45 research outputs found

    Vibrotactile Stimulus Frequency Optimization for the Haptic BCI Prototype

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    The paper presents results from a psychophysical study conducted to optimize vibrotactile stimuli delivered to subject finger tips in order to evoke the somatosensory responses to be utilized next in a haptic brain computer interface (hBCI) paradigm. We also present the preliminary EEG evoked responses for the chosen stimulating frequency. The obtained results confirm our hypothesis that the hBCI paradigm concept is valid and it will allow for rapid stimuli presentation in order to improve information-transfer-rate (ITR) of the BCI.Comment: The 6th International Conference on Soft Computing and Intelligent Systems and The 13th International Symposium on Advanced Intelligent Systems, 201

    Multi-command Tactile Brain Computer Interface: A Feasibility Study

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    The study presented explores the extent to which tactile stimuli delivered to the ten digits of a BCI-naive subject can serve as a platform for a brain computer interface (BCI) that could be used in an interactive application such as robotic vehicle operation. The ten fingertips are used to evoke somatosensory brain responses, thus defining a tactile brain computer interface (tBCI). Experimental results on subjects performing online (real-time) tBCI, using stimuli with a moderately fast inter-stimulus-interval (ISI), provide a validation of the tBCI prototype, while the feasibility of the concept is illuminated through information-transfer rates obtained through the case study.Comment: Haptic and Audio Interaction Design 2013, Daejeon, Korea, April 18-19, 2013, 15 pages, 4 figures, The final publication will be available at link.springer.co

    Active and Passive Brain-Computer Interfaces Integrated with Extended Reality for Applications in Health 4.0

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    This paper presents the integration of extended reality (XR) with brain-computer interfaces (BCI) to open up new possibilities in the health 4.0 framework. Such integrated systems are here investigated with respect to an active and a passive BCI paradigm. Regarding the active BCI, the XR part consists of providing visual and vibrotactile feedbacks to help the user during motor imagery tasks. Therefore, XR aims to enhance the neurofeedback by enhancing the user engagement. Meanwhile, in the passive BCI, user engagement monitoring allows the adaptivity of a XR-based rehabilitation game for children. Preliminary results suggest that the XR neurofeedback helps the BCI users to carry on motor imagery tasks with up to 84% classification accuracy, and that the level of emotional and cognitive engagement can be detected with an accuracy greater than 75%

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications
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