107 research outputs found

    Actual and Imagined Movement in BCI Gaming

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    Most research on Brain-Computer Interfaces (BCI) focuses\ud on developing ways of expression for disabled people who are\ud not able to communicate through other means. Recently it has been\ud shown that BCI can also be used in games to give users a richer experience\ud and new ways to interact with a computer or game console.\ud This paper describes research conducted to find out what the differences\ud are between using actual and imagined movement as modalities\ud in a BCI game. Results show that there are significant differences\ud in user experience and that actual movement is a more robust way of\ud communicating through a BCI

    Applications of Brain-Computer Interface in Action Observation and Motor Imagery

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    Motor imagery (MI) and action observation (AO) are vital elements in brain-computer interface (BCI) applications. MI involves mentally simulating movements and physical execution, while AO involves observing others perform actions. Both activate crucial brain areas linked to movement, making them valuable for BCI-assisted motor rehabilitation. This chapter explores studies in sports, occupational therapy, and neurorehabilitation, focusing on combining AO and MI (AO + MI) in BCI applications. Results show the positive impact of AO + MI interventions on motor performance aspects such as imagery ability, reaction time, and muscle activation across various tasks. The fusion of virtual reality (VR) with MI proves potent in neurorehabilitation, especially in stroke and Parkinson’s disease rehab and cognitive enhancement. Additionally, VR-based AO combined with kinesthetic motor imagery (KMI) influences cortical activity, refining brain patterns and task performance. These findings suggest that combining VR-based action observation with KMI can significantly enhance BCI-assisted motor rehabilitation for individuals with motor deficits. This approach holds promise for improving motor control and fostering neuroplasticity

    Data S1: Data

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    We present the evaluation of two well-known, low-cost consumer-grade EEG devices: the Emotiv EPOC and the Neurosky MindWave. Problems with using the consumer-grade EEG devices (BCI illiteracy, poor technical characteristics, and adverse EEG artefacts) are discussed. The experimental evaluation of the devices, performed with 10 subjects asked to perform concentration/relaxation and blinking recognition tasks, is given. The results of statistical analysis show that both devices exhibit high variability and non-normality of attention and meditation data, which makes each of them difficult to use as an input to control tasks. BCI illiteracy may be a significant problem, as well as setting up of the proper environment of the experiment. The results of blinking recognition show that using the Neurosky device means recognition accuracy is less than 50%, while the Emotiv device has achieved a recognition accuracy of more than 75%; for tasks that require concentration and relaxation of subjects, the Emotiv EPOC device has performed better (as measured by the recognition accuracy) by ∌9%. Therefore, the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device

    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

    Advanced Augmentative and Alternative Communication System Based in Physiological Control

