391 research outputs found
Exploring Two Novel Features for EEG-based Brain-Computer Interfaces: Multifractal Cumulants and Predictive Complexity
In this paper, we introduce two new features for the design of
electroencephalography (EEG) based Brain-Computer Interfaces (BCI): one feature
based on multifractal cumulants, and one feature based on the predictive
complexity of the EEG time series. The multifractal cumulants feature measures
the signal regularity, while the predictive complexity measures the difficulty
to predict the future of the signal based on its past, hence a degree of how
complex it is. We have conducted an evaluation of the performance of these two
novel features on EEG data corresponding to motor-imagery. We also compared
them to the most successful features used in the BCI field, namely the
Band-Power features. We evaluated these three kinds of features and their
combinations on EEG signals from 13 subjects. Results obtained show that our
novel features can lead to BCI designs with improved classification
performance, notably when using and combining the three kinds of feature
(band-power, multifractal cumulants, predictive complexity) together.Comment: Updated with more subjects. Separated out the band-power comparisons
in a companion article after reviewer feedback. Source code and companion
article are available at
http://nicolas.brodu.numerimoire.net/en/recherche/publication
Freeze the BCI until the user is ready: a pilot study of a BCI inhibitor
In this paper we introduce the concept of Brain-Computer Interface (BCI)
inhibitor, which is meant to standby the BCI until the user is ready, in order
to improve the overall performance and usability of the system. BCI inhibitor
can be defined as a system that monitors user's state and inhibits BCI
interaction until specific requirements (e.g. brain activity pattern, user
attention level) are met. In this pilot study, a hybrid BCI is designed and
composed of a classic synchronous BCI system based on motor imagery and a BCI
inhibitor. The BCI inhibitor initiates the control period of the BCI when
requirements in terms of brain activity are reached (i.e. stability in the beta
band). Preliminary results with four participants suggest that BCI inhibitor
system can improve BCI performance.Comment: 5th International Brain-Computer Interface Workshop (2011
Using Scalp Electrical Biosignals to Control an Object by Concentration and Relaxation Tasks: Design and Evaluation
In this paper we explore the use of electrical biosignals measured on scalp
and corresponding to mental relaxation and concentration tasks in order to
control an object in a video game. To evaluate the requirements of such a
system in terms of sensors and signal processing we compare two designs. The
first one uses only one scalp electroencephalographic (EEG) electrode and the
power in the alpha frequency band. The second one uses sixteen scalp EEG
electrodes and machine learning methods. The role of muscular activity is also
evaluated using five electrodes positioned on the face and the neck. Results
show that the first design enabled 70% of the participants to successfully
control the game, whereas 100% of the participants managed to do it with the
second design based on machine learning. Subjective questionnaires confirm
these results: users globally felt to have control in both designs, with an
increased feeling of control in the second one. Offline analysis of face and
neck muscle activity shows that this activity could also be used to distinguish
between relaxation and concentration tasks. Results suggest that the
combination of muscular and brain activity could improve performance of this
kind of system. They also suggest that muscular activity has probably been
recorded by EEG electrodes.Comment: International Conference of the IEEE EMBS (2011
Combining Brain-Computer Interfaces and Haptics: Detecting Mental Workload to Adapt Haptic Assistance
In this paper we introduce the combined use of Brain-Computer Interfaces
(BCI) and Haptic interfaces. We propose to adapt haptic guides based on the
mental activity measured by a BCI system. This novel approach is illustrated
within a proof-of-concept system: haptic guides are toggled during a
path-following task thanks to a mental workload index provided by a BCI. The
aim of this system is to provide haptic assistance only when the user's brain
activity reflects a high mental workload. A user study conducted with 8
participants shows that our proof-of-concept is operational and exploitable.
Results show that activation of haptic guides occurs in the most difficult part
of the path-following task. Moreover it allows to increase task performance by
53% by activating assistance only 59% of the time. Taken together, these
results suggest that BCI could be used to determine when the user needs
assistance during haptic interaction and to enable haptic guides accordingly.Comment: EuroHaptics (2012
Can We Distinguish Biological Motions of Virtual Humans? Biomechanical and Perceptual Studies With Captured Motions of Weight Lifting
International audiencePerception of biological motions is a key issue in order to evaluate the quality and the credibility of motions of virtual humans. This paper presents a perceptual study to evaluate if human beings are able to accurately distinguish differences in natural lifting motions with various masses in virtual environments (VE), which is not the case. However, they reached very close levels of accuracy when watching to computer animations compared to videos. Still, quotes of participants suggest that the discrimination process is easier in videos of real motions which included muscles contractions, more degrees of freedom, etc. These results can be used to help animators to design efficient physically-based animations
User-Centred BCI Videogame Design
International audienceThis chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user based testing), objective metrics (e.g., task success, number of errors) and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion and presence to be respected. The benefits and contributions of the user centred framework for the ergonomic design of these Brain-Computer Interface Videogames are discussed
''FlyVIZ'': A Novel Display Device to Provide Humans with 360o Vision by Coupling Catadioptric Camera with HMD.
