23 research outputs found

    Wearable brain computer interfaces with near infrared spectroscopy

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    Brain computer interfaces (BCIs) are devices capable of relaying information directly from the brain to a digital device. BCIs have been proposed for a diverse range of clinical and commercial applications; for example, to allow paralyzed subjects to communicate, or to improve machine human interactions. At their core, BCIs need to predict the current state of the brain from variables measuring functional physiology. Functional near infrared spectroscopy (fNIRS) is a non-invasive optical technology able to measure hemodynamic changes in the brain. Along with electroencephalography (EEG), fNIRS is the only technique that allows non-invasive and portable sensing of brain signals. Portability and wearability are very desirable characteristics for BCIs, as they allow them to be used in contexts beyond the laboratory, extending their usability for clinical and commercial applications, as well as for ecologically valid research. Unfortunately, due to limited access to the brain, non-invasive BCIs tend to suffer from low accuracy in their estimation of the brain state. It has been suggested that feedback could increase BCI accuracy as the brain normally relies on sensory feedback to adjust its strategies. Despite this, presenting relevant and accurate feedback in a timely manner can be challenging when processing fNIRS signals, as they tend to be contaminated by physiological and motion artifacts. In this dissertation, I present the hardware and software solutions we proposed and developed to deal with these challenges. First, I will talk about ninjaNIRS, the wearable open source fNIRS device we developed in our laboratory, which could help fNIRS neuroscience and BCIs to become more accessible. Next, I will present an adaptive filter strategy to recover the neural responses from fNIRS signals in real-time, which could be used for feedback and classification in a BCI paradigm. We showed that our wearable fNIRS device can operate autonomously for up to three hours and can be easily carried in a backpack, while offering noise equivalent power comparable to commercial devices. Our adaptive multimodal Kalman filter strategy provided a six-fold increase in contrast to noise ratio of the brain signals compared to standard filtering while being able to process at least 24 channels at 400 samples per second using a standard computer. This filtering strategy, along with visual feedback during a left vs right motion imagery task, showed a relative increase of accuracy of 37.5% compared to not using feedback. With this, we show that it is possible to present relevant feedback for fNIRS BCI in real-time. The findings on this dissertation might help improve the design of future fNIRS BCIs, and thus increase the usability and reliability of this technology

    Towards smarter Brain Computer Interface (BCI): study of electroencephalographic signal processing and classification techniques toward the use of intelligent and adaptive BCI

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    Tesis Doctoral inédita leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior, Departamento de Ingeniería Informática. Fecha de Lectura: 28-07-202

    Smart Sensors for Healthcare and Medical Applications

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    This book focuses on new sensing technologies, measurement techniques, and their applications in medicine and healthcare. Specifically, the book briefly describes the potential of smart sensors in the aforementioned applications, collecting 24 articles selected and published in the Special Issue “Smart Sensors for Healthcare and Medical Applications”. We proposed this topic, being aware of the pivotal role that smart sensors can play in the improvement of healthcare services in both acute and chronic conditions as well as in prevention for a healthy life and active aging. The articles selected in this book cover a variety of topics related to the design, validation, and application of smart sensors to healthcare

    When the Brain Plays a Game: Neural Responses to Visual Dynamics during Naturalistic Visual Tasks

