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Brain-Computer Interface adaptation for an end user to compete in the Cybathlon

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Abstract and Figures

Non-invasive brain-computer interfaces (BCI) aim to assist severely motor impaired persons in their daily life routine, however only a few BCIs have made it out of the laboratory. To foster further development, the Cybathlon, an international multi-discipline tournament, has been founded. One of the disciplines is the BCI-Race, where end users control avatars in a virtual race game by their thoughts. The game supports 4 different commands which accelerate the avatar and increase the chance to win. So far, no gold standard procedure has been established on how to enable, train and individualize multi-class BCI control for users. In this work, we present a 4-stage procedure to closely tailor a multi-class BCI to an end user who will participate in the Cybathlon. In stage I, we test for basic BCI-capability, in stage II we evaluate the most suitable mental tasks for the user and in stage III, we test user compliance while perceiving feedback. Finally in stage IV, the user is playing the competition game. Our procedure provides a promising way to guide users from first contact with BCI technology to actually play a videogame by thoughts. We demonstrate the feasibility of our procedure at the pilot of the GRAZ-BCI racing team MIRAGE91. We believe that an evidence based procedure, maybe similar to the one presented in this work, is a necessity to introduce BCI technology in the daily life of potential end users.
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Brain-Computer Interface adaptation for an end user
to compete in the Cybathlon
Andreas Schwarz, David Steyrl and Gernot R. Müller-Putz
Institute of Neural Engineering, Graz, University of Technology
Stremayrgasse 16 IV, 8010 Graz, Austria
Email:gernot.mueller@tugraz.at
Abstract—Non-invasive brain-computer interfaces (BCI) aim
to assist severely motor impaired persons in their daily life
routine, however only a few BCIs have made it out of the
laboratory. To foster further development, the Cybathlon, an
international multi-discipline tournament, has been founded. One
of the disciplines is the BCI-Race, where end users control avatars
in a virtual race game by their thoughts. The game supports 4
different commands which accelerate the avatar and increase
the chance to win. So far, no gold standard procedure has been
established on how to enable, train and individualize multi-
class BCI control for users. In this work, we present a 4-stage
procedure to closely tailor a multi-class BCI to an end user who
will participate in the Cybathlon. In stage I, we test for basic
BCI-capability, in stage II we evaluate the most suitable mental
tasks for the user and in stage III, we test user compliance while
perceiving feedback. Finally in stage IV, the user is playing the
competition game. Our procedure provides a promising way to
guide users from first contact with BCI technology to actually
play a videogame by thoughts. We demonstrate the feasibility
of our procedure at the pilot of the GRAZ-BCI racing team
MIRAGE91. We believe that an evidence based procedure, maybe
similar to the one presented in this work, is a necessity to
introduce BCI technology in the daily life of potential end users.
I. INTRO DUC TIO N
Non-invasive brain-computer interfaces (BCI) enable its
users to interact with their environment by means of changes
in brain activity, captured for example by the electroencephalo-
gram (EEG) [1]. BCI control strategies rely either on focused
attention to external stimuli [2] or on specific mental tasks [3],
[4]. One application of BCIs aim to enable severely motor
impaired persons to control a computer and consequently
assistive devices [5], [6]. So far, only a few BCIs [7] have
made it out of the lab for use on daily life basis. Reasons are:
(i) handling, (ii) robustness (iii) and reliability of BCI system.
Case studies indicate that reliable BCI use can be trained
[3], [6]. However, according to these studies, training may
take weeks or months. To foster future (competitive) develop-
ment, the Eidgenössische Technische Hochschule Zürich (ETH
Zürich) organizes a novel competition - the Cybathlon [8]. It is
a tournament for people with severe motor impairments using
assistive prototype devices to compete against each other in
various disciplines. The competition is designed for teams.
Participating teams consist of an end user, termed the pilot,
and a number of undergraduate/graduate students, named the
tech-team. One of the disciplines is the BCI-Race, where users
have to control avatars in a virtual race game against up to 3
other pilots (see figure 1) by means of mental task based BCIs.
Controlling the game by means of a BCI is a challenging task.
The avatar in the game is constantly moving along the race
track. Three different action fields are placed on the race track
which can be triggered by a correct control command. Once
correctly triggered, the avatar of the pilot receives a speed
boost. If the wrong control command is triggered, the pilot is
penalized by slowing his avatar down for a certain time. The
game supports four different commands, which increase the
speed of the avatar. To be competitive, all 4 commands need
to be reliably controlled by the pilot. In the competition, the
user has to complete several qualification runs and a final race.
Fig. 1. Brainrunners, the game of the BCI competition. The game is
played in a competitive manner: Up to four people compete against each
other. The racetrack consists of different action fields (colored blocks) and no
action fields (grey). When triggering the right command on an action block,
a speed boost is enabled. False positive commands are penalized.
There are studies which already attempted robust BCI-
multiclass control for games [5], [9]. In particular, Scherer
et al. [10] showed the feasibility of a multi-class BCI system
where the user was able to navigate through a virtual envi-
ronment. In a follow up study [11], they applied the same
principle for controlling the popular multiplayer game World
of Warcraft. Both studies present results which indicate that
the Cybathlon challenge lies within possible realms. However,
no gold standard procedure to enable users control of multi-
class BCI has been established. In the following, we describe
our multi-stage procedure for individualizing and adapting
BCI technology to a severely motor impaired user. We share
our experience and demonstrate the feasibility of each stage
by means of the designated pilot of the GRAZ-BCI racing
team MIRAGE 91. The team will compete in the Cybathlon978-1-5090-1897-0/16/$31.00 c
2016 European Union
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Abstract
—Non-invasive brain-computer interfaces (BCI) aimNon-invasive brain-computer interfaces (BCI) aim
to assist severely motor impaired persons in their daily lifeto assist severely motor impaired persons in their daily life
routine, however only a few BCIs have made it out of the
routine, however only a few BCIs have made it out of the
laboratory. To foster further development, the Cybathlon, an
laboratory. To foster further development, the Cybathlon, an
of the disciplines is the BCI-Race, where end users control avatars
of the disciplines is the BCI-Race, where end users control avatars
-
of the disciplines is the BCI-Race, where end users control avatars
of the disciplines is the BCI-Race, where end users control avatars
in a virtual race game by their thoughts. The game supports 4
in a virtual race game by their thoughts. The game supports 4
different commands which accelerate the avatar and increase
final
of the disciplines is the BCI-Race, where end users control avatars
in a virtual race game by their thoughts. The game supports 4
in a virtual race game by their thoughts. The game supports 4
different commands which accelerate the avatar and increasedifferent commands which accelerate the avatar and increase
the chance to win. So far, no gold standard procedure has been
the chance to win. So far, no gold standard procedure has been
established on how to enable, train and individualize multi-established on how to enable, train and individualize multi-
class BCI control for users. In this work, we present a 4-stageclass BCI control for users. In this work, we present a 4-stage
procedure to closely tailor a multi-class BCI to an end user who
procedure to closely tailor a multi-class BCI to an end user who
will participate in the Cybathlon. In stage I, we test for basic
will participate in the Cybathlon. In stage I, we test for basic
BCI-capability, in stage II we evaluate the most suitable mentalBCI-capability, in stage II we evaluate the most suitable mental
tasks for the user and in stage III, we test user compliance while
tasks for the user and in stage III, we test user compliance while
at
BCI-capability, in stage II we evaluate the most suitable mental
tasks for the user and in stage III, we test user compliance while
tasks for the user and in stage III, we test user compliance while
perceiving feedback. Finally in stage IV, the user is playing the
perceiving feedback. Finally in stage IV, the user is playing the
competition game. Our procedure provides a promising way tocompetition game. Our procedure provides a promising way to
guide users from rst contact with BCI technology to actuallyguide users from rst contact with BCI technology to actually
play a videogame by thoughts. We demonstrate the feasibility
play a videogame by thoughts. We demonstrate the feasibility
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play a videogame by thoughts. We demonstrate the feasibilityplay a videogame by thoughts. We demonstrate the feasibility
of our procedure at the pilot of the GRAZ-BCI racing teamof our procedure at the pilot of the GRAZ-BCI racing team
MIRAGE91. We believe that an evidence based procedure, maybe
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rainrunners, the game of the BCI competition.rainrunners, the game of the BCI competition.
