FIGURE 14 - uploaded by Christa Neuper
Content may be subject to copyright.
1 Components of a BCI system: signals from the user’s brain are acquired and processed to extract specific features used for classification. The classifier output is transformed into a device command, which, at the same time, provides feedback to the user. 

1 Components of a BCI system: signals from the user’s brain are acquired and processed to extract specific features used for classification. The classifier output is transformed into a device command, which, at the same time, provides feedback to the user. 

Context in source publication

Context 1
... brain–computer interface (BCI) transforms signals originating from the human brain into commands that can control devices or applications. In this way, a BCI provides a new nonmuscular communication channel, which can be used to assist patients who have highly compromised motor functions, as is the case with patients suffering from neurological diseases such as amyotrophic lateral sclerosis (ALS) or brainstem stroke. The immediate goal of current research is to provide these users with an opportunity to communicate with their environment. Present-day BCI systems use different electrophysiological signals such as slow cortical potentials, evoked potentials, and oscillatory activity recorded from scalp or subdural electrodes, and cortical neuronal activity recorded from implanted electrodes. Due to advances in methods of signal processing, it is possible that specific features automatically extracted from the electroencephalogram (EEG) and electrocorticogram (ECoG) are used to operate computer-controlled devices. The interaction between the BCI system and the user, in terms of adaptation and learning, is a challenging aspect of any BCI development and application. This chapter outlines and explains current approaches and methods used in BCI research. A technical system that permits direct communication between brain and computer is known as a BCI. 1,2 In this case, the normal communication channels, such as speech and movement, are not used, but instead the brain activity is directly recorded and transformed into a control signal. Therefore, a BCI provides a new communication channel that can be used to convey messages and commands directly from the brain to the external world. The use of a BCI depends on the interaction of two adaptive controllers, the user’s brain and a computer, which has to produce an action that accomplishes the user’s intention. One general base for a BCI is that music or visual or motor imagery modifies neuronal activity and can result in measurable changes in firing patterns of cortical neurons and in the ongoing EEG and ECoG. 3,4 Furthermore, focused or selective attention can enhance different brain signals or components of evoked potentials and in turn can be used in a BCI system. 5 Beside electrical potentials, the blood oxygen level dependent (BOLD) response measured by real-time functional magnetic resonance imaging (fMRI) can be used as an input signal for a BCI. 6 The current and most important applications of a BCI are the restoration of a communication channel for patients with a locked-in syndrome and the control of neuroprosthesis in patients with spinal cord injury. Aside from these, there are the important and established field of neurofeedback therapy and the upcoming field of multimedia and virtual reality applications. In this context, a BCI could be used for diverse tasks such as playing games or providing multidimensional feedback in virtual reality. Concerning the last point, BCI adds a new dimension in man–machine interaction and may be of great importance in multimedia applications. A BCI system is, in general, composed of the following components: signal acquisition, preprocessing, feature extraction, classification (detection), and application interface (Figure 14.1). The signal acquisition component is responsible for recording the electrophysiological signals providing the input to the BCI. Depending on the type of analyzed brain signals and the processing mode, sensory stimulation may be necessary. The task of preprocessing is to enhance the signal-to-noise ratio. This can include artifact reduction methods and the application of advanced signal processing methods. After preprocessing, the signal is subjected to the feature extraction algorithm. The goal of this component is to find a suitable representation (signal features) of the electrophysiological data that simplifies the subsequent classification or detection of brain patterns. That is, the signal features should encode the commands sent by the user, but should not contain noise and other patterns that can impede the classification process. There are a variety of feature extraction methods used in current BCI systems. A list (not exhaustive) of these methods includes amplitude measures, band power, Hjorth parameters, autoregressive models, and wavelets. The task of the classifier component is to use the signal features provided by the feature extractor to assign the recorded samples of the signal to a category of brain patterns. In the simplest form, detection of a single brain pattern is sufficient, for instance, by means of a threshold method. 