6,396 research outputs found
Head-related Impulse Response Cues for Spatial Auditory Brain-computer Interface
This study provides a comprehensive test of a head-related impulse response
(HRIR) cues for a spatial auditory brain-computer interface (saBCI) speller
paradigm. We present a comparison with the conventional virtual sound
headphone-based spatial auditory modality. We propose and optimize the three
types of sound spatialization settings using a variable elevation in order to
evaluate the HRIR efficacy for the saBCI. Three experienced and seven naive BCI
users participated in the three experimental setups based on ten presented
Japanese syllables. The obtained EEG auditory evoked potentials (AEP) resulted
with encouragingly good and stable P300 responses in online BCI experiments.
Our case study indicated that users could perceive elevation in the saBCI
experiments generated using the HRIR measured from a general head model. The
saBCI accuracy and information transfer rate (ITR) scores have been improved
comparing to the classical horizontal plane-based virtual spatial sound
reproduction modality, as far as the healthy users in the current pilot study
are concerned.Comment: 4 pages, 4 figures, accepted for EMBC 2015, IEEE copyrigh
Student Teaching and Research Laboratory Focusing on Brain-computer Interface Paradigms - A Creative Environment for Computer Science Students -
This paper presents an applied concept of a brain-computer interface (BCI)
student research laboratory (BCI-LAB) at the Life Science Center of TARA,
University of Tsukuba, Japan. Several successful case studies of the student
projects are reviewed together with the BCI Research Award 2014 winner case.
The BCI-LAB design and project-based teaching philosophy is also explained.
Future teaching and research directions summarize the review.Comment: 4 pages, 4 figures, accepted for EMBC 2015, IEEE copyrigh
Virtual Audio - Three-Dimensional Audio in Virtual Environments
Three-dimensional interactive audio has a variety ofpotential uses in human-machine interfaces. After lagging seriously
behind the visual components, the importance of sound is now becoming
increas-ingly accepted.
This paper mainly discusses background and techniques to implement
three-dimensional audio in computer interfaces. A case study of a
system for three-dimensional audio, implemented by the author, is
described in great detail. The audio system was moreover integrated
with a virtual reality system and conclusions on user tests and use
of the audio system is presented along with proposals for future work
at the end of the paper.
The thesis begins with a definition of three-dimensional audio and a
survey on the human auditory system to give the reader the needed
knowledge of what three-dimensional audio is and how human auditory
perception works
Binaural Sound to Enhance Listening Comprehension in Language Tests
[EN] The use of new digital formats in language learning and testing improves both the learning and acquisition skills development process of language tests. The process of listening comprehension is considered one of the most complex in the field of Computer Aided Learning Language (CALL) because it relates to multimodal learning channels and brain sound perception in an unfamiliar communication environment (the foreign language) for the learner. This article stresses the possibilities of using binaural sound in the design and implementation of tests as well as the cognitive issues that might be involved in the process of learning and assessment of a foreign language.Magal-Royo, T.; GarcĂa Laborda, J. (2020). Binaural Sound to Enhance Listening Comprehension in Language Tests. International Journal of Interactive Mobile Technologies (iJIM). 14(1):4-14. https://doi.org/10.3991/ijim.v14i01.11739S41414
Assessing the feasibility of online SSVEP decoding in human walking using a consumer EEG headset.
BackgroundBridging the gap between laboratory brain-computer interface (BCI) demonstrations and real-life applications has gained increasing attention nowadays in translational neuroscience. An urgent need is to explore the feasibility of using a low-cost, ease-of-use electroencephalogram (EEG) headset for monitoring individuals' EEG signals in their natural head/body positions and movements. This study aimed to assess the feasibility of using a consumer-level EEG headset to realize an online steady-state visual-evoked potential (SSVEP)-based BCI during human walking.MethodsThis study adopted a 14-channel Emotiv EEG headset to implement a four-target online SSVEP decoding system, and included treadmill walking at the speeds of 0.45, 0.89, and 1.34 meters per second (m/s) to initiate the walking locomotion. Seventeen participants were instructed to perform the online BCI tasks while standing or walking on the treadmill. To maintain a constant viewing distance to the visual targets, participants held the hand-grip of the treadmill during the experiment. Along with online BCI performance, the concurrent SSVEP signals were recorded for offline assessment.ResultsDespite walking-related attenuation of SSVEPs, the online BCI obtained an information transfer rate (ITR) over 12 bits/min during slow walking (below 0.89 m/s).ConclusionsSSVEP-based BCI systems are deployable to users in treadmill walking that mimics natural walking rather than in highly-controlled laboratory settings. This study considerably promotes the use of a consumer-level EEG headset towards the real-life BCI applications
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