played in a competitive manner: Up to four people compete against eachplayed in a competitive manner: Up to four people compete against each
other. The racetrack consists of different action elds (colored blocks) and noother. The racetrack consists of different action elds (colored blocks) and no
action elds (grey). When triggering the right command on an action block,
action elds (grey). When triggering the right command on an action block,
a speed boost is enabled. False positive commands are penalized.
a speed boost is enabled. False positive commands are penalized.
There are studies which already attempted robust BCI-
2016
There are studies which already attempted robust BCI-There are studies which already attempted robust BCI-
multiclass control for games [5], [9]. In particular, Scherer
multiclass control for games [5], [9]. In particular, Scherer
et al. [10] showed the feasibility of a multi-class BCI systemet al. [10] showed the feasibility of a multi-class BCI system
where the user was able to navigate through a virtual envi-where the user was able to navigate through a virtual envi-
ronment. In a follow up study [11], they applied the sameronment. In a follow up study [11], they applied the same
principle for controlling the popular multiplayer game World
principle for controlling the popular multiplayer game World
of Warcraft. Both studies present results which indicate thatof Warcraft. Both studies present results which indicate that
the Cybathlon challenge lies within possible realms. However,
the Cybathlon challenge lies within possible realms. However,
tournament in October 2016.
II. MET HOD S
To achieve reliable BCI control, it is essential to closely
tailor the BCI to the user. In this work, we report on our
experience with a procedure based on findings of ller-Putz
et al. [12], [13] and Friedrich et al. [4], but also incorporate
personal experiences and ideas. The procedure consists of 4
consecutive stages (see fig 2):
Pre-Screening
basic Motor Imageries
& rest Condition
BCI capability &
user compliance
small EEG setup 16 channels
Screening
Proceed?
7 Mental strategies
& rest Condition
EEG setup 32 channels
Find best combination
performance & compliance
BCI +Feedback
Best 4-class
combination
EEG setup 32 channels
Game based training
Best 4-class
combination
EEG setup 32 channels
Evaluate Tune
Test feedback &
feedback compliance REPEAT
III III IV
Fig. 2. 4 Stage training procedure: In pre-screening (stage I) the BCI
aptitude of the user is evaluated and a Go/NoGo for further training is decided.
In stage II, screening, the best 4-class combination out of a pool of mental
strategies is evaluated. Stage III tests user compliance for receiving feedback.
Based on all collected data, a closely tailored BCI is implemented. In stage
IV the user starts training with the competition game.
In stage I, we perform a pre-screening to test whether the
user is able to produce different brain patterns. This also
implies that the user is able to concentrate and is compliant
with the designated tasks. Results of the first stage indicate
whether continuing with this user is reasonable or not. Stage
II incorporates a general screening of several mental tasks.
Friedrich et al. [4] tested several different mental tasks for
inducing changes in the EEG and found that the optimal task
is dependent on users. The main goal of this stage is not only
to find the most effective 4 mental tasks combination, but also
a combination the user is willing to train. In stage III, the user
receives feedback based on performed mental tasks for the
first time. This stage is implemented primarily to evaluate the
findings from stage II and to determine compliance of the user
to feedback. Based on the results of stage III, close tailoring
of the BCI is done. Modern machine-learning methods [14],
[15], which are adapted to the individual brain patterns found
and evaluated in stages I to III, are implemented. In stage IV,
we already incorporate BCI training using the actual virtual
race game which is eventually used in the competition. From
this point, the user only trains with the game in short intervals.
A. Pilot
The designated pilot of the GRAZ BCI racing team MI-
RAGE91 is a 36 year old male. In 2014, he was diagnosed with
an incomplete locked-in syndrome resulting from thrombosis
of the basilar vein which resulted in an extended stroke
of the brainstem and cerebellum (right side). At hospital
admission, the patient was almost completely paralyzed with
little motor residua of the upper extremity. During treatment,
the motor abilities increased to a point where he is able to
operate an electric wheelchair using a joystick as assistive
device. Currently, the user is vigilant and fully aware of his
environment.
B. Stage I: Pre-screening
At the beginning, we performed a pre-screening. The goal
was to evaluate whether the user is able to understand and
to perform the requested tasks, and if the tasks trigger un-
wanted side effects, like spasms or discomfort for the user.
Furthermore, we wanted to identify whether the user is able
to produce distinguishable brain patterns. Pre-screening was
done in two sessions on two different days.
1) Methods: For both sessions EEG was recorded using a
biosignal amplifier equipped with 16 active electrodes (g.tec
OG, Austria). Sample rate was 512 Hz and bandpass filter
was set to 0.1 - 100 Hz (8th order butterworth filter). A notch
filter was applied (50 Hz). We covered C3, Cz and C4 with
five electrodes each in an equidistant manner (2.5cm) so that
for each position a single orthogonal (Laplacian) derivation
was possible. The remaining electrode was placed at position
AFz (see fig 3). All signals were referenced to a clip on the
right ear lobe and the ground electrode was placed frontal.
G
R
C3 Cz C4
Fig. 3. Electrode layout: For pre-screening, only the 16 black-outlined
electrodes were used. The consecutive stages used all plotted electrodes)
We used the cue-guided 3 class GRAZ-BCI paradigm which
is further described here [16](see fig 4). In the first session,
we focussed on standard MI tasks, namely the imagination of
movement (motor imagery, MI) of the left hand, right hand and
both feet. We recorded 40 trials per class in 4 consecutive runs.
In the second session we changed our paradigm to two MI
classes, namely MI of right hand and both feet but incorporated
a separate rest class where the user was asked to perform no
action at all. We recorded 50 trials per class in 5 consecutive
runs.
time (s)
Fig. 4. GRAZ-BCI Paradigm: At second 0 a cross appears on the screen
followed by an auditory cue at second 2 to get the attention of the user.
At second 3 the cue is presented followed by a five second imagery period.
Depending on the cue, the user performed the designated task over the whole
imagery period.
