Comparison of Using Mono-Polar and Bipolar Electroencephalogram (EEG) Electrodes for Detection of Right and Left Hand Movements in a Self-Paced Brain Computer Interface (BCI)

Author(s):  
Ali Bashashati ◽  
Rabab K. Ward ◽  
Gary E. Birch
2007 ◽  
Vol 2007 ◽  
pp. 1-8 ◽  
Author(s):  
Ali Bashashati ◽  
Rabab K. Ward ◽  
Gary E. Birch

Most existing brain-computer interfaces (BCIs) detect specific mental activity in a so-called synchronous paradigm. Unlike synchronous systems which are operational at specific system-defined periods, self-paced (asynchronous) interfaces have the advantage of being operational at all times. The low-frequency asynchronous switch design (LF-ASD) is a 2-state self-paced BCI that detects the presence of a specific finger movement in the ongoing EEG. Recent evaluations of the 2-state LF-ASD show an average true positive rate of 41% at the fixed false positive rate of 1%. This paper proposes two designs for a 3-state self-paced BCI that is capable of handling idle brain state. The two proposed designs aim at detecting right- and left-hand extensions from the ongoing EEG. They are formed of two consecutive detectors. The first detects the presence of a right- or a left-hand movement and the second classifies the detected movement as a right or a left one. In an offline analysis of the EEG data collected from four able-bodied individuals, the 3-state brain-computer interface shows a comparable performance with a 2-state system and significant performance improvement if used as a 2-state BCI, that is, in detecting the presence of a right- or a left-hand movement (regardless of the type of movement). It has an average true positive rate of 37.5% and 42.8% (at false positives rate of 1%) in detecting right- and left-hand extensions, respectively, in the context of a 3-state self-paced BCI and average detection rate of 58.1% (at false positive rate of 1%) in the context of a 2-state self-paced BCI.


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1613
Author(s):  
Man Li ◽  
Feng Li ◽  
Jiahui Pan ◽  
Dengyong Zhang ◽  
Suna Zhao ◽  
...  

In addition to helping develop products that aid the disabled, brain–computer interface (BCI) technology can also become a modality of entertainment for all people. However, most BCI games cannot be widely promoted due to the poor control performance or because they easily cause fatigue. In this paper, we propose a P300 brain–computer-interface game (MindGomoku) to explore a feasible and natural way to play games by using electroencephalogram (EEG) signals in a practical environment. The novelty of this research is reflected in integrating the characteristics of game rules and the BCI system when designing BCI games and paradigms. Moreover, a simplified Bayesian convolutional neural network (SBCNN) algorithm is introduced to achieve high accuracy on limited training samples. To prove the reliability of the proposed algorithm and system control, 10 subjects were selected to participate in two online control experiments. The experimental results showed that all subjects successfully completed the game control with an average accuracy of 90.7% and played the MindGomoku an average of more than 11 min. These findings fully demonstrate the stability and effectiveness of the proposed system. This BCI system not only provides a form of entertainment for users, particularly the disabled, but also provides more possibilities for games.


2007 ◽  
Vol 2007 ◽  
pp. 1-11 ◽  
Author(s):  
Laura Kauhanen ◽  
Pasi Jylänki ◽  
Janne Lehtonen ◽  
Pekka Rantanen ◽  
Hannu Alaranta ◽  
...  

Movement-disabled persons typically require a long practice time to learn how to use a brain-computer interface (BCI). Our aim was to develop a BCI which tetraplegic subjects could control only in 30 minutes. Six such subjects (level of injury C4-C5) operated a 6-channel EEG BCI. The task was to move a circle from the centre of the computer screen to its right or left side by attempting visually triggered right- or left-hand movements. During the training periods, the classifier was adapted to the user's EEG activity after each movement attempt in a supervised manner. Feedback of the performance was given immediately after starting the BCI use. Within the time limit, three subjects learned to control the BCI. We believe that fast initial learning is an important factor that increases motivation and willingness to use BCIs. We have previously tested a similar single-trial classification approach in healthy subjects. Our new results show that methods developed and tested with healthy subjects do not necessarily work as well as with motor-disabled patients. Therefore, it is important to use motor-disabled persons as subjects in BCI development.


