scholarly journals BCI Could Make Old Two-Player Games Even More Fun: A Proof of Concept with “Connect Four”

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.

2018 ◽  
Vol 61 (1) ◽  
pp. 5-11 ◽  
Author(s):  
Violaine Guy ◽  
Marie-Hélène Soriani ◽  
Mariane Bruno ◽  
Théodore Papadopoulo ◽  
Claude Desnuelle ◽  
...  

2013 ◽  
Vol 300-301 ◽  
pp. 721-724 ◽  
Author(s):  
Yi Hung Liu ◽  
Jui Tsung Weng ◽  
Han Pang Huang ◽  
Jyh Tong Teng

P300 speller is a well-known brain-computer interface (BCI), which allows patients with severe motor disabilities to spell words through the recognition on patients’ brain activity measured by electroencephalography (EEG). The brain-activity recognition is essentially a task of detecting of P300 responses in EEG signals. Support vector machine (SVM) has been a widely-used P300 detector in existing works. However, SVM is computationally expensive, greatly reducing the usability of the speller BCI for practical use. To address this issue, we propose in this paper a novel P300 detector, which is based on the kernel principal component analysis (KPCA). The proposed detector has a lower computational complexity, and can measure the belongingness of an input EEG to P300 class by the construction of EEG in nonlinear eigenspaces. Results carried out on subjects show that the proposed method is able to significantly shorten offline training sessions of the speller BCI while achieving high online P300-detection accuracy.


Author(s):  
Jiao Cheng ◽  
Jing Jin ◽  
Ian Daly ◽  
Yu Zhang ◽  
Bei Wang ◽  
...  

Abstract Brain-computer interface (BCI) systems can allow their users to communicate with the external world by recognizing intention directly from their brain activity without the assistance of the peripheral motor nervous system. The P300-speller is one of the most widely used visual BCI applications. In previous studies, a flip stimulus (rotating the background area of the character) that was based on apparent motion, suffered from less refractory effects. However, its performance was not improved significantly. In addition, a presentation paradigm that used a “zooming” action (changing the size of the symbol) has been shown to evoke relatively higher P300 amplitudes and obtain a better BCI performance. To extend this method of stimuli presentation within a BCI and, consequently, to improve BCI performance, we present a new paradigm combining both the flip stimulus with a zooming action. This new presentation modality allowed BCI users to focus their attention more easily. We investigated whether such an action could combine the advantages of both types of stimuli presentation to bring a significant improvement in performance compared to the conventional flip stimulus. The experimental results showed that the proposed paradigm could obtain significantly higher classification accuracies and bit rates than the conventional flip paradigm (p<0.01).


2016 ◽  
Vol 2016 ◽  
pp. 1-15 ◽  
Author(s):  
Ignas Martišius ◽  
Robertas Damaševičius

Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.


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.


Author(s):  
Yiwen Wang ◽  
Yuxiao Lin ◽  
Chao Fu ◽  
Zhihua Huang ◽  
Rongjun Yu ◽  
...  

Abstract The desire for retaliation is a common response across a majority of human societies. However, the neural mechanisms underlying aggression and retaliation remain unclear. Previous studies on social intentions are confounded by low-level response related brain activity. Using an EEG-based brain-computer interface (BCI) combined with the Chicken Game, our study examined the neural dynamics of aggression and retaliation after controlling for nonessential response related neural signals. Our results show that aggression is associated with reduced alpha event-related desynchronization (ERD), indicating reduced mental effort. Moreover, retaliation and tit-for-tat strategy use are also linked with smaller alpha-ERD. Our study provides a novel method to minimize motor confounds and demonstrates that choosing aggression and retaliation is less effortful in social conflicts.


2021 ◽  
pp. 1-13
Author(s):  
P Loizidou ◽  
E Rios ◽  
A Marttini ◽  
O Keluo-Udeke ◽  
J Soetedjo ◽  
...  

2020 ◽  
Author(s):  
Luiza Kirasirova ◽  
Vladimir Bulanov ◽  
Alexei Ossadtchi ◽  
Alexander Kolsanov ◽  
Vasily Pyatin ◽  
...  

AbstractA P300 brain-computer interface (BCI) is a paradigm, where text characters are decoded from visual evoked potentials (VEPs). In a popular implementation, called P300 speller, a subject looks at a display where characters are flashing and selects one character by attending to it. The selection is recognized by the strongest VEP. The speller performs well when cortical responses to target and non-target stimuli are sufficiently different. Although many strategies have been proposed for improving the spelling, a relatively simple one received insufficient attention in the literature: reduction of the visual field to diminish the contribution from non-target stimuli. Previously, this idea was implemented in a single-stimulus switch that issued an urgent command. To tackle this approach further, we ran a pilot experiment where ten subjects first operated a traditional P300 speller and then wore a binocular aperture that confined their sight to the central visual field. Visual field restriction resulted in a reduction of non-target responses in all subjects. Moreover, in four subjects, target-related VEPs became more distinct. We suggest that this approach could speed up BCI operations and reduce user fatigue. Additionally, instead of wearing an aperture, non-targets could be removed algorithmically or with a hybrid interface that utilizes an eye tracker. We further discuss how a P300 speller could be improved by taking advantage of the different physiological properties of the central and peripheral vision. Finally, we suggest that the proposed experimental approach could be used in basic research on the mechanisms of visual processing.


2019 ◽  
Author(s):  
Jennifer Stiso ◽  
Marie-Constance Corsi ◽  
Javier Omar Garcia ◽  
Jean M Vettel ◽  
Fabrizio De Vico Fallani ◽  
...  

Motor imagery-based brain-computer interfaces (BCIs) use an individual’s ability to volitionally modulate localized brain activity, often as a therapy for motor dysfunction or to probe causal relations between brain activity and behavior. However, many individuals cannot learn to successfully modulate their brain activity, greatly limiting the efficacy of BCI for therapy and for basic scientific inquiry. Formal experiments designed to probe the nature of BCI learning have offered initial evidence that coherent activity across diverse cognitive systems is a hallmark of individuals who can successfully learn to control the BCI. However, little is known about how these distributed networks interact through time to support learning. Here, we address this gap in knowledge by constructing and applying a multimodal network approach to decipher brain-behavior relations in motor imagery-based brain-computer interface learning using magnetoencephalography. Specifically, we employ a minimally constrained matrix decomposition method -- non-negative matrix factorization -- to simultaneously identify regularized, covarying subgraphs of functional connectivity and behavior, and to detect the time-varying expression of each subgraph. We find that learning is marked by distributed brain-behavior relations: swifter learners displayed many subgraphs whose temporal expression tracked performance. Learners also displayed marked variation in the spatial properties of subgraphs such as the connectivity between the frontal lobe and the rest of the brain, and in the temporal properties of subgraphs such as the stage of learning at which they reached maximum expression. From these observations, we posit a conceptual model in which certain subgraphs support learning by modulating brain activity in networks important for sustaining attention. After formalizing the model in the framework of network control theory, we test the model and find that good learners display a single subgraph whose temporal expression tracked performance and whose architecture supports easy modulation of brain regions important for attention. The nature of our contribution to the neuroscience of BCI learning is therefore both computational and theoretical; we first use a minimally-constrained, individual specific method of identifying mesoscale structure in dynamic brain activity to show how global connectivity and interactions between distributed networks supports BCI learning, and then we use a formal network model of control to lend theoretical support to the hypothesis that these identified subgraphs are well suited to modulate attention.


Sign in / Sign up

Export Citation Format

Share Document