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    Many day-to-day tasks involve processing of complex visual information in a continuous stream. While much of our knowledge on visual processing has been established from reductionist approaches in lab-controlled settings, very little is known about the processing of complex dynamic stimuli experienced in everyday scenarios. Traditional investigations employ event-related paradigms that involve presentation of simple stimuli at select locations in visual space and discrete moments in time. In contrast, visual stimuli in real-life are highly dynamic, spatially-heterogeneous, and semantically rich. Moreover, traditional experiments impose unnatural task constraints (e.g., inhibited saccades), thus, it is unclear whether theories developed under the reductionist approach apply in naturalistic settings. Given these limitations, alternative experimental paradigms and analysis methods are necessary. Here, we introduce a new approach for investigating visual processing, applying the system identification (SI) framework. We investigate the modulation of stimulus-evoked responses during a naturalistic task (i.e., kart race game) using non-invasive scalp recordings. In recent years, multivariate modeling approaches have become increasingly popular for assessing neural response to naturalistic stimuli. Encoding models use stimulus patterns to predict brain responses and decoding models use patterns of brain responses to predict stimulus that drove these responses. In this dissertation, we employ a hybrid method that “encodes” the stimulus to predict “decoded” brain responses. Using this approach, we measure the stimulus-response correlation (SRC), i.e. temporal correlation of neural response and dynamic stimulus. This SRC can be used to assess the strength of stimulus-evoked activity to uniquely experienced naturalistic stimulus. To demonstrate this, we measured the SRC during a kart race videogame. We find that SRC increased with active play of the game, suggesting that stimulus-evoked activity is modulated by the visual task demands. Furthermore, we analyzed the selectivity of neural response across the visual space. While it is well-established that neural response is spatially selective to discrete stimulus, it is unclear whether this is true during naturalistic stimulus presentation. To assess this, we measured the correlation of neural response with optical flow magnitude at individual locations on the screen during the videogame. We find that the SRC is greater for locations in space that are task-relevant, enhancing during active play. Moreover, the spatial selectivity differs across scalp locations, which suggest that individual brain regions are spatially selective to different visual dynamics. In summary, we leverage the SI framework to investigate visual processing during a naturalistic stimulus presentation, extending visual research to ecologically valid paradigms. Moreover, we demonstrate spatial selectivity of neural response that are task-relevant. Overall, our findings shed new insights about the stimulus-evoked neural response to visual dynamics during a uniquely experienced naturalistic visual task. Taken together, this dissertation work makes a significant contribution towards understanding how visual dynamics and task behavior affects neural responses in naturalistic conditions

    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

    Personality Identification from Social Media Using Deep Learning: A Review

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    Social media helps in sharing of ideas and information among people scattered around the world and thus helps in creating communities, groups, and virtual networks. Identification of personality is significant in many types of applications such as in detecting the mental state or character of a person, predicting job satisfaction, professional and personal relationship success, in recommendation systems. Personality is also an important factor to determine individual variation in thoughts, feelings, and conduct systems. According to the survey of Global social media research in 2018, approximately 3.196 billion social media users are in worldwide. The numbers are estimated to grow rapidly further with the use of mobile smart devices and advancement in technology. Support vector machine (SVM), Naive Bayes (NB), Multilayer perceptron neural network, and convolutional neural network (CNN) are some of the machine learning techniques used for personality identification in the literature review. This paper presents various studies conducted in identifying the personality of social media users with the help of machine learning approaches and the recent studies that targeted to predict the personality of online social media (OSM) users are reviewed

    Electroencephalogram Signal Processing For Hybrid Brain Computer Interface Systems