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    Dyskinetic Cerebral Palsy (DCP) is mainly characterized by alterations in muscle tone and involuntary movements. Therefore, these people present with difficulties in coordination and movement control, which makes walking difficult and affects their posture when seated. Additionally, their cognitive performance varies between being completely normal and severe mental retardation. People with DCP were selected as the objective of this thesis due to their multiple and complex limitations (speech problems and motor control) and because their capabilities have a great margin for improvement thanks to physiological control systems. Given their communication difficulties, some people with DCP have good motor con-trol and can communicate with written language. However, most have difficulty using Augmentative and Alternative Communication (AAC) systems. People with DCP gen-erally use concept boards to indicate the idea they want to communicate. However, most communication solutions available today are based on proprietary software that makes it difficult to customize the concept board and this type of control system. This is the motivation behind this thesis, with the aim of creating an interface with characteristics, able to be adapted to the user needs and limitations. Thus, this thesis proposes an Augmentative and Alternative Communication System for people with DCP based on physiological control. In addition, an innovative system for direct con-trol of concept boards with EMG is proposed. This control system is based on a physi-cal model that reproduces the muscular mechanical response (stiffness, inertia and viscosity). It allows for a selection of elements thanks to small pulses of EMG signal with sensors on a muscle with motor control. Its main advantage is the possibility of correcting errors during selection associated with uncontrolled muscle impulses, avoid-ing sustained muscle effort and thus reduced fatigue.La ParĂĄlisis Cerebral de tipo DiscinĂ©sica (DCP) se caracteriza principalmente por las alteraciones del tono muscular y los movimientos involuntarios. Por ello, estos pacientes presentan dificultades en la coordinaciĂłn y en el control de movimientos, lo cual les dificulta el caminar y afecta su postura cuando estĂĄn sentados. Cabe resaltar que la capacidad cognitiva de las personas con DCP puede variar desde completamente normal, hasta un retraso mental severo. Las personas con DCP han sido seleccionadas como objetivo de esta tesis ya el margen de mejora de sus capacidades es amplio gracias a sistemas de control fisiolĂłgico, debido a sus mĂșltiples y complejas limitaciones (problemas de habla y control motor). Debido a sus dificultades de comunicaciĂłn, algunas personas con DCP se pueden comunicar con lenguaje escrito, siempre y cuando tenga un buen control motor. Sin embargo, la mayorĂ­a tienen dificultades para usar sistemas de ComunicaciĂłn Aumentativos y Alternativos (AAC). De hecho, las personas con DCP utilizan generalmente tableros de conceptos para indicar la idea que quieren transmitir. Sin embargo, la mayorĂ­a las soluciones de comunicaciĂłn disponibles en la actualidad estĂĄn basadas en software propietario que hacen difĂ­cil la personalizaciĂłn del tablero de conceptos y el tipo de sistema de control. Es aquĂ­ donde surge esta tesis, con el objetivo de crear una interfaz con esas caracterĂ­sticas, capaz de adaptarse a las necesidades y limitaciones del usuario. De esta forma, esta tesis propone un sistema de comunicaciĂłn aumentativo y alternativo para personas con DCP basado en control fisiolĂłgico. AdemĂĄs, se propone un Sistema innovador de control directo sobre tableros de conceptos basado en EMG. Este Sistema de control se basa en un modelo fĂ­sico que reproduce la respuesta mecĂĄnica muscular (basado en parĂĄmetros como Rigidez, Inercia y Viscosidad), permitiendo la selecciĂłn de elementos gracias a pequeños pulsos de señal EMG con sensores sobre un mĂșsculo con control motor. Sus principales ventajas son la posibilidad de corregir errores durante la selecciĂłn asociado a los impulsos musculares no controlados, evitar el esfuerzo muscular mantenido para alcanzar un nivel y reducir la fatiga.La ParĂ lisi Cerebral de tipus DiscinĂšsica (DCP) es caracteritza principalment per les alteracions del to muscular i els moviments involuntaris. Per açĂČ, aquests pacients presenten dificultats en la coordinaciĂł i en el control de moviments, la qual cosa els dificulta el caminar i afecta la seua postura quan estan asseguts. Cal ressaltar que la capacitat cognitiva de les persones amb DCP pot variar des de completament normal, fins a un retard mental sever. Les persones amb DCP han sigut seleccionades com a objectiu d'aquesta tesi ja el marge de millora de les seues capacitats Ă©s ampli grĂ cies a sistemes de control fisiolĂČgic, a causa dels seus mĂșltiples i complexes limitacions (problemes de parla i control motor). A causa de les seues dificultats de comunicaciĂł, algunes persones amb DCP es poden comunicar amb llenguatge escrit, sempre que tinga un bon control motor. No obstant açĂČ, la majoria tenen dificultats per a usar sistemes de ComunicaciĂł Augmentatius i Alternatius (AAC). De fet, les persones amb DCP utilitzen generalment taulers de conceptes per a indicar la idea que volen transmetre. No obstant açĂČ, la majoria les solucions de comunicaciĂł disponibles en l'actualitat estan basades en programari propietari que fan difĂ­cil la personalitzaciĂł del tauler de conceptes i el tipus de sistema de control. És acĂ­ on sorgeix aquesta tesi, amb l'objectiu de crear una interfĂ­cie amb aqueixes caracterĂ­stiques, capaç d'adaptar-se a les necessitats i limitacions de l'usuari. D'aquesta forma, aquesta tesi proposa un sistema de comunicaciĂł augmentatiu i alternatiu per a persones amb DCP basat en control fisiolĂČgic. A mĂ©s, es proposa un sistema innovador de control directe sobre taulers de conceptes basat en EMG. Aquest sistema de control es basa en un model fĂ­sic que reprodueix la resposta mecĂ nica muscular (basat en parĂ metres com a Rigidesa, InĂšrcia i Viscositat), permetent la selecciĂł d'elements grĂ cies a xicotets polsos de senyal EMG amb sensors sobre un mĂșscul amb control motor. Els seus principals avantatges sĂłn la possibilitat de corregir errors durant la selecciĂł associat als impulsos musculars no controlats, evitar l'esforç muscular mantingut per a aconseguir un nivell i reduir la fatiga.DĂ­az Pineda, JA. (2017). Advanced Augmentative and Alternative Communication System Based in Physiological Control [Tesis doctoral no publicada]. Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/Thesis/10251/90418TESI