2007 ◽  
Vol 2007 ◽  
pp. 1-8 ◽  
Author(s):  
Robert Leeb ◽  
Doron Friedman ◽  
Gernot R. Müller-Putz ◽  
Reinhold Scherer ◽  
Mel Slater ◽  
...  

The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was to “go” from avatar to avatar towards the end of the street, but to stop at each avatar and talk to them. In average, the participant was able to successfully perform this asynchronous experiment with a performance of 90%, single runs up to 100%.


Author(s):  
Wei-Yen Hsu

In this chapter, a practical artifact removal Brain-Computer Interface (BCI) system for single-trial Electroencephalogram (EEG) data is proposed for applications in neuroprosthetics. Independent Component Analysis (ICA) combined with the use of a correlation coefficient is proposed to remove the EOG artifacts automatically, which can further improve classification accuracy. The features are then extracted from wavelet transform data by means of the proposed modified fractal dimension. Finally, Support Vector Machine (SVM) is used for the classification. When compared with the results obtained without using the EOG signal elimination, the proposed BCI system achieves promising results that will be effectively applied in neuroprosthetics.


Sensors ◽  
2020 ◽  
Vol 20 (4) ◽  
pp. 988
Author(s):  
Ho-Seung Cha ◽  
Chang-Hee Han ◽  
Chang-Hwan Im

With the recent development of low-cost wearable electroencephalogram (EEG) recording systems, passive brain–computer interface (pBCI) applications are being actively studied for a variety of application areas, such as education, entertainment, and healthcare. Various EEG features have been employed for the implementation of pBCI applications; however, it is frequently reported that some individuals have difficulty fully enjoying the pBCI applications because the dynamic ranges of their EEG features (i.e., its amplitude variability over time) were too small to be used in the practical applications. Conducting preliminary experiments to search for the individualized EEG features associated with different mental states can partly circumvent this issue; however, these time-consuming experiments were not necessary for the majority of users whose dynamic ranges of EEG features are large enough to be used for pBCI applications. In this study, we tried to predict an individual user’s dynamic ranges of the EEG features that are most widely employed for pBCI applications from resting-state EEG (RS-EEG), with the ultimate goal of identifying individuals who might need additional calibration to become suitable for the pBCI applications. We employed a machine learning-based regression model to predict the dynamic ranges of three widely used EEG features known to be associated with the brain states of valence, relaxation, and concentration. Our results showed that the dynamic ranges of EEG features could be predicted with normalized root mean squared errors of 0.2323, 0.1820, and 0.1562, respectively, demonstrating the possibility of predicting the dynamic ranges of the EEG features for pBCI applications using short resting EEG data.


Author(s):  
Akshay Deshpande ◽  
Ehsan T. Esfahani ◽  
Rahul Rai

Simple line drawings and 2D sketches are commonly used by humans to convey their ideas about a particular shape or shapes in an image. These approximations of shapes are effective means for visual communication and artistic practices. The idea of shape abstraction can be derived from such approximations of shapes, which considers their most important and salient features. The key idea behind shape abstraction is to extract a simplified version of a shape that preserves the salient characteristics of the input shape. In this paper, we introduce and analyze a slightly different and novel facet of abstraction, which we call “partial to full shape recognition” of two dimensional shapes (line drawing and sketches). The key idea is recognizing partial 2D shapes that leads to recognition of full shape utilizing the theory of recognition-by-components (RBC) and geons (human shape perception). We segment the 2D shapes according to the non-accidental relations provided by RBC and analyze the electroencephalogram (EEG) brain activity of subjects using a brain computer interface (BCI) to gain knowledge of human understanding of such relations pertaining to specific partial to full shape correspondence.


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