Each analysis step was preceded by statistical outlier re-
jection (amplitude threshold, kurtosis, probability) in order to
exclude artefact contaminated trials as described in [17]. Time-
frequency maps were calculated using Laplacian derivations
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experience with a procedure based on ndings of Müller-Putz
experience with a procedure based on ndings of Müller-Putz
et al. [12], [13] and Friedrich et al. [4], but also incorporateet al. [12], [13] and Friedrich et al. [4], but also incorporate
personal experiences and ideas. The procedure consists of 4personal experiences and ideas. The procedure consists of 4
consecutive stages (see g 2):consecutive stages (see g 2):
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Pre-Screening
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Screening
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Proceed?
Proceed?
7 Mental strategies
& rest C
ondition
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G
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tt
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Find best combination
Find best combination
perform
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ance & compliance
ance & compliance
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I
I
-
Stage training procedure:
Stage training procedure:
aptitude of the user is evaluated and a Go/NoGo for further training is decided.
final
In pre-screening (stage I) the BCI
In pre-screening (stage I) the BCI
aptitude of the user is evaluated and a Go/NoGo for further training is decided.aptitude of the user is evaluated and a Go/NoGo for further training is decided.
In stage II, screening, the best 4-class combination out of a pool of mental
In stage II, screening, the best 4-class combination out of a pool of mental
strategies is evaluated. Stage III tests user compliance for receiving feedback.strategies is evaluated. Stage III tests user compliance for receiving feedback.
Based on all collected data, a closely tailored BCI is implemented. In stageBased on all collected data, a closely tailored BCI is implemented. In stage
IV the user starts training with the competition game.IV the user starts training with the competition game.
In stage I, we perform a pre-screening to test whether theIn stage I, we perform a pre-screening to test whether the
user is able to produce different brain patterns. This also
user is able to produce different brain patterns. This also
at
In stage I, we perform a pre-screening to test whether the
user is able to produce different brain patterns. This also
user is able to produce different brain patterns. This also
implies that the user is able to concentrate and is compliant
implies that the user is able to concentrate and is compliant
with the designated tasks. Results of the rst stage indicatewith the designated tasks. Results of the rst stage indicate
whether continuing with this user is reasonable or not. Stagewhether continuing with this user is reasonable or not. Stage
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II incorporates a general screening of several mental tasks.II incorporates a general screening of several mental tasks.
Friedrich et al. [4] tested several different mental tasks forFriedrich et al. [4] tested several different mental tasks for
Fig. 3.Fig. 3.
electrodes were used. The consecutive stages used all plotted electrodes)electrodes were used. The consecutive stages used all plotted electrodes)
We used the cue-guided 3 class GRAZ-BCI paradigm whichWe used the cue-guided 3 class GRAZ-BCI paradigm which
is further described here [16](see g 4). In the rst session,is further described here [16](see g 4). In the rst session,
we focussed on standard MI tasks, namely the imagination of
we focussed on standard MI tasks, namely the imagination of
movement (motor imagery, MI) of the left hand, right hand andmovement (motor imagery, MI) of the left hand, right hand and
both feet. We recorded 40 trials per class in 4 consecutive runs.
both feet. We recorded 40 trials per class in 4 consecutive runs.
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movement (motor imagery, MI) of the left hand, right hand and
both feet. We recorded 40 trials per class in 4 consecutive runs.both feet. We recorded 40 trials per class in 4 consecutive runs.
In the second session we changed our paradigm to two MI
In the second session we changed our paradigm to two MI
classes, namely MI of right hand and both feet but incorporatedclasses, namely MI of right hand and both feet but incorporated
a separate rest class where the user was asked to perform noa separate rest class where the user was asked to perform no
action at all. We recorded 50 trials per class in 5 consecutiveaction at all. We recorded 50 trials per class in 5 consecutive
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time (s)
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At second 0 a cross appears on the screenAt second 0 a cross appears on the screen
followed by an auditory cue at second 2 to get the attention of the user.
followed by an auditory cue at second 2 to get the attention of the user.
Fig. 5. Pre-screening results: ERD/ERS maps calculated for each session for right hand and boot feet ME. Top right each, shows the cross-validation
accuracy. Bottom left each, shows the confusion matrix for second 1 to 5.
from channels C3, Cz and C4. Data was bandpass filtered
between 2 and 40 Hz and segmented 3 seconds before to
5 seconds after presentation of the visual cue. Event-related
(de)synchronization (ERD/ERS) analysis [18] was performed
with respect to a specific reference interval (-2 to -1 second
before the visual cue). Statistical significance of the the
ERD/ERS data was determined by applying a t-percentile
bootstrap algorithm with a significance level of alpha = 0.05.
We also performed a cross-validation analysis of the recorded
data to determine class discriminability. We bandpass filtered
the data from 6 to 35 Hz using a 4th order zero-phase
butterworth filter.
We applied 10 times 5 fold cross validation to the following
steps:
1) Three separate common spatial patterns filters [19] were
trained using (training) trial data from one second to four
seconds after the visual cue. Filters were calculated so
that every possible class combination (class 1 vs. 2, 1 vs.
3, 2. vs. 3) was reflected. We took the first two and the
last two CSP projections and calculated 12 bandpower
features. Subsequently we applied the logarithm to the
band power features.
2) An analytic shrinkage regularized linear discriminant
analysis (sLDA) classifier [20] was trained on band-
power features located 2.5 s after the visual cue.
3) CSP filter and sLDA model were applied to the data for
performance evaluation.
We calculated the confusion matrix over the feedback period
from second 4 to second 8: If the majority of the class
prediction was correct, the trial was valued as correct. In this
manner, all trials were evaluated.
2) Results: Figure 5 summarizes the results from pre-
screening session 1 and session 2.
3) Discussion: Results show distinguishable brain patterns
as can be seen in figure 5 (left each). Patterns lead to
classification performances which both lay over chance level,
which is also confirmed by the confusion matrix (figure 4, right
each). Setting and experiment did not lead to any unwanted
effects like spasms or discomfort to the user, moreover, he
was vigilant and concentrated in both sessions. However, in
the first session, the user was quite nervous due to the novelty
of the situation. As can be seen in the ERD/ERS maps of
that session (figure 5, left), EOG artefacts are present right
after the presentation of the cue. When comparing to the
second session, the user was far more focussed on the task and
managed to suppress eye movements. Based on these results
we decided to proceed further in the training process and the
user became the official pilot for the team.
C. Stage II: Screening
The goal for screening was to find a suitable combination
of 4 different classes which on the one hand promised high
classification performance and on the other hand was in
compliance with the user.