7,8 More sophisticated classifications of different patterns depend on linear or nonlinear classifiers. 9 The classifier output, which can be a simple on–off signal or a signal that encodes a number of different classes, is transformed into an appropriate signal that can then be used to control a variety of devices. For most current BCI systems, the output device is a computer screen and the output is the selection of certain targets. Advanced applications include the controlling of spelling systems or other external apparatuses such as prosthetic devices and multimedia applications. Many BCI systems, including animal applications, 10 use immediate feedback of performance. In human applications feedback of performance is usually given by visualization of the brain signal on a computer screen or the presentation of an auditory or tactile analogue of the actual brain response (mu rhythm, slow cortical potential, or other EEG activity). The mode of operation determines when the user performs a mental task and intends therewith to transmit a message. In principle, this step can be divided into two distinct modes of operation, the first being externally paced (cue-based, com- puter-driven, synchronous BCI) and the second being internally paced (noncue- based, user-driven, asynchronous BCI). In the case of a synchronous BCI, a fixed, predefined time window is used. After a visual or an auditory cue stimulus, the subject has to act and produce a specific mental state. Nearly all known BCI systems work in such a cue-based mode. 9,11,12 An asynchronous protocol requires a continuous analysis and feature extraction of the recorded brain signal. Thus, such BCIs are, in general, even more demanding and more complex than BCIs operating with a fixed timing scheme. In a synchronous BCI, for example, only two mental tasks or two brain states have to be differentiated, whereas in an asynchronous BCI, a third brain state has to be identified, which is the resting or idling state, also referred to as zero class. To date, only a few BCI research groups are working on an asynchronous BCI. 8,13–18 In principle, there are invasive and noninvasive methods used to record brain signals. The EEG, a noninvasive method, records electrical potential changes and reflects the common activity of several millions of neurons extending over some square centimeters of the cortical tissue. Invasive methods are exemplified by the ECoG as well as by intracortical recordings. In contrast to the EEG, the ECoG represents integrated bioelectrical activity over a much smaller cortical area, but still constitutes the common activity of many thousands of neurons. The multichannel intracortical recordings reflect extracellular activity generated by small neuronal populations in the order of about 100 cells or fewer. 19,20 In the EEG, as well as in the EcoG, two types of phenomena need to be ...

Citations

... For research reporting with performance accuracy, the criterion of feasibility is that the average accuracy (accuracy/no. person) could finally reach 70% of accuracy, based on the criteria of BCI application [58,59]. Although the articles concluded that 233 subjects successfully went through the MI-BCI experiments, only 111 individuals have examined the feasibility of the MI-BCI game with its gaming accuracy. ...
Chapter
Full-text available
Brain-computer-interface-based motor imagery (MI-BCI), a control method for transferring the imagination of motor behavior to computer-based commands, could positively impact neural functions. With the safety guaranteed by non-invasive BCI devices, this method has the potential to enhance rehabilitation and physical outcomes. Therefore, this MI-BCI control strategy has been highly researched. However, applying a non-invasive MI-BCI to real life is still not ideal. One of the main reasons is the monotonous training procedure. Although researchers have reviewed optimized signal processing methods, no suggestion is found in training feedback design. The authors believe that enhancing the engagement interface via gamification presents a potential method that could increase the MI-BCI outcome. After analyzing 2524 articles (from 2001 to 2020), 28 pieces of research are finally used to evaluate the feasibility of using gamified MI-BCI system for training. This paper claims that gamification is feasible for MI-BCI training with an average accuracy of 74.35% among 111 individuals and positive reports from 26 out of 28 studies. Furthermore, this literature review suggests more emphasis should be on immersive and humanoid design for a gaming system, which could support relieving distraction, stimulate correct MI and improve learning outcomes. Interruptive training issues such as disturbing graphical interface design and potential solutions have also been presented for further research.
... Basic elements and operation of a Brain Computer Interface System[1]. ...
