125 research outputs found

    State-of-the-Art in BCI Research: BCI Award 2010

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    Effects of P300-based BCI use on reported presence in a virtual environment

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    Brain-computer interfaces (BCIs) are becoming more and more popular as an input device for virtual worlds and computer games. Depending on their function, a major drawback is the mental workload associated with their use and there is significant effort and training required to effectively control them. In this paper, we present two studies assessing how mental workload of a P300-based BCI affects participants" reported sense of presence in a virtual environment (VE). In the first study, we employ a BCI exploiting the P300 event-related potential (ERP) that allows control of over 200 items in a virtual apartment. In the second study, the BCI is replaced by a gaze-based selection method coupled with wand navigation. In both studies, overall performance is measured and individual presence scores are assessed by means of a short questionnaire. The results suggest that there is no immediate benefit for visualizing events in the VE triggered by the BCI and that no learning about the layout of the virtual space takes place. In order to alleviate this, we propose that future P300-based BCIs in VR are set up so as require users to make some inference about the virtual space so that they become aware of it,which is likely to lead to higher reported presence

    Brain Computer Interface for Virtual Reality Control

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    A brain-computer interface (BCI) is a new communication channel between the human brain and a computer. Applications of BCI systems comprise the restoration of movements, communication and environmental control. In this study experiments were made that used the BCI system to control or to navigate in virtual environments (VE) just by thoughts. BCI experiments for navigation in VR were conducted so far with synchronous BCI and asynchronous BCI systems. The synchronous BCI analyzes the EEG patterns in a predefined time window and has 2 to 3 degrees of freedom

    High Classification Accuracy of a Motor Imagery Based Brain-Computer Interface for Stroke Rehabilitation Training

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    Motor imagery (MI) based brain-computer interfaces (BCI) extract commands in real-time and can be used to control a cursor, a robot or functional electrical stimulation (FES) devices. The control of FES devices is especially interesting for stroke rehabilitation, when a patient can use motor imagery to stimulate specific muscles in real-time. However, damage to motor areas resulting from stroke or other causes might impair control of a motor imagery BCI for rehabilitation. The current work presents a comparative evaluation of the MI-based BCI control accuracy between stroke patients and healthy subjects. Five patients who had a stroke that affected the motor system participated in the current study, and were trained across 10–24 sessions lasting about 1 h each with the recoveriX system. The participants' EEG data were classified while they imagined left or right hand movements, and real-time feedback was provided on a monitor. If the correct imagination was detected, the FES was also activated to move the left or right hand. The grand average mean accuracy was 87.4% for all patients and sessions. All patients were able to achieve at least one session with a maximum accuracy above 96%. Both the mean accuracy and the maximum accuracy were surprisingly high and above results seen with healthy controls in prior studies. Importantly, the study showed that stroke patients can control a MI BCI system with high accuracy relative to healthy persons. This may occur because these patients are highly motivated to participate in a study to improve their motor functions. Participants often reported early in the training of motor improvements and this caused additional motivation. However, it also reflects the efficacy of combining motor imagination, seeing continuous bar feedback, and real hand movement that also activates the tactile and proprioceptive systems. Results also suggested that motor function could improve even if classification accuracy did not, and suggest other new questions to explore in future work. Future studies will also be done with a first-person view 3D avatar to provide improved feedback and thereby increase each patients' sense of engagement

    Physiological responses during performance within a virtual scenario for the rehabilitation of motor deficits

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    Real-time physiological feedback can be used to modulate a virtual reality (VR) experience. It is not obvious, however, which parameters are most effective in achieving this such as heart rate variability and or the electrodermal response. Here we address this question by assessing the impact of the events generated by a VR based rehabilitation system on the affective state of human users. We show how the Rehabilitation Gaming System (RGS), a tool developed for the rehabilitation of motor deficits following stroke, can be enhanced using the online monitoring of bodily changes that are not under direct voluntary control. We show specific effects of the RGS on the autonomic nervous system and we propose how to use these for the modulation of the emotional state of the subject and performance.info:eu-repo/semantics/publishedVersio
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