1) Methods: Since screening incorporated not only motor
imagery tasks, we extended our EEG-setup to 32 active
electrodes positioned in an equidistant manner as displayed in
figure 3. For the actual screening we chose 7 different mental
strategies and a rest condition to be performed which were
also used in [4]:
MI of right hand movement (HAND): repetitive squeezing a
training ball
MI of both feet movement (FEET): planar flexion/extension
of both feet
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final
ERD/ERS maps calculated for each session for right hand and boot feet ME. Top right each, shows the cross-validationERD/ERS maps calculated for each session for right hand and boot feet ME. Top right each, shows the cross-validation
accuracy. Bottom left each, shows the confusion matrix for second 1 to 5.
accuracy. Bottom left each, shows the confusion matrix for second 1 to 5.
from channels C3, Cz and C4. Data was bandpass ltered
at
from channels C3, Cz and C4. Data was bandpass filtered
from channels C3, Cz and C4. Data was bandpass filtered
between 2 and 40 Hz and segmented 3 seconds before to
between 2 and 40 Hz and segmented 3 seconds before to
5 seconds after presentation of the visual cue. Event-related5 seconds after presentation of the visual cue. Event-related
(de)synchronization (ERD/ERS) analysis [18] was performed
(de)synchronization (ERD/ERS) analysis [18] was performed
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(de)synchronization (ERD/ERS) analysis [18] was performed(de)synchronization (ERD/ERS) analysis [18] was performed
with respect to a specic reference interval (-2 to -1 secondwith respect to a specic reference interval (-2 to -1 second
3) Discussion:
as can be seen in gure 5 (left each). Patterns lead toas can be seen in gure 5 (left each). Patterns lead to
classification performances which both lay over chance level,classification performances which both lay over chance level,
which is also conrmed by the confusion matrix (gure 4, rightwhich is also conrmed by the confusion matrix (gure 4, right
each). Setting and experiment did not lead to any unwantedeach). Setting and experiment did not lead to any unwanted
effects like spasms or discomfort to the user, moreover, heeffects like spasms or discomfort to the user, moreover, he
was vigilant and concentrated in both sessions. However, in
was vigilant and concentrated in both sessions. However, in
the rst session, the user was quite nervous due to the noveltythe rst session, the user was quite nervous due to the novelty
of the situation. As can be seen in the ERD/ERS maps of
of the situation. As can be seen in the ERD/ERS maps of
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the rst session, the user was quite nervous due to the novelty
the rst session, the user was quite nervous due to the novelty
of the situation. As can be seen in the ERD/ERS maps ofof the situation. As can be seen in the ERD/ERS maps of
that session (gure 5, left), EOG artefacts are present right
that session (gure 5, left), EOG artefacts are present right
after the presentation of the cue. When comparing to theafter the presentation of the cue. When comparing to the
second session, the user was far more focussed on the task andsecond session, the user was far more focussed on the task and
managed to suppress eye movements. Based on these resultsmanaged to suppress eye movements. Based on these results
we decided to proceed further in the training process and the
we decided to proceed further in the training process and the
user became the ofcial pilot for the team.
user became the ofcial pilot for the team.
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user became the ofcial pilot for the team.
The goal for screening was to nd a suitable combinationThe goal for screening was to nd a suitable combination
of 4 different classes which on the one hand promised highof 4 different classes which on the one hand promised high
classication performance and on the other hand was inclassication performance and on the other hand was in
Since screening incorporated not only motor
Since screening incorporated not only motor
imagery tasks, we extended our EEG-setup to 32 active
imagery tasks, we extended our EEG-setup to 32 active
Word association (WORD): generating as many words as
possible with a presented letter
Mental subtraction (SUB): repeated subtraction from a given
number
Auditory Imagery (AUDI): Imagination of singing a
song/jingle
Spatial Navigation (SPATNAV): Imagine navigation through
your own apartment
Mental rotation (ROT): Imagine rotating a 3 dimensional
object
Rest(REST): Relax, but be focussed on the cross on the screen.
We displayed white icons as cue onsets in the center of the
screen. In this manner we recorded 45 trials per class (TPC)
over 9 consecutive runs.
We calculated ERD/ERS maps for each class in the same way
as already described in pre-screening. Since we wanted to
find the 4-class combination with the highest performance, we
performed for each possible 4-class (70 in total) an analysis to
determine class discriminability. Again we bandpass filtered
the data from 6 to 35 Hz using a 4th order zero-phase
butterworth filter and used a 10 times 5 fold cross validation
technique to avoid overfitting. We trained CSP filters on
(training) trial data from one second to three seconds after
the visual cue on every possible class combination (class 1
vs. 2, 1 vs. 3, 1 vs. 4, 2 vs. 3, 2 vs. 4, 3 vs. 4). We took
the first two and the last two CSP projections and calculated
24 bandpower features. Additionally we took the logarithm
of the band power features. Thereafter, a sLDA classifier was
trained on bandpower features located 2.5 seconds after the
visual cue.
2) Results: Table I shows peak and median accuracies of
the best five combinations. Figure 6 gives a detailed overview
of performance calculated offline over all trials.
Fig. 6. Overall performance of the mental strategy combination. The
left plot shows the overall classification performance over all trials. Peak
performance is at 72.2.% (left, red dot). The confusion matrix was calculated
over the feedback period from second 1 to second 5: If the majority of the
class prediction was correct, the trial was valued as correct. In this manner
all trials were evaluated.
3) Discussion: We found distinguishable mental tasks. Of-
fline testing of all mental task combinations showed that
HAND-FEET-SUB-REST results in highest classification per-
TABLE I
SCR EE NI N G RE SU LTS ( BES T 5OU T O F 70 ): TH E C OM BINATI O N OF THE
TAS KS HA ND -F EET-SUB TR AC TIO N -RES T WO RK ED BES T FOR T HE US ER ,
NOT O NLY I N P EA K AC CU RA CY,BUT AL SO I N MED I AN AC C UR AC Y OVE R
TH E F EE D BAC K PE RI O D FR OM S E CO ND 4TO S EC ON D 8.
Combination Peak accuracy (%) Median (4-8s) (%)
Hand-Feet-Subtraction-Rest 75.6 66.1
Hand-Feet-Word-Rest 72.2 63.3
Hand-Feet-Spatial-Rest 68.4 56.1
Hand-Feet-Rotation-Rest 68.9 56.1
Hand-Feet-Subtraction-SpatNav 67.8 60.0
formance. In the best 5 combinations tested (out of 70) both
MI classes are always present. This is in line with the findings
of Friedrich et al [4], where motor tasks were present at
least once in each best-class combination of all their study
participants (n=8). The confusion matrix shows high accuracy
and low false positive/negative activations. Apart from the
technical performance measures, the user is also comfortable
with the combination and agreed on it for further training.
D. Stage III: First Feedback
BCI use commonly incorporates feedback. We created a
4 class BCI, using the class combination identified in the
previous stage to test user compliance for perceiving feedback.
1) Methods: We applied configurations for amplifier and
electrode setup from the previous screening session. We chose
the most suitable combination (HAND-FEET-SUB-REST)
from the screening and used these classes for the feedback
session. The representative icons which are shown in the
paradigm are already color-coded with respect to the action
fields of the virtual race (grey (REST), yellow (SUB), blue
(HAND) and pink (FEET)). We provided a bar for presenting
feedback to the user. The length of the bar was controlled by
the amount of correct classifications during the last second.
We recorded 50 trials per class using the described paradigm.
