6,396 research outputs found

    Head-related Impulse Response Cues for Spatial Auditory Brain-computer Interface

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    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 -

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    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

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    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

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    [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.

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    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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