Article
Full-text available
Brain Computer Interface consists of hardware and software that convert brain signals into action. It changes the nerves, muscles, and movements they produce with electro-physiological signs. The BCI cannot read the brain and decipher the thought in general. The BCI can only identify and classify specific patterns of activity in ongoing brain signals associated with specific tasks or events. EEG is the most commonly used non-invasive BCI method as it can be obtained easily compared to other methods. In this study; It will be given how EEG signals are obtained from the scalp, with which waves these frequencies are named and in which brain states these waves occur. 10-20 electrode placement plan for EEG to be placed on the scalp will be shown.
... In this study, for the binary classification of four types of simultaneous contralateral and ipsilateral hand movements that were performed during neuromagnetic measurements, we achieved a mean classification accuracy of approximately 70% (i.e., the minimum accuracy requirement for reliable BMI control [46]), by using single trials to decode real and imagined bilateral hand movements. This decoding accuracy demonstrated that the proposed multidimensional BMI paradigm is promising for real-time continuous and multidimensional control applications, in contrast to previous studies that have classified unilateral movements, such as grasping, and the rest state [11]- [19]. ...
Article
Full-text available
To provide multidimensional control, we describe the first reported decoding of bilateral hand movements by using single-trial magnetoencephalography (MEG) signals as a new approach to enhance a user’s ability to interact with a complex environment through a multidimensional brain-machine interface (BMI). Ten healthy participants performed or imagined four types of bilateral hand movements during neuromagnetic measurements. By applying a support vector machine (SVM) method to classify the four movements regarding the sensor data obtained from the sensorimotor area, we found the mean accuracy of a 2-class classification using the amplitudes of neuromagnetic fields to be particularly suitable for real-time applications, with accuracies comparable to those obtained in previous studies involving unilateral movement. The sensor data from over the sensorimotor cortex showed discriminative time-series waveforms and time-frequency maps in the bilateral hemispheres according to the four tasks. Furthermore, we used 4-class classification algorithms based on the SVM method to decode all types of bilateral movements. Our results provided further proof that the slow components of neuromagnetic fields carry sufficient neural information to classify even bilateral hand movements and demonstrated the potential utility of decoding bilateral movements for engineering purposes such as multidimensional motor control.
... Classification accuracy with chance level of 16.67% was greater than 70%, the suggested minimum for reliable BCI control with chance level of 50% [34]. As same as EOG technique [20]. ...
Article
Full-text available
EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.
... To extract user's mental states or intentions, brain-computer interface (BCI) has been studied (e.g. [3]). However, a few or many sensors or electrodes should be placed on the scalp of the user's head to measure brain activities. ...
Conference Paper
Full-text available
To enable precise detection of mental and physical states of users in a daily life, we have been developing an eyewear to measure eye and body movement in a unrestricted way. The horizontal and vertical EOG (electrooculogram) signals are measured and amplified with three metal dry electrodes placed near nasion and both sides of rhinion, of which positions correspond to the bridge and nose pads of eyewear, respectively. The user's mental states like drowsiness, sleepiness, fatigue, or interest to objects can be identified by the movements and blinking of the eyes extracted from the measured EOG. And the six-axis motion sensor (three-axis accelerometer and three-axis gyroscope) mounted in the eyewear measures the body motion. As the sensor located near the head is on the body axis, this eyewear is suitable to measure user's movement or shift of center of gravity during physical exercise with a high precision. The measured signals are used to extract various events of eye and body movement by the mounted microcontroller chip, or can be transmitted to the external devices via Bluetooth communication. This device can enable you to look into “yourself”, as well as outer scenes. In this presentation, the outline of the eyewear is introduced and some possible applications are shown.
... However, a mean sensitivity of 77.6% was obtained due to difficulty in distinguishing up and down directions from the center position. Still, in combination with the obtained specificity, accuracy was greater than 70%, the suggested minimum for reliable BCI control [30]. ...
... This raises the question which level of actual and perceived control over a BCI has to be achieved in order to achieve a given task, and how these two measures are related. It is usually assumed that above chance-level decoding accuracy is of little use in BCIs, and that users need to achieve at least 70% accuracy in a binary decision system in order to reliably to communicate with the system [4]. The level of acceptable and desired accuracy of a BCI based on SSVEPs has been investigated in [5]. ...