Thereafter, we performed statistical outlier rejection (ampli-
tude threshold, kurtosis, probability) on the data to exclude
artefact contaminated trials [17]. Six separate CSP filters were
trained using (training) trial data from one second to four
seconds after the visual cue. Filters were calculated so that
every possible class combination was reflected. We took the
first two and the last two CSP projections and calculated 24
bandpower features. Additionally we took the logarithm of
the band power features. A (sLDA) classifier was trained on
bandpower features located at 2.5, 3.5 and 4.5 seconds after
the visual cue. CSP filters and sLDA model were now used
for online classification and providing feedback to the user. In
this manner, we recorded an additional 40 trials per class.
2) Results: Figure 7 shows the overall performance of the
stage 3 experiment.
3) Discussion: In this experiment, the user received feed-
back for the first time. Performance was above chance level
and peaked at 63.1% for online feedback and 68.4% for trial
based evaluation. In comparison to offline performance, online
preprint
Spatial Navigation (SPATNAV):
your own apartment
Mental rotation (ROT):Mental rotation (ROT):
object
object
Rest(REST):Rest(REST):
We displayed white icons as cue onsets in the center of theWe displayed white icons as cue onsets in the center of the
screen. In this manner we recorded 45 trials per class (TPC)screen. In this manner we recorded 45 trials per class (TPC)
over 9 consecutive runs.over 9 consecutive runs.
We calculated ERD/ERS maps for each class in the same way
We calculated ERD/ERS maps for each class in the same way
as already described in pre-screening. Since we wanted to
as already described in pre-screening. Since we wanted to
nd the 4-class combination with the highest performance, wend the 4-class combination with the highest performance, we
performed for each possible 4-class (70 in total) an analysis to
-
performed for each possible 4-class (70 in total) an analysis to
performed for each possible 4-class (70 in total) an analysis to
determine class discriminability. Again we bandpass ltered
final
performed for each possible 4-class (70 in total) an analysis to
determine class discriminability. Again we bandpass ltereddetermine class discriminability. Again we bandpass ltered
the data from 6 to 35 Hz using a 4th order zero-phase
the data from 6 to 35 Hz using a 4th order zero-phase
butterworth lter and used a 10 times 5 fold cross validationbutterworth lter and used a 10 times 5 fold cross validation
technique to avoid overtting. We trained CSP lters ontechnique to avoid overtting. We trained CSP lters on
(training) trial data from one second to three seconds after
(training) trial data from one second to three seconds after
the visual cue on every possible class combination (class 1the visual cue on every possible class combination (class 1
vs. 2, 1 vs. 3, 1 vs. 4, 2 vs. 3, 2 vs. 4, 3 vs. 4). We took
vs. 2, 1 vs. 3, 1 vs. 4, 2 vs. 3, 2 vs. 4, 3 vs. 4). We took
at
the visual cue on every possible class combination (class 1
vs. 2, 1 vs. 3, 1 vs. 4, 2 vs. 3, 2 vs. 4, 3 vs. 4). We took
vs. 2, 1 vs. 3, 1 vs. 4, 2 vs. 3, 2 vs. 4, 3 vs. 4). We took
the rst two and the last two CSP projections and calculated
the rst two and the last two CSP projections and calculated
24 bandpower features. Additionally we took the logarithm24 bandpower features. Additionally we took the logarithm
of the band power features. Thereafter, a sLDA classifier wasof the band power features. Thereafter, a sLDA classier was
IEEE
trained on bandpower features located 2.5 seconds after thetrained on bandpower features located 2.5 seconds after the
1) Methods:
electrode setup from the previous screening session. We choseelectrode setup from the previous screening session. We chose
the most suitable combination (HAND-FEET-SUB-REST)the most suitable combination (HAND-FEET-SUB-REST)
from the screening and used these classes for the feedbackfrom the screening and used these classes for the feedback
session. The representative icons which are shown in thesession. The representative icons which are shown in the
paradigm are already color-coded with respect to the actionparadigm are already color-coded with respect to the action
elds of the virtual race (grey (REST), yellow (SUB), blue
elds of the virtual race (grey (REST), yellow (SUB), blue
(HAND) and pink (FEET)). We provided a bar for presenting(HAND) and pink (FEET)). We provided a bar for presenting
feedback to the user. The length of the bar was controlled by
feedback to the user. The length of the bar was controlled by
SMC
(HAND) and pink (FEET)). We provided a bar for presenting
(HAND) and pink (FEET)). We provided a bar for presenting
feedback to the user. The length of the bar was controlled byfeedback to the user. The length of the bar was controlled by
the amount of correct classications during the last second.
the amount of correct classifications during the last second.
We recorded 50 trials per class using the described paradigm.We recorded 50 trials per class using the described paradigm.
Thereafter, we performed statistical outlier rejection (ampli-Thereafter, we performed statistical outlier rejection (ampli-
tude threshold, kurtosis, probability) on the data to excludetude threshold, kurtosis, probability) on the data to exclude
artefact contaminated trials [17]. Six separate CSP lters were
artefact contaminated trials [17]. Six separate CSP lters were
trained using (training) trial data from one second to fourtrained using (training) trial data from one second to four
seconds after the visual cue. Filters were calculated so that
2016
trained using (training) trial data from one second to four
trained using (training) trial data from one second to four
seconds after the visual cue. Filters were calculated so thatseconds after the visual cue. Filters were calculated so that
every possible class combination was reflected. We took the
every possible class combination was reected. We took the
rst two and the last two CSP projections and calculated 24rst two and the last two CSP projections and calculated 24
bandpower features. Additionally we took the logarithm ofbandpower features. Additionally we took the logarithm of
the band power features. A (sLDA) classier was trained onthe band power features. A (sLDA) classier was trained on
bandpower features located at 2.5, 3.5 and 4.5 seconds after
bandpower features located at 2.5, 3.5 and 4.5 seconds after
the visual cue. CSP lters and sLDA model were now usedthe visual cue. CSP lters and sLDA model were now used
for online classication and providing feedback to the user. In
for online classication and providing feedback to the user. In
Fig. 7. Overall performance of the mental strategy combination. The left
plot shows the classification performance of the trials with feedback. Peak
performance is at 63.1.% (left, red dot). The confusion matrix was calculated
over the feedback period from second 1 to second 5.
results were lower, however the user was fond of receiving
feedback and was eager to continue BCI use. Overall user
compliance was high. He was focussed on the tasks, avoided
eye movements (blinks) and swallowing as much as possible.
E. Stage IV: BCI Game
The feedback experiment was conducted in a cue-based
way, with abstract and simplified feedback. Games however,
cause distractions which can influence BCI performance nega-
tively. Therefore, we switched over to the actual game to allow
our pilot to accustom to the game.
1) Methods: The experiment consisted of two parts. First,
collecting training trials and second, playing the game. In
training mode, the game sends triggers over UDP to mark
game events, like entering new action fields. The pilot was
instructed to start with his mental imagery as soon as the
avatar enters a new action field. Due to these markers, we
were able to assign periods of mental imagery to EEG.
These EEG periods were used to train the algorithms of the
BCI. In detail, EEG of second 1 to second 3 after a new
action field marker was cut out and used to train CSP filters.
