23,605 research outputs found

    Using Scalp Electrical Biosignals to Control an Object by Concentration and Relaxation Tasks: Design and Evaluation

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    In this paper we explore the use of electrical biosignals measured on scalp and corresponding to mental relaxation and concentration tasks in order to control an object in a video game. To evaluate the requirements of such a system in terms of sensors and signal processing we compare two designs. The first one uses only one scalp electroencephalographic (EEG) electrode and the power in the alpha frequency band. The second one uses sixteen scalp EEG electrodes and machine learning methods. The role of muscular activity is also evaluated using five electrodes positioned on the face and the neck. Results show that the first design enabled 70% of the participants to successfully control the game, whereas 100% of the participants managed to do it with the second design based on machine learning. Subjective questionnaires confirm these results: users globally felt to have control in both designs, with an increased feeling of control in the second one. Offline analysis of face and neck muscle activity shows that this activity could also be used to distinguish between relaxation and concentration tasks. Results suggest that the combination of muscular and brain activity could improve performance of this kind of system. They also suggest that muscular activity has probably been recorded by EEG electrodes.Comment: International Conference of the IEEE EMBS (2011

    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

    Exploring EEG for Object Detection and Retrieval

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    This paper explores the potential for using Brain Computer Interfaces (BCI) as a relevance feedback mechanism in content-based image retrieval. We investigate if it is possible to capture useful EEG signals to detect if relevant objects are present in a dataset of realistic and complex images. We perform several experiments using a rapid serial visual presentation (RSVP) of images at different rates (5Hz and 10Hz) on 8 users with different degrees of familiarization with BCI and the dataset. We then use the feedback from the BCI and mouse-based interfaces to retrieve localized objects in a subset of TRECVid images. We show that it is indeed possible to detect such objects in complex images and, also, that users with previous knowledge on the dataset or experience with the RSVP outperform others. When the users have limited time to annotate the images (100 seconds in our experiments) both interfaces are comparable in performance. Comparing our best users in a retrieval task, we found that EEG-based relevance feedback outperforms mouse-based feedback. The realistic and complex image dataset differentiates our work from previous studies on EEG for image retrieval.Comment: This preprint is the full version of a short paper accepted in the ACM International Conference on Multimedia Retrieval (ICMR) 2015 (Shanghai, China

    Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

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    Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced

    Brainatwork: Logging Cognitive Engagement and Tasks in the Workplace Using Electroencephalography

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    Today's workplaces are dynamic and complex. Digital data sources such as email and video conferencing aim to support workers but also add to their burden of multitasking. Psychophysiological sensors such as Electroencephalography (EEG) can provide users with cues about their cognitive state. We introduce BrainAtWork, a workplace engagement and task logger which shows users their cognitive state while working on different tasks. In a lab study with eleven participants working on their own real-world tasks, we gathered 16 hours of EEG and PC logs which were labeled into three classes: central, peripheral and meta work. We evaluated the usability of BrainAtWork via questionnaires and interviews. We investigated the correlations between measured cognitive engagement from EEG and subjective responses from experience sampling probes. Using random forests classification, we show the feasibility of automatically labeling work tasks into work classes. We discuss how BrainAtWork can support workers on the long term through encouraging reflection and helping in task scheduling

    Applying advanced machine learning models to classify electro-physiological activity of human brain for use in biometric identification

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    In this article we present the results of our research related to the study of correlations between specific visual stimulation and the elicited brain's electro-physiological response collected by EEG sensors from a group of participants. We will look at how the various characteristics of visual stimulation affect the measured electro-physiological response of the brain and describe the optimal parameters found that elicit a steady-state visually evoked potential (SSVEP) in certain parts of the cerebral cortex where it can be reliably perceived by the electrode of the EEG device. After that, we continue with a description of the advanced machine learning pipeline model that can perform confident classification of the collected EEG data in order to (a) reliably distinguish signal from noise (about 85% validation score) and (b) reliably distinguish between EEG records collected from different human participants (about 80% validation score). Finally, we demonstrate that the proposed method works reliably even with an inexpensive (less than $100) consumer-grade EEG sensing device and with participants who do not have previous experience with EEG technology (EEG illiterate). All this in combination opens up broad prospects for the development of new types of consumer devices, [e.g.] based on virtual reality helmets or augmented reality glasses where EEG sensor can be easily integrated. The proposed method can be used to improve an online user experience by providing [e.g.] password-less user identification for VR / AR applications. It can also find a more advanced application in intensive care units where collected EEG data can be used to classify the level of conscious awareness of patients during anesthesia or to automatically detect hardware failures by classifying the input signal as noise
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