16 research outputs found

    Performance evaluation for compression-accuracy trade-off using compressive sensing for EEG-based epileptic seizure detection in wireless tele-monitoring

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    Brain is the most important part in the human body controlling muscles and nerves; Electroencephalogram (EEG) signals record brain electric activities.EEG signals capture important information pertinent to different physiological brain states.In this paper, we propose an efficient framework for evaluating the power-accuracy trade-off for EEG-based compressive sensing and classification techniques in the context of epileptic seizure detection in wireless tele-monitoring.The framework incorporates compressive sensing-based energy-efficient compression, and noisy wireless communication channel to study the effect on the application accuracy. Discrete cosine transform (DCT) and compressive sensing are used for EEG signals acquisition and compression.To obtain low-complexity energy-efficient, the best data accuracy with higher compression ratio is sought. A reconstructed algorithm derived from DCT of daubechie’s wavelet 6 is used to decompose the EEG signal at different levels. DCT is combined with the best basis function neural networks for EEG signals classification.Extensive experimental work is conducted, utilizing four classification models.The obtained results show an improvement in classification accuracies and an optimal classification rate of about 95% is achieved when using NN classifier at 85% of CR in the case of no SNR value.The satisfying results demonstrate the effect of efficient compression on maximizing the sensor lifetime without affecting the application’s accuracy

    Local Temporal Correlation Common Spatial Patterns for Single Trial EEG Classification during Motor Imagery

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    Common spatial pattern (CSP) is one of the most popular and effective feature extraction methods for motor imagery-based braincomputer interface (BCI), but the inherent drawback of CSP is that the estimation of the covariance matrices is sensitive to noise. In this work, local temporal correlation (LTC) information was introduced to further improve the covariance matrices estimation (LTCCSP). Compared to the Euclidean distance used in a previous CSP variant named local temporal CSP (LTCSP), the correlation may be a more reasonable metric to measure the similarity of activated spatial patterns existing in motor imagery period. Numerical comparisons among CSP, LTCSP, and LTCCSP were quantitatively conducted on the simulated datasets by adding outliers to Dataset IVa of BCI Competition III and Dataset IIa of BCI Competition IV, respectively. Results showed that LTCCSP achieves the highest average classification accuracies in all the outliers occurrence frequencies. The application of the three methods to the EEG dataset recorded in our laboratory also demonstrated that LTCCSP achieves the highest average accuracy. The above results consistently indicate that LTCCSP would be a promising method for practical motor imagery BCI application

    事件诱发电位信号分类的时空特征提取方法

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    准确对事件诱发电位(ERPs)进行分类,对于各种人类认知研究和临床医学评估非常有意义.由于ERPs 信号是非常高维的数据,而且其中包含非常多的与分类无关的信息,从ERPs 信号中提取特征尤显重要.分析了共空间模式(CSP)的原理和不足,引入自回归(AR)模型与白化变换相结合,提出了针对ERPs 分类的时空特征提取方法,并设计了验证该方法的认知实 验,在认知实验数据上分别用时空特征提取方法与CSP 提取特征,用同样的分类器支持向量机(SVM)训练分类器,比较它们的分类效果.实验表明,在ERPs分类问题上,时空特征提取方法与CSP相比具有明显的优势,在参数确定合理的情况下,时空特征提取方法可使分类准确率达到90%以上.福州大学科技发展基金(2009-XQ-25)资助项目

    A Biologically Inspired Approach to Frequency Domain Feature Extraction for EEG Classification

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    Classification of electroencephalogram (EEG) signal is important in mental decoding for brain-computer interfaces (BCI). We introduced a feature extraction approach based on frequency domain analysis to improve the classification performance on different mental tasks using single-channel EEG. This biologically inspired method extracts the most discriminative spectral features from power spectral densities (PSDs) of the EEG signals. We applied our method on a dataset of six subjects who performed five different imagination tasks: (i) resting state, (ii) mental arithmetic, (iii) imagination of left hand movement, (iv) imagination of right hand movement, and (v) imagination of letter “A.” Pairwise and multiclass classifications were performed in single EEG channel using Linear Discriminant Analysis and Support Vector Machines. Our method produced results (mean classification accuracy of 83.06% for binary classification and 91.85% for multiclassification) that are on par with the state-of-the-art methods, using single-channel EEG with low computational cost. Among all task pairs, mental arithmetic versus letter imagination yielded the best result (mean classification accuracy of 90.29%), indicating that this task pair could be the most suitable pair for a binary class BCI. This study contributes to the development of single-channel BCI, as well as finding the best task pair for user defined applications

    A generic framework for adaptive EEG-based BCI training and operation

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    International audienceThere are numerous possibilities and motivations for an adaptive BCI, which may not be easy to clarify and organize for a newcomer to the field. To our knowledge, there has not been any work done in classifying the literature on adaptive BCI in a comprehensive and structured way. We propose a conceptual framework, a taxonomy of adaptive BCI methods which encompasses most important approaches to fit them in such a way that a reader can clearly visualize which elements are being adapted and for what reason. In the interest of having a clear review of existing adaptive BCIs, this framework considers adaptation approaches for both the user and the machine, i.e., using instructional design observations as well as the usual machine learning techniques. This framework not only provides a coherent review of such extensive literature but also enables the reader to perceive gaps and flaws in the current BCI systems, which would hopefully bring novel solutions for an overall improvement

    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

    Ensemble approach on enhanced compressed noise EEG data signal in wireless body area sensor network

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    The Wireless Body Area Sensor Network (WBASN) is used for communication among sensor nodes operating on or inside the human body in order to monitor vital body parameters and movements. One of the important applications of WBASN is patients’ healthcare monitoring of chronic diseases such as epileptic seizure. Normally, epileptic seizure data of the electroencephalograph (EEG) is captured and compressed in order to reduce its transmission time. However, at the same time, this contaminates the overall data and lowers classification accuracy. The current work also did not take into consideration that large size of collected EEG data. Consequently, EEG data is a bandwidth intensive. Hence, the main goal of this work is to design a unified compression and classification framework for delivery of EEG data in order to address its large size issue. EEG data is compressed in order to reduce its transmission time. However, at the same time, noise at the receiver side contaminates the overall data and lowers classification accuracy. Another goal is to reconstruct the compressed data and then recognize it. Therefore, a Noise Signal Combination (NSC) technique is proposed for the compression of the transmitted EEG data and enhancement of its classification accuracy at the receiving side in the presence of noise and incomplete data. The proposed framework combines compressive sensing and discrete cosine transform (DCT) in order to reduce the size of transmission data. Moreover, Gaussian noise model of the transmission channel is practically implemented to the framework. At the receiving side, the proposed NSC is designed based on weighted voting using four classification techniques. The accuracy of these techniques namely Artificial Neural Network, Naïve Bayes, k-Nearest Neighbour, and Support Victor Machine classifiers is fed to the proposed NSC. The experimental results showed that the proposed technique exceeds the conventional techniques by achieving the highest accuracy for noiseless and noisy data. Furthermore, the framework performs a significant role in reducing the size of data and classifying both noisy and noiseless data. The key contributions are the unified framework and proposed NSC, which improved accuracy of the noiseless and noisy EGG large data. The results have demonstrated the effectiveness of the proposed framework and provided several credible benefits including simplicity, and accuracy enhancement. Finally, the research improves clinical information about patients who not only suffer from epilepsy, but also neurological disorders, mental or physiological problems

    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
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