Classifier training was performed with data at second 3. The
BCI itself contained the following signal processing steps: (i)
band pass filtering, 2 bands: 8-16Hz and 16-30Hz to separate
alpha and beta band activity. (ii) CSP filtering with one
separate CSP filter per band and per binary task combination,
resulting in 12 CSP filters (6 possible binary combinations
of the four mental imageries and 2 frequency bands). Four
CSP channels per CSP filter were selected: 2 related to the
highest eigenvalues and 2 related to the lowest eigenvalues,
resulting in 48 CSP channels in total. (iii) Squaring, logarithm
calculation, and subsequent averaging over a sliding window
of one second was performed in the next stage. (iv) 48
logarithmic bandpower values were fed to a multi class sLDA
classifier which calculated class probabilities. (v) Smoothed
class probabilities were compared to thresholds. If a class
probability exceeded the threshold, a command was sent
to the game. (vi) The game reaction was the feedback to
the pilot. For training data collection, we recorded 50 TPC
in 5 consecutive training runs (10 TPC each) where the
user only performed the mental tasks, but no actions were
triggered. Detailed explanation of this procedure is depicted
in figure 9. Thereafter, BCI models were calculated and the
user performed 4 regular runs including the full spectrum of
control options.
2) Results: Figure 8 shows the performance results of 4
runs where the user played the game.
Fig. 8. First results of the game based training: (A) User-decision based
confusion matrix. In 4 runs, the user triggered an action 101 times. (B)
Confusion matrix of all possible decisions.
Fig. 9. Brainrunners training paradigm: For data collection the user was
instructed to perform the mental task on the first half of the action field and
relax on the second half. In this manner the user performed 5 seconds of the
designated mental task and had 5 seconds until the next mental task.
We performed analysis of the runs where the user was
actually playing the game. (A) At first we investigated all the
user triggered events in a confusion matrix. Whenever the user
triggered the corrected event on the respective action eld, we
valued it as a true positive. If the user did not trigger an event
on a non-action field (grey fields), we also counted it as a true
positive. In this analysis we did not include action fields where
the user did not trigger an action but merely ran over. (B) In a
second analysis we also included fields where the user should
have triggered action fields but did not trigger them.
3) Discussion: In this experiment, the user played the
Brainrunners game for the first time. 82.2% of all triggered
commands were correct but there is room for improvement:
preprint
verall performance of the mental strategy combination.
verall performance of the mental strategy combination.
plot shows the classification performance of the trials with feedback. Peakplot shows the classication performance of the trials with feedback. Peak
performance is at 63.1.% (left, red dot). The confusion matrix was calculated
performance is at 63.1.% (left, red dot). The confusion matrix was calculated
over the feedback period from second 1 to second 5.
-
performance is at 63.1.% (left, red dot). The confusion matrix was calculatedperformance is at 63.1.% (left, red dot). The confusion matrix was calculated
over the feedback period from second 1 to second 5.
over the feedback period from second 1 to second 5.
final
over the feedback period from second 1 to second 5.
over the feedback period from second 1 to second 5.
results were lower, however the user was fond of receivingresults were lower, however the user was fond of receiving
feedback and was eager to continue BCI use. Overall userfeedback and was eager to continue BCI use. Overall user
compliance was high. He was focussed on the tasks, avoided
compliance was high. He was focussed on the tasks, avoided
eye movements (blinks) and swallowing as much as possible.
eye movements (blinks) and swallowing as much as possible.
at
eye movements (blinks) and swallowing as much as possible.
The feedback experiment was conducted in a cue-based
The feedback experiment was conducted in a cue-based
way, with abstract and simplied feedback. Games however,way, with abstract and simplied feedback. Games however,
cause distractions which can inuence BCI performance nega-
cause distractions which can inuence BCI performance nega-
IEEE
cause distractions which can inuence BCI performance nega-cause distractions which can inuence BCI performance nega-
tively. Therefore, we switched over to the actual game to allowtively. Therefore, we switched over to the actual game to allow
Fig. 8.Fig. 8.
confusion matrix. In 4 runs, the user triggered an action 101 times.confusion matrix. In 4 runs, the user triggered an action 101 times.
Confusion matrix of all possible decisions.Confusion matrix of all possible decisions.
SMC
rainrunners training paradigm:rainrunners training paradigm:
For data collection the user was
For data collection the user was
instructed to perform the mental task on the first half of the action eld and
instructed to perform the mental task on the rst half of the action eld and
relax on the second half. In this manner the user performed 5 seconds of the
relax on the second half. In this manner the user performed 5 seconds of the
designated mental task and had 5 seconds until the next mental task.
2016
relax on the second half. In this manner the user performed 5 seconds of the
relax on the second half. In this manner the user performed 5 seconds of the
designated mental task and had 5 seconds until the next mental task.designated mental task and had 5 seconds until the next mental task.
We performed analysis of the runs where the user wasWe performed analysis of the runs where the user was
At rst we investigated all theAt rst we investigated all the
user triggered events in a confusion matrix. Whenever the useruser triggered events in a confusion matrix. Whenever the user
triggered the corrected event on the respective action eld, we
triggered the corrected event on the respective action field, we
valued it as a true positive. If the user did not trigger an eventvalued it as a true positive. If the user did not trigger an event
on a non-action eld (grey elds), we also counted it as a true
on a non-action eld (grey elds), we also counted it as a true
the user only triggered around 60% of all possible action
fields. It was hard for the user to trigger HAND and FEET
action fields, however he robustly triggered SUB fields and
was able to generate a stable REST condition. Figure 8 shows
the corresponding confusion matrices. User compliance was
high. He was focussed on the task and tried to avoid producing
artefacts of any kind.
III. CO NC LUS ION & OUTL OOK
In this work, we presented our multi-stage procedure for
individualizing and adapting BCI technology to a severely
motor impaired user. Single stages of our procedure have
resemblance to or are based on already published procedures
[12], [13], [6], [4]. Nevertheless our procedure provides a
promising way to guide users from first contact with BCI
technology to actually play a videogame by thoughts. When
aiming for BCI control, one has to be certain that the user
understands instructions. The results of our first stage indicate
that the pilot is not only able to understand the instructions
but was also able to create distinct ERD/ERS patterns for
different mental tasks. Patterns were more pronounced and
performance was also higher in the second session of pre-
screening. Therefore we favour to perform more than one
pre-screening session before deciding to continue training.
Past works show [4] that mental task combinations perform
differently for each user. We started screening eight different
mental tasks and found that classification performance varied
widely for different task combinations. From our experience,
users can be distracted by received feedback. Results from
stage III suggest that the user was able to maintain the mental
task while receiving feedback, although his performance was
lower than in offline analysis. The transition from an abstract
BCI-paradigm to a game-based paradigm is complex. Active
game environments provide multimodal visual and auditory
distractions, which change brain patterns and therefore in-
fluence BCI performance negatively. Nevertheless, we are
confident that once the user gets more familiar with the game
and establishes a training routine, these distractions will take
less influence. In the upcoming weeks and months we will
repeat game-based training in short intervals. We hope that
our procedure enables the pilot of the GRAZ-BCI racing
team MIRAGE91 to successfully participate in the Cybathlon.
