69 research outputs found

    Goal-recognition-based adaptive brain-computer interface for navigating immersive robotic systems

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    © 2017 IOP Publishing Ltd. Objective. This work proposes principled strategies for self-adaptations in EEG-based Brain-computer interfaces (BCIs) as a way out of the bandwidth bottleneck resulting from the considerable mismatch between the low-bandwidth interface and the bandwidth-hungry application, and a way to enable fluent and intuitive interaction in embodiment systems. The main focus is laid upon inferring the hidden target goals of users while navigating in a remote environment as a basis for possible adaptations. Approach. To reason about possible user goals, a general user-agnostic Bayesian update rule is devised to be recursively applied upon the arrival of evidences, i.e. user input and user gaze. Experiments were conducted with healthy subjects within robotic embodiment settings to evaluate the proposed method. These experiments varied along three factors: the type of the robot/environment (simulated and physical), the type of the interface (keyboard or BCI), and the way goal recognition (GR) is used to guide a simple shared control (SC) driving scheme. Main results. Our results show that the proposed GR algorithm is able to track and infer the hidden user goals with relatively high precision and recall. Further, the realized SC driving scheme benefits from the output of the GR system and is able to reduce the user effort needed to accomplish the assigned tasks. Despite the fact that the BCI requires higher effort compared to the keyboard conditions, most subjects were able to complete the assigned tasks, and the proposed GR system is additionally shown able to handle the uncertainty in user input during SSVEP-based interaction. The SC application of the belief vector indicates that the benefits of the GR module are more pronounced for BCIs, compared to the keyboard interface. Significance. Being based on intuitive heuristics that model the behavior of the general population during the execution of navigation tasks, the proposed GR method can be used without prior tuning for the individual users. The proposed methods can be easily integrated in devising more advanced SC schemes and/or strategies for automatic BCI self-adaptations

    Non-motor tasks improve adaptive brain-computer interface performance in users with severe motor impairment

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    Individuals with severe motor impairment can use event-related desynchronization (ERD) based BCIs as assistive technology. Auto-calibrating and adaptive ERD-based BCIs that users control with motor imagery tasks (" SMR-AdBCI ") have proven effective for healthy users. We aim to find an improved configuration of such an adaptive ERD-based BCI for individuals with severe motor impairment as a result of spinal cord injury (SCI) or stroke. We hypothesized that an adaptive ERD-based BCI, that automatically selects a user specific class-combination from motor-related and non motor-related mental tasks during initial auto-calibration ("Auto-AdBCI") could allow for higher control performance than a conventional SMR-AdBCI. To answer this question we performed offline analyses on two sessions (21 data sets total) of cue-guided, five-class electroencephalography (EEG) data recorded from individuals with SCI or stroke. On data from the twelve individuals in Session 1, we first identified three bipolar derivations for the SMR-AdBCI. In a similar way, we determined three bipolar derivations and four mental tasks for the Auto-AdBCI. We then simulated both, the SMR-AdBCI and the Auto-AdBCI configuration on the unseen data from the nine participants in Session 2 and compared the results. On the unseen data of Session 2 from individuals with SCI or stroke, we found that automatically selecting a user specific class-combination from motor-related and non motor-related mental tasks during initial auto-calibration (Auto-AdBCI) significantly (p < 0.01) improved classification performance compared to an adaptive ERD-based BCI that only used motor imagery tasks (SMR-AdBCI ; average accuracy of 75.7 vs. 66.3%)

    Online Covariate Shift Detection based Adaptive Brain-Computer Interface to Trigger Hand Exoskeleton Feedback for Neuro-Rehabilitation

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    A major issue in electroencephalogram (EEG) based brain-computer interfaces (BCIs) is the intrinsic non-stationarities in the brain waves, which may degrade the performance of the classifier, while transitioning from calibration to feedback generation phase. The non-stationary nature of the EEG data may cause its input probability distribution to vary over time, which often appear as a covariate shift. To adapt to the covariate shift, we had proposed an adaptive learning method in our previous work and tested it on offline standard datasets. This paper presents an online BCI system using previously developed covariate shift detection (CSD)-based adaptive classifier to discriminate between mental tasks and generate neurofeedback in the form of visual and exoskeleton motion. The CSD test helps prevent unnecessary retraining of the classifier. The feasibility of the developed online-BCI system was first tested on 10 healthy individuals, and then on 10 stroke patients having hand disability. A comparison of the proposed online CSD-based adaptive classifier with conventional non-adaptive classifier has shown a significantly (p<0.01) higher classification accuracy in both the cases of healthy and patient groups. The results demonstrate that the online CSD-based adaptive BCI system is superior to the non-adaptive BCI system and it is feasible to be used for actuating hand exoskeleton for the stroke-rehabilitation applications