Article
Full-text available
Understanding the relationship between the decoding accuracy of a brain-computer interface (BCI) and a subject's subjective feeling of control is important for determining a lower limit on decoding accuracy for a BCI that is to be deployed outside a laboratory environment. We investigated this relationship by systematically varying the level of control in a simulated BCI task. We find that a binary decoding accuracy of 65% is required for users to report more often than not that they are feeling in control of the system. Decoding accuracies above 75%, on the other hand, added little in terms of the level of perceived control. We further find that the probability of perceived control does not only depend on the actual decoding accuracy, but is also in influenced by whether subjects successfully complete the given task in the allotted time frame.
... The proposed simulator is compatible with the Technical University of Denmark (DTU) version of the Hex-O-Spell [15] and the three training systems [19]. The DTU Hex-O-Spell is an expansion of its original version l developed by the BCI research group in Berlin (BBCI) [14] [15] ...
... Accordingly, a close association with functional motor inhibition of thalamocortical loops was suggested [53]. Depending on the context, the SMR is also called -rhythm [54] or rolandic alpha and was extensively investigated by the Pfurtscheller group in Graz [55] and the Wolpaw group in Albany [56, 57]. Another well-established and tested BCI/BMI controller is the P300-based ERP-BCI introduced by Farwell and Donchin [58]. ...
Article
Full-text available
The extent to which humans can interact with machines significantly enhanced through inclusion of speech, gestures, and eye movements. However, these communication channels depend on a functional motor system. As many people suffer from severe damage of the motor system resulting in paralysis and inability to communicate, the development of brain-machine interfaces (BMI) that translate electric or metabolic brain activity into control signals of external devices promises to overcome this dependence. People with complete paralysis can learn to use their brain waves to control prosthetic devices or exoskeletons. However, information transfer rates of currently available noninvasive BMI systems are still very limited and do not allow versatile control and interaction with assistive machines. Thus, using brain waves in combination with other biosignals might significantly enhance the ability of people with a compromised motor system to interact with assistive machines. Here, we give an overview of the current state of assistive, noninvasive BMI research and propose to integrate brain waves and other biosignals for improved control and applicability of assistive machines in paralysis. Beside introducing an example of such a system, potential future developments are being discussed.
... Los fenómenos más empleados en la actualidad involucran potenciales relacionados a eventos (ERP´s) como son, la actividad oscilatoria cerebral relacionada con actividad muscular o imaginación de la misma, (IM) potenciales corticales lentos (CSP) y potenciales P300 que se producen como respuesta a eventos no esperados o sorpresivos. [2], [1], [3] and [4]. En este trabajo, el fenómeno relacionado con la imaginación de actividad muscular que produce actividad oscilatoria cerebral es bandas de frecuencia especifica: Alfa (8Hz-12Hz) y beta (18Hz-26Hz) es empleado. ...
Conference Paper
Full-text available
Este trabajo describe algoritmos para clasificación de señales EEG con aplicaciones a interfaces cerebro computadora. La extracción de características se realiza mediante estimación de la densidad espectral de potencia de la señal EEG empleando métodos paramétricos y no-paramétricos. La selección de las características más importantes de la señal se realiza por medio del índice de Fisher, que es una medida de la separabilidad entre clases dando lugar a la construcción de un vector de características optimo que permita la clasificación correcta de la actividad cerebral realizada por el usuario. Se presentan en este trabajo tres métodos de clasificación, Máquinas de vector de soporte, Análisis discriminante lineal y Redes neuronales artificiales. Los resultados obtenidos empleando data-set de la competencia BCI 2003 son comparados basado en precisión en la clasificación y el índice de Kappa Cohen. Los resultados muestran que los métodos paramétricos proveen un desempeño mayor a métodos clásicos basados en FFT en este tipo de aplicaciones, así como la conveniencia de la técnica de analysis discriminante lineal por desempeño y simplicidad.