montre que le recalibrage des classificateurs a amélioré la performance hors ligne du BCI (p <0,01). La performance en ligne moyenne était de 85,9±8,4% pour le groupe de rétroaction modifié (77-97%) contre 75% pour le groupe de rétroaction non modifié. Pour le BCI auto-rythmé, la performance moyenne était de 83% en commande de commutateur et de 92% en mode de commande continue, avec un maximum de 12 secondes de commande. Les performances de l’ICO ont été améliorées par la rétroaction modifiée (p = 0,001). Enfin, les résultats de l'étude 3 montrent que pour la classification des initialisations des pas et de la marche, il a été possible de construire des modèles génériques à partir de données hors ligne spécifiques aux participants. Les résultats montrent la possibilité de concevoir une ICO ne nécessitant aucun entraînement spécifique au participant

    Tracking Control for Non-Minimum Phase System and Brain Computer Interface

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    For generations, humans dreamed about the ability to communicate and interact with machines through thought alone or to create devices that can peer into a person’s mind and thoughts. Researchers have developed new technologies to create brain computer interfaces (BCIs), communication systems that do not depend on the brain’s normal output pathways of peripheral nerves and muscles. The objective of the first part of this thesis is to develop a new BCI based on electroencephalography (EEG) to move a computer cursor over a short training period in real time. The work motivations of this part are to increase: speed and accuracy, as in BCI settings, subject has a few seconds to make a selection with a relatively high accuracy. Recently, improvements have been developed to make EEG more accurate by increasing the spatial resolution. One such improvement is the application of the surface Laplacian to the EEG, the second spatial derivative. Tripolar concentric ring electrodes (TCREs) automatically perform the Laplacian on the surface potentials and provide better spatial selectivity and signal-to-noise ratio than conventional EEG that is recorded with conventional disc electrodes. Another important feature using TCRE is the capability to record the EEG and the TCRE EEG (tEEG) signals concurrently from the same location on the scalp for the same electrical activity coming from the brain. In this part we also demonstrate that tEEG signals can enable users to control a computer cursor rapidly in different directions with significantly higher accuracy during their first session of training for 1D and 2D cursor control. Output tracking control of non-minimum phase systems is a highly challenging problem encountered in many practical engineering applications. Classical inversion techniques provide exact output tracking but lead to internal instability, whereas modern inversion methods provide stable asymptotic tracking but produce large transient errors. Both methods provide an approximation of feedback control, which leads to non robust systems, very sensitive to noise, considerable tracking errors and a significant singularity problem. Aiming at the problem of system inversion to the true system, the objective of the second part of this thesis is to develop a new method based on true inversion for minimum phase system and approximate inversion for non-minimum phase systems. The proposed algorithm is automatic and has minimal computational complexities which make it suitable for real-time control. The process to develop the proposed algorithm is partitioned into (1) minimum phase feedforward inverse filter, and (2) non-minimum phase inversion. In a minimum phase inversion, we consider the design of a feedforward controller to invert the response of a feedback loop that has stable zero locations. The complete control system consists of a feedforward controller cascaded with a closed-loop system. The outputs of the resulting inverse filter are delayed versions of the corresponding reference input signals, and delays are given by the vector relative degree of the closed-loop

    EEG based volitional interaction with a robot to dynamically replan trajectories

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    Everyday robots are more involved in our daily basis and they are expected to be part of the domestic environment eventually. Assertive robots deal with this scenario providing help to people with certain disabilities, a task that requires an intuitive communication between human and robot. One of the control methods that have become popular is the Brain Computer Interfaces (BCI), using electroencephalography (EEG) signals to read the user’s intention. Commonly applied to let the user choose among several options, without further interaction once the robot starts acting. This project explain a method to interpret the EEG signal online and use it to manipulate online the movement of a robot arm. The signal that is received comes from Motion Imagery to allow the user to communicate constantly his intention. Using Dynamic Movement Primitives (DMP) and Virtual Force Systems the stored trajectories of the robot can be modified online trying to adapt to the user’s will. With this elements the trajectories are applied in a real robot arm, chequing online if all the requested goals are feasible positions for the robot. This method intend to make more natural the collaboration with a robot in domestic tasks, where slight modifications of an action can lead into a more satisfactory interaction

    Brain-Computer Interfaces using Machine Learning

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    This thesis explores machine learning models for the analysis and classification of electroencephalographic (EEG) signals used in Brain-Computer Interface (BCI) systems. The goal is 1) to develop a system that allows users to control home-automation devices using their mind, and 2) to investigate whether it is possible to achieve this, using low-cost EEG equipment. The thesis includes both a theoretical and a practical part. In the theoretical part, we overview the underlying principles of Brain-Computer Interface systems, as well as, different approaches for the interpretation and the classification of brain signals. We also discuss the emergent launch of low-cost EEG equipment on the market and its use beyond clinical research. We then dive into more technical details that involve signal processing and classification of EEG patterns using machine leaning. Purpose of the practical part is to create a brain-computer interface that will be able to control a smart home environment. As a first step, we investigate the generalizability of different classification methods, conducting a preliminary study on two public datasets of brain encephalographic data. The obtained accuracy level of classification on 9 different subjects was similar and, in some cases, superior to the reported state of the art. Having achieved relatively good offline classification results during our study, we move on to the last part, designing and implementing an online BCI system using Python. Our system consists of three modules. The first module communicates with the MUSE (a low-cost EEG device) to acquire the EEG signals in real time, the second module process those signals using machine learning techniques and trains a learning model. The model is used by the third module, that takes control of cloud-based home automation devices. Experiments using the MUSE resulted in significantly lower classification results and revealed the limitations of the low-cost EEG signal acquisition device for online BCIs

    Review of the BCI competition IV

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