A novel paradigm for multiple target selection using a two class brain computer interface

Author(s):  
V. Gandhi ◽  
G. Prasad ◽  
D. Coyle ◽  
L. Behera ◽  
M. McGinnity
2021 ◽  
Author(s):  
Rafael Grigoryan ◽  
Dariya Goranskaya ◽  
Andrey Demchinsky ◽  
Ksenia Ryabova ◽  
Denis Kuleshov ◽  
...  

Abstract In this study, we created 8-command P300 tactile brain-computer interface, running on minimally modified consumer Braille display, and tested it on 10 blind subjects and 10 sighted controls with two stimuli types, differing in size. Larger stimuli provide better BCI performance both in blind and sighted participants than smaller stimuli. With large stimuli, median target selection accuracy in the blind group was 95%, which is 27% more than sighted controls (p < 0.05), suggesting that blind subjects are not only able to use tactile brain-computer interface but also can achieve superior results in comparison with sighted subjects. The difference in event-related potentials between groups is located in frontocentral sites around 300 ms post-stimulus and corresponds with early cognitive event-related potential components. Blind subjects have higher amplitude and shorter latency of ERPs. This effect was consistent across stimuli types. This is the first study to evaluate differences in event-related potentials between blind and sighted subjects in a BCI-specific task.


2012 ◽  
Vol 2012 ◽  
pp. 1-8 ◽  
Author(s):  
Emmanuel Maby ◽  
Margaux Perrin ◽  
Olivier Bertrand ◽  
Gaëtan Sanchez ◽  
Jérémie Mattout

We present a brain-computer interface (BCI) version of the famous “Connect Four”. Target selection is based on brain event-related responses measured with nine EEG sensors. Two players compete against each other using their brain activity only. Importantly, we turned the general difficulty of producing a reliable BCI command into an advantage, by extending the game play and rules, in a way that adds fun to the game and might well prove to trigger up motivation in future studies. The principle of this new BCI is directly inspired from our own implementation of the classical P300 Speller (Maby et al. 2010, Perrin et al. 2011). We here establish a proof of principle that the same electrophysiological markers can be used to design an efficient two-player game. Experimental evaluation on two competing healthy subjects yielded an average accuracy of 82%, which is in line with our previous results on many participants and demonstrates that the BCI “Connect Four” can effectively be controlled. Interestingly, the duration of the game is not significantly affected by the usual slowness of BCI commands. This suggests that this kind of BCI games could be of interest to healthy players as well as to disabled people who cannot play with classical games.


2020 ◽  
Vol 10 (8) ◽  
pp. 524
Author(s):  
Boyang Zhang ◽  
Zongtan Zhou ◽  
Jing Jiang

To date, traditional visual-based event-related potential brain-computer interface (ERP-BCI) systems continue to dominate the mainstream BCI research. However, these conventional BCIs are unsuitable for the individuals who have partly or completely lost their vision. Considering the poor performance of gaze independent ERP-BCIs, it is necessary to study techniques to improve the performance of these BCI systems. In this paper, we developed a novel 36-class bimodal ERP-BCI system based on tactile and auditory stimuli, in which six-virtual-direction audio files produced via head related transfer functions (HRTF) were delivered through headphones and location-congruent electro-tactile stimuli were simultaneously delivered to the corresponding position using electrodes placed on the abdomen and waist. We selected the eight best channels, trained a Bayesian linear discriminant analysis (BLDA) classifier and acquired the optimal trial number for target selection in online process. The average online information transfer rate (ITR) of the bimodal ERP-BCI reached 11.66 bit/min, improvements of 35.11% and 36.69% compared to the auditory (8.63 bit/min) and tactile approaches (8.53 bit/min), respectively. The results demonstrate the performance of the bimodal system is superior to each unimodal system. These facts indicate that the proposed bimodal system has potential utility as a gaze-independent BCI in future real-world applications.


Electronics ◽  
2019 ◽  
Vol 8 (12) ◽  
pp. 1554
Author(s):  
Jingjing Chen ◽  
Alexander Maye ◽  
Andreas K. Engel ◽  
Yijun Wang ◽  
Xiaorong Gao ◽  
...  

The feasibility of a steady-state visual evoked potential (SSVEP) brain–computer interface (BCI) with a single-flicker stimulus for multiple-target decoding has been demonstrated in a number of recent studies. The single-flicker BCIs have mainly employed the direction information for encoding the targets, i.e., different targets are placed at different spatial directions relative to the flicker stimulus. The present study explored whether visual eccentricity information can also be used to encode targets for the purpose of increasing the number of targets in the single-flicker BCIs. A total number of 16 targets were encoded, placed at eight spatial directions, and two eccentricities (2.5° and 5°) relative to a 12 Hz flicker stimulus. Whereas distinct SSVEP topographies were elicited when participants gazed at targets of different directions, targets of different eccentricities were mainly represented by different signal-to-noise ratios (SNRs). Using a canonical correlation analysis-based classification algorithm, simultaneous decoding of both direction and eccentricity information was achieved, with an offline 16-class accuracy of 66.8 ± 16.4% averaged over 12 participants and a best individual accuracy of 90.0%. Our results demonstrate a single-flicker BCI with a substantially increased target number towards practical applications.


2013 ◽  
Vol 133 (3) ◽  
pp. 635-641
Author(s):  
Genzo Naito ◽  
Lui Yoshida ◽  
Takashi Numata ◽  
Yutaro Ogawa ◽  
Kiyoshi Kotani ◽  
...  

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