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    The goal of this research was to evaluate and compare three types of brain computer interface (BCI) systems, P300, steady state visually evoked potentials (SSVEP) and Hybrid as virtual spelling paradigms. Hybrid BCI is an innovative approach to combine the P300 and SSVEP. However, it is challenging to process the resulting hybrid signals to extract both information simultaneously and effectively. The major step executed toward the advancement to modern BCI system was to move the BCI techniques from traditional LED system to electronic LCD monitor. Such a transition allows not only to develop the graphics of interest but also to generate objects flickering at different frequencies. There were pilot experiments performed for designing and tuning the parameters of the spelling paradigms including peak detection for different range of frequencies of SSVEP BCI, placement of objects on LCD monitor, design of the spelling keyboard, and window time for the SSVEP peak detection processing. All the experiments were devised to evaluate the performance in terms of the spelling accuracy, region error, and adjacency error among all of the paradigms: P300, SSVEP and Hybrid. Due to the different nature of P300 and SSVEP, designing a hybrid P300-SSVEP signal processing scheme demands significant amount of research work in this area. Eventually, two critical questions in hybrid BCl are: (1) which signal processing strategy can best measure the user\u27s intent and (2) what a suitable paradigm is to fuse these two techniques in a simple but effective way. In order to answer these questions, this project focused mainly on developing signal processing and classification technique for hybrid BCI. Hybrid BCI was implemented by extracting the specific information from brain signals, selecting optimum features which contain maximum discrimination information about the speller characters of our interest and by efficiently classifying the hybrid signals. The designed spellers were developed with the aim to improve quality of life of patients with disability by utilizing visually controlled BCI paradigms. The paradigms consist of electrodes to record electroencephalogram signal (EEG) during stimulation, a software to analyze the collected data, and a computing device where the subject’s EEG is the input to estimate the spelled character. Signal processing phase included preliminary tasks as preprocessing, feature extraction, and feature selection. Captured EEG data are usually a superposition of the signals of interest with other unwanted signals from muscles, and from non-biological artifacts. The accuracy of each trial and average accuracy for subjects were computed. Overall, the average accuracy of the P300 and SSVEP spelling paradigm was 84% and 68.5 %. P300 spelling paradigms have better accuracy than both the SSVEP and hybrid paradigm. Hybrid paradigm has the average accuracy of 79 %. However, hybrid system is faster in time and more soothing to look than other paradigms. This work is significant because it has great potential for improving the BCI research in design and application of clinically suitable speller paradigm

    A Multifaceted Approach to Covert Attention Brain-Computer Interfaces

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    Over the last years, brain-computer interfaces (BCIs) have shown their value for assistive technology and neurorehabilitation. Recently, a BCI-approach for the rehabilitation of hemispatial neglect has been proposed on the basis of covert visuospatial attention (CVSA). CVSA is an internal action which can be described as shifting one's attention to the visual periphery without moving the actual point of gaze. Such attention shifts induce a lateralization in parietooccipital blood flow and oscillations in the so-called alpha band (8-14 Hz), which can be detected via electroencephalography (EEG), magnetoencephalography (MEG) or functional magnetic resonance imaging (fMRI). Previous studies have proven the technical feasibility of using CVSA as a control signal for BCIs, but unfortunately, these BCIs could not provide every subject with sufficient control. The aim of this thesis was to investigate the possibility of amplifying the weak lateralization patterns in the alpha band - the main reason behind insufficient CVSA BCI performance. To this end, I have explored three different approaches that could lead to better performing and more inclusive CVSA BCI systems. The first approach illuminated the changes in the behavior and brain patterns by closing the loop between subject and system with continuous real-time feedback at the instructed locus of attention. I could observe that even short (20 minutes) stretches of real-time feedback have an effect on behavioral correlates of attention, even when the changes observed in the EEG remained less conclusive. The second approach attempted to complement the information extracted fromthe EEG signal with another sensing modality that could provide additional information about the state of CVSA. For this reason, I firstly combined functional functional near-infrared spectroscopy (fNIRS) with EEG measurements. The results showed that, while the EEG was able to pick up the expected lateralization in the alpha band, the fNIRS was not able to reliably image changes in blood circulation in the parietooccipital cortex. Secondly, I successfully combined data from the EEG with measures of pupil size changes, induced by a high illumination contrast between the covertly attended target regions, which resulted in an improved BCI decoding performance. The third approach examined the option of using noninvasive electrical brain stimulation to boost the power of the alpha band oscillations and therefore render the lateralization pattern in the alpha band more visible compared to the background activity. However, I could not observe any impact of the stimulation on the ongoing alpha band power, and thus results of the subsequent effect on the lateralization remain inconclusive. Overall, these studies helped to further understand CVSA and lay out a useful basis for further exploration of the connection between behavior and alpha power oscillations in CVSA tasks, as well as for potential directions to improve CVSA-based BCIs
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