    BCI-Based Navigation in Virtual and Real Environments

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    A Brain-Computer Interface (BCI) is a system that enables people to control an external device with their brain activity, without the need of any muscular activity. Researchers in the BCI field aim to develop applications to improve the quality of life of severely disabled patients, for whom a BCI can be a useful channel for interaction with their environment. Some of these systems are intended to control a mobile device (e. g. a wheelchair). Virtual Reality is a powerful tool that can provide the subjects with an opportunity to train and to test different applications in a safe environment. This technical review will focus on systems aimed at navigation, both in virtual and real environments.This work was partially supported by the Innovation, Science and Enterprise Council of the Junta de Andalucía (Spain), project P07-TIC-03310, the Spanish Ministry of Science and Innovation, project TEC 2011-26395 and by the European fund ERDF

    Brain-Computer Interface meets ROS: A robotic approach to mentally drive telepresence robots

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    This paper shows and evaluates a novel approach to integrate a non-invasive Brain-Computer Interface (BCI) with the Robot Operating System (ROS) to mentally drive a telepresence robot. Controlling a mobile device by using human brain signals might improve the quality of life of people suffering from severe physical disabilities or elderly people who cannot move anymore. Thus, the BCI user is able to actively interact with relatives and friends located in different rooms thanks to a video streaming connection to the robot. To facilitate the control of the robot via BCI, we explore new ROS-based algorithms for navigation and obstacle avoidance, making the system safer and more reliable. In this regard, the robot can exploit two maps of the environment, one for localization and one for navigation, and both can be used also by the BCI user to watch the position of the robot while it is moving. As demonstrated by the experimental results, the user's cognitive workload is reduced, decreasing the number of commands necessary to complete the task and helping him/her to keep attention for longer periods of time.Comment: Accepted in the Proceedings of the 2018 IEEE International Conference on Robotics and Automatio

    Covariate shift detection-based nonstationary adaptation in motor-imagery-based brain–computer interface

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    Nonstationary learning refers to the process that can learn patterns from data, adapt to shifts, and improve performance of the system with its experience while operating in the nonstationary environments (NSEs). Covariate shift (CS) presents a major challenge during data processing within NSEs wherein the input-data distribution shifts during transitioning from training to testing phase. CS is one of the fundamental issues in electroencephalogram (EEG)-based brain-computer interface (BCI) systems and can be often observed during multiple trials of EEG data recorded over different sessions. Thus, conventional learning algorithms struggle to accommodate these CSs in streaming EEG data resulting in low performance (in terms of classification accuracy) of motor imagery (MI)-related BCI systems. This chapter aims to introduce a novel framework for nonstationary adaptation in MI-related BCI system based on CS detection applied to the temporal and spatial filtered features extracted from raw EEG signals. The chapter collectively provides an efficient method for accounting nonstationarity in EEG data during learning in NSEs

    Brain Computer Interface for Gesture Control of a Social Robot: an Offline Study

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    Brain computer interface (BCI) provides promising applications in neuroprosthesis and neurorehabilitation by controlling computers and robotic devices based on the patient's intentions. Here, we have developed a novel BCI platform that controls a personalized social robot using noninvasively acquired brain signals. Scalp electroencephalogram (EEG) signals are collected from a user in real-time during tasks of imaginary movements. The imagined body kinematics are decoded using a regression model to calculate the user-intended velocity. Then, the decoded kinematic information is mapped to control the gestures of a social robot. The platform here may be utilized as a human-robot-interaction framework by combining with neurofeedback mechanisms to enhance the cognitive capability of persons with dementia.Comment: Presented in: 25th Iranian Conference on Electrical Engineering (ICEE

    Unsupervised Short-term Covariate Shift Minimization for Self-paced BCI

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    ZASTOSOWANIE TECHNOLOGII INTERFEJSÓW MÓZG-KOMPUTER JAKO KONTROLERA DO GIER WIDEO

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    Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used for&nbsp;commercial purposes, for example as a replacement for a keyboard, mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.W obecnych czasach sterowanie w grach wideo jest oparte na wykorzystaniu myszki, klawiatury oraz innych kontrolerów. Brain-Computer Interface w skrócie BCI to specjalny&nbsp;interfejs&nbsp;pozwalający na bezpośrednią komunikację między&nbsp;mózgiem,&nbsp;a odpowiednim urządzeniem zewnętrznym. Technologia Brain-Computer Interface może zostać użyta w celach komercyjnych na przykład jako zamiennik myszki klawiatury lub innego kontrolera. W&nbsp;artykule przedstawiono sposób sterowania w grach wideo przy pomocy neuro-headsetu EMOTIV EPOC+ jako kontrolera
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