In conclusion, we believe that an evidence based procedure,
maybe similiar to the one presented in this work, is a necessity
to introduce BCI technology in the daily life of potential end
users.
ACKNOWL E DG MEN T
This project was partly supported by: VAMED, City of
Graz, Graz University of Technology, Institue of Neural Engi-
neering, Swietelsky Tunnelbau GmbH, and the Horizon 2020
Project MoreGrasp (No. 643955). The GRAZ-BCI racing team
MIRAGE91: Maria Höller, Karina Statthaler, Marvin Bigga,
Johannes Steininger, Dominik Narnhofer, Lydia Lindner, Lea
Hehenberger, Julia Brandstetter, Markus ’Pikachu Adamek,
Bernhard Frohner and Reinmar Kobler.
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preprint
high. He was focussed on the task and tried to avoid producing
high. He was focussed on the task and tried to avoid producing
artefacts of any kind.artefacts of any kind.
In this work, we presented our multi-stage procedure forIn this work, we presented our multi-stage procedure for
individualizing and adapting BCI technology to a severelyindividualizing and adapting BCI technology to a severely
motor impaired user. Single stages of our procedure havemotor impaired user. Single stages of our procedure have
resemblance to or are based on already published proceduresresemblance to or are based on already published procedures
[12], [13], [6], [4]. Nevertheless our procedure provides a[12], [13], [6], [4]. Nevertheless our procedure provides a
promising way to guide users from rst contact with BCI
promising way to guide users from rst contact with BCI
technology to actually play a videogame by thoughts. Whentechnology to actually play a videogame by thoughts. When
aiming for BCI control, one has to be certain that the user
aiming for BCI control, one has to be certain that the user
-
aiming for BCI control, one has to be certain that the user
aiming for BCI control, one has to be certain that the user
understands instructions. The results of our rst stage indicate
understands instructions. The results of our rst stage indicate
that the pilot is not only able to understand the instructions
final
understands instructions. The results of our rst stage indicate
understands instructions. The results of our rst stage indicate
that the pilot is not only able to understand the instructions
that the pilot is not only able to understand the instructions
but was also able to create distinct ERD/ERS patterns for
but was also able to create distinct ERD/ERS patterns for
different mental tasks. Patterns were more pronounced anddifferent mental tasks. Patterns were more pronounced and
performance was also higher in the second session of pre-
performance was also higher in the second session of pre-
screening. Therefore we favour to perform more than one
screening. Therefore we favour to perform more than one
pre-screening session before deciding to continue training.pre-screening session before deciding to continue training.
Past works show [4] that mental task combinations perform
at
pre-screening session before deciding to continue training.
pre-screening session before deciding to continue training.
Past works show [4] that mental task combinations perform
Past works show [4] that mental task combinations perform
differently for each user. We started screening eight different
differently for each user. We started screening eight different
mental tasks and found that classication performance variedmental tasks and found that classication performance varied
widely for different task combinations. From our experience,
widely for different task combinations. From our experience,
IEEE
widely for different task combinations. From our experience,widely for different task combinations. From our experience,
users can be distracted by received feedback. Results fromusers can be distracted by received feedback. Results from
[10] R. Scherer, F. Lee, and A. S. et al., Toward self-paced brain-computer[10] R. Scherer, F. Lee, and A. S. et al., Toward self-paced brain-computer
communication: navigation through virtual worlds,communication: navigation through virtual worlds,
on Biomedical Engineeringon Biomedical Engineering
[11] R. Scherer, J. Faller, D. Balderas, E. Friedrich, M. Pröll, B. Allison, and[11] R. Scherer, J. Faller, D. Balderas, E. Friedrich, M. Pröll, B. Allison, and
G. ller-Putz,G. Müller-Putz,
parts
parts
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neuroprosthesis control: A step towards clinical practice
neuroprosthesis control: A step towards clinical practice
LettersLetters
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patterns for direct limb control in humans,
SMC
, vol. 382, no. 1-2, 1-8, pp. 169174, 2005.
[13] G. Müller-Putz, R. Scherer, and G. P. et al., Temporal coding of brain
[13] G. Müller-Putz, R. Scherer, and G. P. et al., Temporal coding of brain
patterns for direct limb control in humans,patterns for direct limb control in humans,
vol. 4, no. 34, 2010.
vol. 4, no. 34, 2010.
[14] A. Schwarz, R. Scherer, D. Steyrl, J. Faller, and G. Müller-Putz,[14] A. Schwarz, R. Scherer, D. Steyrl, J. Faller, and G. Müller-Putz,
A co-adaptive sensory motor rhythms brain-computer interface basedA co-adaptive sensory motor rhythms brain-computer interface based
on common spatial patterns and random forest, inon common spatial patterns and random forest, in
Medicine and Biology Society (EMBC), 2015 37th Annual InternationalMedicine and Biology Society (EMBC), 2015 37th Annual International
, Aug 2015, pp. 10491052.
, Aug 2015, pp. 10491052.
[15] D. Steyrl, R. Scherer, and J. F. et al., Random forests in non-
[15] D. Steyrl, R. Scherer, and J. F. et al., Random forests in non-
invasive sensorimotor rhythm brain-computer interface: A practical andinvasive sensorimotor rhythm brain-computer interface: A practical and
Biomedical engineering
2016
invasive sensorimotor rhythm brain-computer interface: A practical and
invasive sensorimotor rhythm brain-computer interface: A practical and
Biomedical engineeringBiomedical engineering
[16] G. Pfurtscheller and C. Neuper, Motor imagery and direct brain-
[16] G. Pfurtscheller and C. Neuper, Motor imagery and direct brain-
Proceedings of the IEEEProceedings of the IEEE
, vol. 89, pp. 1123, vol. 89, pp. 1123
[17] J. Faller, C. Vidaurre, and T. S.-E. et al., Autocalibration and recurrent[17] J. Faller, C. Vidaurre, and T. S.-E. et al., Autocalibration and recurrent
adaptation: Towards a plug and play online ERD-BCI,”adaptation: Towards a plug and play online ERD-BCI,
IEEE Transac-IEEE Transac-
, vol. 20, no. 3, pp.
, vol. 20, no. 3, pp.
[18] B. Graimann, J. Huggins, S. Levine, and G. Pfurtscheller, “Visualization[18] B. Graimann, J. Huggins, S. Levine, and G. Pfurtscheller, Visualization
of signicant erd/ers patterns in multichannel eeg and ecog data,
of signicant erd/ers patterns in multichannel eeg and ecog data,
... The investigation phase is fundamental to define the most suitable MI tasks for the subject. Indeed, the mental tasks must fulfill three criteria: the subject must be able to perform each task and be comfortable with it, the individual mental task must produce a recognizable brain pattern and it must not cause undesirable side effects, like spasms, discomfort or stress (Schwarz et al., 2016). ...
... Indeed, it was the first time we worked with a disabled person, which obviously requires specific attention. Therefore, a preliminary phase was necessary to create collaborative relationship between the team and the user, to allow the user to become more familiar with the hardware and also to allow the team to understand how to effectively manage this type of experience, defining a suitable experimental protocol (Lotte et al., 2013;Schwarz et al., 2016;Perdikis et al., 2018). ...