International audienceHave you ever dreamed of having eyes in the back of your head? In this paper we present a novel display device called FlyVIZ which enables humans to experience a real-time 360° vision of their surroundings for the first time. To do so, we combine a panoramic image acquisition system (positioned on top of the user's head) with a Head-Mounted Display (HMD). The omnidirectional images are transformed to fit the characteristics of HMD screens. As a result, the user can see his/her surroundings, in real-time, with 360° images mapped into the HMD field-of- view. We foresee potential applications in different fields where augmented human capacity (an extended field-of-view) could benefit, such as surveillance, security, or entertainment. FlyVIZ could also be used in novel perception and neuroscience studies
Leveraging Tendon Vibration to Enhance Pseudo-Haptic Perceptions in VR
Pseudo-haptic techniques are used to modify haptic perception by
appropriately changing visual feedback to body movements. Based on the
knowledge that tendon vibration can affect our somatosensory perception, this
paper proposes a method for leveraging tendon vibration to enhance
pseudo-haptics during free arm motion. Three experiments were performed to
examine the impact of tendon vibration on the range and resolution of
pseudo-haptics. The first experiment investigated the effect of tendon
vibration on the detection threshold of the discrepancy between visual and
physical motion. The results indicated that vibrations applied to the inner
tendons of the wrist and elbow increased the threshold, suggesting that tendon
vibration can augment the applicable visual motion gain by approximately 13\%
without users detecting the visual/physical discrepancy. Furthermore, the
results demonstrate that tendon vibration acts as noise on haptic motion cues.
The second experiment assessed the impact of tendon vibration on the resolution
of pseudo-haptics by determining the just noticeable difference in
pseudo-weight perception. The results suggested that the tendon vibration does
not largely compromise the resolution of pseudo-haptics. The third experiment
evaluated the equivalence between the weight perception triggered by tendon
vibration and that by visual motion gain, that is, the point of subjective
equality. The results revealed that vibration amplifies the weight perception
and its effect was equivalent to that obtained using a gain of 0.64 without
vibration, implying that the tendon vibration also functions as an additional
haptic cue. Our results provide design guidelines and future work for enhancing
pseudo-haptics with tendon vibration.Comment: This paper has been accepted by IEEE TVC
FuRIA: A Novel Feature Extraction Algorithm for Brain-Computer Interfaces using Inverse Models and Fuzzy Regions of Interest
In this paper, we propose a new feature extraction algorithm for Brain-Computer Interfaces (BCIs). This algorithm is based on inverse models and uses the novel concept of fuzzy Region Of Interest (ROI). It can automatically identify the relevant ROIs and their reactive frequency bands. The activity in these ROIs can be used as features for any classifier. A first evaluation of the algorithm, using a Support Vector Machine (SVM) as classifier, is reported on data set IV from BCI competition 2003. Results are promising as we reached an accuracy on the test set ranging from 85% to 86% whereas the winner of the competition on this data set reached 84%
Evaluation of a Reconfigurable Tangible Device for Collaborative Manipulation of Objects in Virtual Reality
International audienceIn this paper we introduce an evaluation of a Reconfigurable Tangible Device (RTD) for collaborative manipulation of objects in virtual environments. The considered RTD, called RTD-3, has a triangular shape that naturally provides three points of manipulation. The shape of the tangible triangle can be reconfigured at any time as its branches can be shrunk or stretched by users at will. Thanks to this simple shape the RTD-3 can be easily attached to any 3D virtual object and fully defines its virtual motion in 6~Degrees of Freedom. We have conducted an experiment to assess the potential of the RTD-3 and compare it with classical techniques used for collaborative virtual manipulation. Participants were asked to manipulate and assemble, in a collaborative manner, virtual parts. Our results suggest that the physical manipulation proposed by the tangible device is significantly preferred by participants in terms of immersion, realism of interaction and preparation to the real task. Although our approach is slightly slower than the other tested methods, it produces the fewest collisions
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