65 research outputs found

    Workshops of the Sixth International Brain–Computer Interface Meeting: brain–computer interfaces past, present, and future

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    Brain–computer interfaces (BCI) (also referred to as brain–machine interfaces; BMI) are, by definition, an interface between the human brain and a technological application. Brain activity for interpretation by the BCI can be acquired with either invasive or non-invasive methods. The key point is that the signals that are interpreted come directly from the brain, bypassing sensorimotor output channels that may or may not have impaired function. This paper provides a concise glimpse of the breadth of BCI research and development topics covered by the workshops of the 6th International Brain–Computer Interface Meeting

    Improving classification of error related potentials using novel feature extraction and classification algorithms for an assistive robotic device

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    We evaluated the proposed feature extraction algorithm and the classifier, and we showed that the performance surpassed the state of the art algorithms in error detection. Advances in technology are required to improve the quality of life of a person with a severe disability who has lost their independence of movement in their daily life. Brain-computer interface (BCI) is a possible technology to re-establish a sense of independence for the person with a severe disability through direct communication between the brain and an electronic device. To enhance the symbiotic interface between the person and BCI its accuracy and robustness should be improved across all age groups. This thesis aims to address the above-mentioned issue by developing a novel feature extraction algorithm and a novel classification algorithm for the detection of erroneous actions made by either human or BCI. The research approach evaluated the state of the art error detection classifier using data from two different age groups, young and elderly. The performance showed a statistical difference between the aforementioned age groups; therefore, there needs to be an improvement in error detection and classification. The results showed that my proposed relative peak feature (RPF) and adaptive decision surface (ADS) classifier outperformed the state of the art algorithms in detecting errors using EEG for both elderly and young groups. In addition, the novel classification algorithm has been applied to motor imagery to improve the detection of when a person imagines moving a limb. Finally, this thesis takes a brief look at object recognition for a shared control task of identifying utensils in cooperation with a prosthetic robotic hand

    Affective Brain-Computer Interfaces

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    Standardization of Protocol Design for User Training in EEG-based Brain-Computer Interface

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    International audienceBrain-computer interfaces (BCIs) are systems that enable a personto interact with a machine using only neural activity. Such interaction canbe non-intuitive for the user hence training methods are developed to increaseone’s understanding, confidence and motivation, which would in parallel increasesystem performance. To clearly address the current issues in the BCI usertraining protocol design, here it is divided intointroductoryperiod and BCIinteractionperiod. First, theintroductoryperiod (before BCI interaction) mustbe considered as equally important as the BCI interaction for user training. Tosupport this claim, a review of papers show that BCI performance can dependon the methodologies presented in such introductory period. To standardize itsdesign, the literature from human-computer interaction (HCI) is adjusted to theBCI context. Second, during the user-BCI interaction, the interface can takea large spectrum of forms (2D, 3D, size, color etc.) and modalities (visual,auditory or haptic etc.) without following any design standard or guidelines.Namely, studies that explore perceptual affordance on neural activity show thatmotor neurons can be triggered from a simple observation of certain objects, anddepending on objects’ properties (size, location etc.) neural reactions can varygreatly. Surprisingly, the effects of perceptual affordance were not investigatedin the BCI context. Both inconsistent introductions to BCI as well as variableinterface designs make it difficult to reproduce experiments, predict their outcomesand compare results between them. To address these issues, a protocol designstandardization for user training is proposed

    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

    Applications of electroencephalography in construction

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    A wearable electroencephalogram (EEG) is considered a means for investigating psychophysiological conditions of individuals in the workplace in order to ameliorate occupational health and safety. Following other sectors, construction scholars have adopted this technology over the past decade to strengthen evidence-based practices to improve the wellbeing of workers. This study presents the state-of-the-art hardware, algorithms, and applications of EEG as a platform that assists in dealing with the risk-prone and complex nature of construction tasks. After summarizing the background of EEG and its research paradigms in different sectors, a comprehensive review of EEG-enabled construction research is provided. First, through a macro-scale review aided by bibliometric analysis a big picture of the research streams is plotted. Second, a micro-scale review is conducted to spot the gaps in the literature. The identified gaps are used to classify the future research directions into theoretical, application, and methodological developments

    ON THE INTERPLAY BETWEEN BRAIN-COMPUTER INTERFACES AND MACHINE LEARNING ALGORITHMS: A SYSTEMS PERSPECTIVE

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    Today, computer algorithms use traditional human-computer interfaces (e.g., keyboard, mouse, gestures, etc.), to interact with and extend human capabilities across all knowledge domains, allowing them to make complex decisions underpinned by massive datasets and machine learning. Machine learning has seen remarkable success in the past decade in obtaining deep insights and recognizing unknown patterns in complex data sets, in part by emulating how the brain performs certain computations. As we increase our understanding of the human brain, brain-computer interfaces can benefit from the power of machine learning, both as an underlying model of how the brain performs computations and as a tool for processing high-dimensional brain recordings. The technology (machine learning) has come full circle and is being applied back to understanding the brain and any electric residues of the brain activity over the scalp (EEG). Similarly, domains such as natural language processing, machine translation, and scene understanding remain beyond the scope of true machine learning algorithms and require human participation to be solved. In this work, we investigate the interplay between brain-computer interfaces and machine learning through the lens of end-user usability. Specifically, we propose the systems and algorithms to enable synergistic and user-friendly integration between computers (machine learning) and the human brain (brain-computer interfaces). In this context, we provide our research contributions in two interrelated aspects by, (i) applying machine learning to solve challenges with EEG-based BCIs, and (ii) enabling human-assisted machine learning with EEG-based human input and implicit feedback.Ph.D

    Recent Advancements in Augmented Reality for Robotic Applications: A Survey

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    Robots are expanding from industrial applications to daily life, in areas such as medical robotics, rehabilitative robotics, social robotics, and mobile/aerial robotics systems. In recent years, augmented reality (AR) has been integrated into many robotic applications, including medical, industrial, human–robot interactions, and collaboration scenarios. In this work, AR for both medical and industrial robot applications is reviewed and summarized. For medical robot applications, we investigated the integration of AR in (1) preoperative and surgical task planning; (2) image-guided robotic surgery; (3) surgical training and simulation; and (4) telesurgery. AR for industrial scenarios is reviewed in (1) human–robot interactions and collaborations; (2) path planning and task allocation; (3) training and simulation; and (4) teleoperation control/assistance. In addition, the limitations and challenges are discussed. Overall, this article serves as a valuable resource for working in the field of AR and robotic research, offering insights into the recent state of the art and prospects for improvement
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