3,385 research outputs found

    Discriminative methods for classification of asynchronous imaginary motor tasks from EEG data

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    In this work, two methods based on statistical models that take into account the temporal changes in the electroencephalographic (EEG) signal are proposed for asynchronous brain-computer interfaces (BCI) based on imaginary motor tasks. Unlike the current approaches to asynchronous BCI systems that make use of windowed versions of the EEG data combined with static classifiers, the methods proposed here are based on discriminative models that allow sequential labeling of data. In particular, the two methods we propose for asynchronous BCI are based on conditional random fields (CRFs) and latent dynamic CRFs (LDCRFs), respectively. We describe how the asynchronous BCI problem can be posed as a classification problem based on CRFs or LDCRFs, by defining appropriate random variables and their relationships. CRF allows modeling the extrinsic dynamics of data, making it possible to model the transitions between classes, which in this context correspond to distinct tasks in an asynchronous BCI system. On the other hand, LDCRF goes beyond this approach by incorporating latent variables that permit modeling the intrinsic structure for each class and at the same time allows modeling extrinsic dynamics. We apply our proposed methods on the publicly available BCI competition III dataset V as well as a data set recorded in our laboratory. Results obtained are compared to the top algorithm in the BCI competition as well as to methods based on hierarchical hidden Markov models (HHMMs), hierarchical hidden CRF (HHCRF), neural networks based on particle swarm optimization (IPSONN) and to a recently proposed approach based on neural networks and fuzzy theory, the S-dFasArt. Our experimental analysis demonstrates the improvements provided by our proposed methods in terms of classification accuracy

    Improving the Generalisability of Brain Computer Interface Applications via Machine Learning and Search-Based Heuristics

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    Brain Computer Interfaces (BCI) are a domain of hardware/software in which a user can interact with a machine without the need for motor activity, communicating instead via signals generated by the nervous system. These interfaces provide life-altering benefits to users, and refinement will both allow their application to a much wider variety of disabilities, and increase their practicality. The primary method of acquiring these signals is Electroencephalography (EEG). This technique is susceptible to a variety of different sources of noise, which compounds the inherent problems in BCI training data: large dimensionality, low numbers of samples, and non-stationarity between users and recording sessions. Feature Selection and Transfer Learning have been used to overcome these problems, but they fail to account for several characteristics of BCI. This thesis extends both of these approaches by the use of Search-based algorithms. Feature Selection techniques, known as Wrappers use ‘black box’ evaluation of feature subsets, leading to higher classification accuracies than ranking methods known as Filters. However, Wrappers are more computationally expensive, and are prone to over-fitting to training data. In this thesis, we applied Iterated Local Search (ILS) to the BCI field for the first time in literature, and demonstrated competitive results with state-of-the-art methods such as Least Absolute Shrinkage and Selection Operator and Genetic Algorithms. We then developed ILS variants with guided perturbation operators. Linkage was used to develop a multivariate metric, Intrasolution Linkage. This takes into account pair-wise dependencies of features with the label, in the context of the solution. Intrasolution Linkage was then integrated into two ILS variants. The Intrasolution Linkage Score was discovered to have a stronger correlation with the solutions predictive accuracy on unseen data than Cross Validation Error (CVE) on the training set, the typical approach to feature subset evaluation. Mutual Information was used to create Minimum Redundancy Maximum Relevance Iterated Local Search (MRMR-ILS). In this algorithm, the perturbation operator was guided using an existing Mutual Information measure, and compared with current Filter and Wrapper methods. It was found to achieve generally lower CVE rates and higher predictive accuracy on unseen data than existing algorithms. It was also noted that solutions found by the MRMR-ILS provided CVE rates that had a stronger correlation with the accuracy on unseen data than solutions found by other algorithms. We suggest that this may be due to the guided perturbation leading to solutions that are richer in Mutual Information. Feature Selection reduces computational demands and can increase the accuracy of our desired models, as evidenced in this thesis. However, limited quantities of training samples restricts these models, and greatly reduces their generalisability. For this reason, utilisation of data from a wide range of users is an ideal solution. Due to the differences in neural structures between users, creating adequate models is difficult. We adopted an existing state-of-the-art ensemble technique Ensemble Learning Generic Information (ELGI), and developed an initial optimisation phase. This involved using search to transplant instances between user subsets to increase the generalisability of each subset, before combination in the ELGI. We termed this Evolved Ensemble Learning Generic Information (eELGI). The eELGI achieved higher accuracy than user-specific BCI models, across all eight users. Optimisation of the training dataset allowed smaller training sets to be used, offered protection against neural drift, and created models that performed similarly across participants, regardless of neural impairment. Through the introduction and hybridisation of search based algorithms to several problems in BCI we have been able to show improvements in modelling accuracy and efficiency. Ultimately, this represents a step towards more practical BCI systems that will provide life altering benefits to users

    Assessing impact of channel selection on decoding of motor and cognitive imagery from MEG data

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    Objective: Magnetoencephalography (MEG) based Brain-Computer Interface (BCI) involves a large number of sensors allowing better spatiotemporal resolution for assessing brain activity patterns. There have been many efforts to develop BCI using MEG with high accuracy, though an increase in the number of channels means an increase in computational complexity. However, not all sensors necessarily contribute significantly to an increase in classification accuracy, and specifically in the case of MEG-based BCI no channel selection methodology has been performed. Therefore, this study investigates the effect of channel selection on the performance of MEG-based BCI. Approach: MEG data were recorded for two sessions from 15 healthy participants performing motor imagery, cognitive imagery and a mixed imagery task pair using a unique paradigm. Performance of four state-of-the-art channel selection methods (i.e. Class-Correlation (CC), ReliefF (RF), Random Forest (RandF), and Infinite Latent Feature Selection (ILFS) were applied across six binary tasks in three different frequency bands) was evaluated in this study on two state-of-the-art features i.e. bandpower and CSP. Main results: All four methods provided a statistically significant increase in classification accuracy (CA) compared to a baseline method using all gradiometer sensors, i.e. 204 channels with band-power features from alpha (8-12Hz), beta (13-30Hz), or broadband (alpha+beta ) (8-30Hz). It is also observed that the alpha frequency band performed better than the beta and broadband frequency bands. The performance of the beta band gave the lowest CA compared with the other two bands. Channel selection improved accuracy irrespective of feature types. Moreover, all the methods reduced the number of channels significantly, from 204 to a range of 1-25, using bandpower as a feature and from 15-105 for CSP. The optimal channel number also varied not only in each session but also for each participant. Reducing the number of channels will help to decrease the computation cost and maintain numerical stability in cases of low trial numbers. Significance: The study showed significant improvement in performance of MEG-BCI with channel selection irrespective of feature type and hence can be successfully applied for BCI applications

    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
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