    Neurofeedback Therapy for Enhancing Visual Attention: State-of-the-Art and Challenges

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    We have witnessed a rapid development of brain-computer interfaces (BCIs) linking the brain to external devices. BCIs can be utilized to treat neurological conditions and even to augment brain functions. BCIs offer a promising treatment for mental disorders, including disorders of attention. Here we review the current state of the art and challenges of attention-based BCIs, with a focus on visual attention. Attention-based BCIs utilize electroencephalograms (EEGs) or other recording techniques to generate neurofeedback, which patients use to improve their attention, a complex cognitive function. Although progress has been made in the studies of neural mechanisms of attention, extraction of attention-related neural signals needed for BCI operations is a difficult problem. To attain good BCI performance, it is important to select the features of neural activity that represent attentional signals. BCI decoding of attention-related activity may be hindered by the presence of different neural signals. Therefore, BCI accuracy can be improved by signal processing algorithms that dissociate signals of interest from irrelevant activities. Notwithstanding recent progress, optimal processing of attentional neural signals remains a fundamental challenge for the development of efficient therapies for disorders of attention

    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

    TOWARDS STEADY-STATE VISUALLY EVOKED POTENTIALS BRAIN-COMPUTER INTERFACES FOR VIRTUAL REALITY ENVIRONMENTS EXPLICIT AND IMPLICIT INTERACTION

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    In the last two decades, Brain-Computer Interfaces (BCIs) have been investigated mainly for the purpose of implementing assistive technologies able to provide new channels for communication and control for people with severe disabilities. Nevertheless, more recently, thanks to technical and scientific advances in the different research fields involved, BCIs are gaining greater attention also for their adoption by healthy users, as new interaction devices. This thesis is dedicated to to the latter goal and in particular will deal with BCIs based on the Steady State Visual Evoked Potential (SSVEP), which in previous works demonstrated to be one of the most flexible and reliable approaches. SSVEP based BCIs could find applications in different contexts, but one which is particularly interesting for healthy users, is their adoption as new interaction devices for Virtual Reality (VR) environments and Computer Games. Although being investigated since several years, BCIs still poses several limitations in terms of speed, reliability and usability with respect to ordinary interaction devices. Despite of this, they may provide additional, more direct and intuitive, explicit interaction modalities, as well as implicit interaction modalities otherwise impossible with ordinary devices. This thesis, after a comprehensive review of the different research fields being the basis of a BCI exploiting the SSVEP modality, present a state-of-the-art open source implementation using a mix of pre-existing and custom software tools. The proposed implementation, mainly aimed to the interaction with VR environments and Computer Games, has then been used to perform several experiments which are hereby described as well. Initially performed experiments aim to stress the validity of the provided implementation, as well as to show its usability with a commodity bio-signal acquisition device, orders of magnitude less expensive than commonly used ones, representing a step forward in the direction of practical BCIs for end users applications. The proposed implementation, thanks to its flexibility, is used also to perform novel experiments aimed to investigate the exploitation of stereoscopic displays to overcome a known limitation of ordinary displays in the context of SSVEP based BCIs. Eventually, novel experiments are presented investigating the use of the SSVEP modality to provide also implicit interaction. In this context, a first proof of concept Passive BCI based on the SSVEP response is presented and demonstrated to provide information exploitable for prospective applications
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