scholarly journals Design Considerations for Long Term Non-invasive Brain Computer Interface Training With Tetraplegic CYBATHLON Pilot

2021 ◽  
Vol 15 ◽  
Author(s):  
Neethu Robinson ◽  
Tushar Chouhan ◽  
Ernest Mihelj ◽  
Paulina Kratka ◽  
Frédéric Debraine ◽  
...  

Several studies in the recent past have demonstrated how Brain Computer Interface (BCI) technology can uncover the neural mechanisms underlying various tasks and translate them into control commands. While a multitude of studies have demonstrated the theoretic potential of BCI, a point of concern is that the studies are still confined to lab settings and mostly limited to healthy, able-bodied subjects. The CYBATHLON 2020 BCI race represents an opportunity to further develop BCI design strategies for use in real-time applications with a tetraplegic end user. In this study, as part of the preparation to participate in CYBATHLON 2020 BCI race, we investigate the design aspects of BCI in relation to the choice of its components, in particular, the type of calibration paradigm and its relevance for long-term use. The end goal was to develop a user-friendly and engaging interface suited for long-term use, especially for a spinal-cord injured (SCI) patient. We compared the efficacy of conventional open-loop calibration paradigms with real-time closed-loop paradigms, using pre-trained BCI decoders. Various indicators of performance were analyzed for this study, including the resulting classification performance, game completion time, brain activation maps, and also subjective feedback from the pilot. Our results show that the closed-loop calibration paradigms with real-time feedback is more engaging for the pilot. They also show an indication of achieving better online median classification performance as compared to conventional calibration paradigms (p = 0.0008). We also observe that stronger and more localized brain activation patterns are elicited in the closed-loop paradigm in which the experiment interface closely resembled the end application. Thus, based on this longitudinal evaluation of single-subject data, we demonstrate that BCI-based calibration paradigms with active user-engagement, such as with real-time feedback, could help in achieving better user acceptability and performance.

2016 ◽  
Vol 13 (3) ◽  
pp. 036006 ◽  
Author(s):  
Trieu Phat Luu ◽  
Yongtian He ◽  
Samuel Brown ◽  
Sho Nakagome ◽  
Jose L Contreras-Vidal

2009 ◽  
Vol 29 (1-2) ◽  
pp. 73-87 ◽  
Author(s):  
Shinsuke Koyama ◽  
Steven M. Chase ◽  
Andrew S. Whitford ◽  
Meel Velliste ◽  
Andrew B. Schwartz ◽  
...  

2021 ◽  
Vol 15 ◽  
Author(s):  
Wenbin Zhang ◽  
Aiguo Song ◽  
Hong Zeng ◽  
Baoguo Xu ◽  
Minmin Miao

The motor imagery (MI) paradigm has been wildly used in brain-computer interface (BCI), but the difficulties in performing imagery tasks limit its application. Mechanical vibration stimulus has been increasingly used to enhance the MI performance, but its improvement consistence is still under debate. To develop more effective vibration stimulus methods for consistently enhancing MI, this study proposes an EEG phase-dependent closed-loop mechanical vibration stimulation method. The subject’s index finger of the non-dominant hand was given 4 different vibration stimulation conditions (i.e., continuous open-loop vibration stimulus, two different phase-dependent closed-loop vibration stimuli and no stimulus) when performing two tasks of imagining movement and rest of the index finger from his/her dominant hand. We compared MI performance and brain oscillatory patterns under different conditions to verify the effectiveness of this method. The subjects performed 80 trials of each type in a random order, and the average phase-lock value of closed-loop stimulus conditions was 0.71. It was found that the closed-loop vibration stimulus applied in the falling phase helped the subjects to produce stronger event-related desynchronization (ERD) and sustain longer. Moreover, the classification accuracy was improved by about 9% compared with MI without any vibration stimulation (p = 0.012, paired t-test). This method helps to modulate the mu rhythm and make subjects more concentrated on the imagery and without negative enhancement during rest tasks, ultimately improves MI-based BCI performance. Participants reported that the tactile fatigue under closed-loop stimulation conditions was significantly less than continuous stimulation. This novel method is an improvement to the traditional vibration stimulation enhancement research and helps to make stimulation more precise and efficient.


Author(s):  
Martin Schüttler ◽  
Fabian Kohler ◽  
Christian Stolle ◽  
Jörg Fischer ◽  
Thomas Stieglitz ◽  
...  

Author(s):  
Christopher D. Wickens ◽  
Polly Baker

Virtual reality involves the creation of multisensory experience of an environment (its space and events) through artificial, electronic means; but that environment incorporates a sufficient number of features of the non-artificial world that it is experienced as “reality.” The cognitive issues of virtual reality are those that are involved in knowing and understanding about the virtual environment (cognitive: to perceive and to know). The knowledge we are concerned with in this chapter is both short term (Where am I in the environment? What do I see? Where do I go and how do I get there?), and long term (What can and do I learn about the environment as I see and explore it?). Given the recent interest in virtual reality as a concept (Rheingold, 1991; Wexelblat, 1993; Durlach and Mavor, 1994), it is important to consider that virtual reality is not, in fact, a unified thing, but can be broken down into a set of five features, any one of which can be present or absent to create a greater sense of reality. These features consist of the following five points. 1. Three-dimensional (perspective and/or stereoscopic) viewing vs. two-dimensional planar viewing. (Sedgwick, 1986; Wickens et al., 1989). Thus, the geography student who views a 3D representation of the environment has a more realistic view than one who views a 2D contour map. 2. Dynamic vs. static display. A video or movie is more real than a series of static images of the same material. 3. Closed-loop (interactive or learner-centered) vs. open-loop interaction. A more realistic closed-loop mode is one in which the learner has control over what aspect of the learning “world” is viewed or visited. That is, the learner is an active navigator as well as an observer. 4. Inside-out (ego-referenced) vs. outside-in (world-referenced) frame-of-reference. The more realistic inside-out frame-of-reference is one in which the image of the world on the display is viewed from the perspective of the point of ego-reference of the user (that point which is being manipulated by the control). This is often characterized as the property of “immersion.” Thus, the explorer of a virtual undersea environment will view that world from a perspective akin to that of a camera placed on the explorer’s head;


Sign in / Sign up

Export Citation Format

Share Document