... The following MI tasks have been tested and already used in Schwarz et al. (2016) and Friedrich et al. (2013): The tasks were combined in different experimental paradigms, that were tried, in random order, during the first three sessions (S01, S02, and S03). The subject had to perform the mental tasks following the experimental paradigm that generally consisted in the combination of one or two control tasks interleaved by a no control task. ...
Article
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In a Mental Imagery Brain-Computer Interface the user has to perform a specific mental task that generates electroencephalography (EEG) components, which can be translated in commands to control a BCI system. The development of a high-performance MI-BCI requires a long training, lasting several weeks or months, in order to improve the ability of the user to manage his/her mental tasks. This works aims to present the design of a MI-BCI combining mental imaginary and cognitive tasks for a severely motor impaired user, involved in the BCI race of the Cybathlon event, a competition of people with severe motor disability. In the BCI-race, the user becomes a pilot in a virtual race game against up to three other pilots, in which each pilot has to control his/her virtual car by his/her mental tasks. We present all the procedures followed to realize an effective MI-BCI, from the user's first contact with a BCI technology to actually controlling a video-game through her EEG. We defined a multi-stage user-centered training protocol in order to successfully control a BCI, even in a stressful situation, such as that of a competition. We put a specific focus on the human aspects that influenced the long training phase of the system and the participation to the competition.
... All approaches attempt to improve BCI performance by counteracting the nonstationarities of EEG data in long-term BCI use. Other solutions involve stopping the recurrent adaptation [24] or provide no real-time adaptation at all [25,26]. ...
... We preprocessed the EEG using a filterbank [34] incorporating 15 IIR bandpass filters of order 8. Filters were built overlapping in the mu and beta range (μ-band = 6-8, 7-9, 8-10, 9-11, 10-12, 11-13, 12-14 Hz; β-band = [14][15][16][17][18][19][17][18][19][20][21][22][20][21][22][23][24][25][23][24][25][26][27][28][26][27][28][29][30][31][29][30][31][32][33][34][32][33][34][35][36][37][35][36][37][38][39][40]. We combined each filter with a shrinkage regularized common spatial patterns filter (CSP) to maximize class discriminability [12]. ...
... We preprocessed the EEG using a filterbank [34] incorporating 15 IIR bandpass filters of order 8. Filters were built overlapping in the mu and beta range (μ-band = 6-8, 7-9, 8-10, 9-11, 10-12, 11-13, 12-14 Hz; β-band = [14][15][16][17][18][19][17][18][19][20][21][22][20][21][22][23][24][25][23][24][25][26][27][28][26][27][28][29][30][31][29][30][31][32][33][34][32][33][34][35][36][37][35][36][37][38][39][40]. We combined each filter with a shrinkage regularized common spatial patterns filter (CSP) to maximize class discriminability [12]. ...
Article
Full-text available
For Brain-Computer interfaces (BCIs), system calibration is a lengthy but necessary process for successful operation. Co-adaptive BCIs aim to shorten training and imply positive motivation to users by presenting feedback already at early stages: After just 5 min of gathering calibration data, the systems are able to provide feedback and engage users in a mutual learning process. In this work, we investigate whether the retraining stage of co-adaptive BCIs can be adapted to a semi-supervised concept, where only a small amount of labeled data is available and all additional data needs to be labeled by the BCI itself. The aim of the current work was to evaluate whether a semi-supervised co-adaptive BCI could successfully compete with a supervised co-adaptive BCI model. In a supporting two-class (190 trials per condition) BCI study based on motor imagery tasks, we evaluated both approaches in two separate groups of 10 participants online, while we simulated the other approach in each group offline. Our results indicate that despite the lack of true labeled data, the semi-supervised driven BCI did not perform significantly worse (p > 0.05) than the supervised counterpart. We believe that these findings contribute to developing BCIs for long-term use, where continuous adaptation becomes imperative for maintaining meaningful BCI performance.
... Our system is particularly focused towards developing a competitive platform for the Cybathlon BCI Race task, motivated by encouraging recent online decoding results within the same context (Ortega et al., 2018a) (Schwarz et al., 2016). ...
... Schwartz et al. also showed relevant results on their Cybathlon BCI system, using two CSP projections, extracting 12 power-band features and fitting a shrinkage regularized Linear Discriminant Analysis (Schwarz et al., 2016). They collected 1230 trials and obtained a 66.1% median accuracy offline, on the best combination of motor imageries using right hand versus left hand versus feet versus rest, which interestingly indicates a large improvement compared to their results using four motor imageries. ...
... More precisely, we trained our classifier using 360 samples, achieving an offline 4class mean decoding accuracy across subjects of 49% on our correlation-corrected cross-validation assessment. When compared against the offline block-wise cross-validation results from previous Cybathlon systems on the same task, one of them (Ortega et al., 2018a) showed a 11% increase in accuracy at the expense of a 2400% increase in training data volume and a second one (Schwarz et al., 2016) obtained a 35% accuracy increase at the expense of increasing training data volume by 242%. ...
... Another approach using filter-banks and CSP (FBCSP) for feature extraction and LDA achieved 80% offline and 68% online accuracies but no artefact correction was performed [17]. In [18] using a Cybathlon complying BCI based in CSP-LDA, the performance between offline analysis and first online session dropped from 79.4% to 51.4% (35.3% drop). A similar drop exist between [7] and its online implementation by [9], from 84% to 76.7% (8.7% drop). ...
Preprint
For many people suffering from motor disabilities, assistive devices controlled with only brain activity are the only way to interact with their environment. Natural tasks often require different kinds of interactions, involving different controllers the user should be able to select in a self-paced way. We developed a Brain-Computer Interface (BCI) allowing users to switch between four control modes in a self-paced way in real-time. Since the system is devised to be used in domestic environments in a user-friendly way, we selected non-invasive electroencephalographic (EEG) signals and convolutional neural networks (CNNs), known for their ability to find the optimal features in classification tasks. We tested our system using the Cybathlon BCI computer game, which embodies all the challenges inherent to real-time control. Our preliminary results show that an efficient architecture (SmallNet), with only one convolutional layer, can classify 4 mental activities chosen by the user. The BCI system is run and validated online. It is kept up-to-date through the use of newly collected signals along playing, reaching an online accuracy of 47.6% where most approaches only report results obtained offline. We found that models trained with data collected online better predicted the behaviour of the system in real-time. This suggests that similar (CNN based) offline classifying methods found in the literature might experience a drop in performance when applied online. Compared to our previous decoder of physiological signals relying on blinks, we increased by a factor 2 the amount of states among which the user can transit, bringing the opportunity for finer control of specific subtasks composing natural grasping in a self-paced way. Our results are comparable to those shown at the Cybathlon's BCI Race but further improvements on accuracy are required.
Chapter
The preceding nine chapters in this book presented an introduction and summaries of eight projects that were nominated for a BCI Research Award in 2018. In this chapter, we summarize the 2018 Awards Ceremony where we announced the three winning projects. We interviewed authors of these winning projects – Drs. Ajiboye, Tangermann, and Herff – and then wrote a conclusion with future directions, including BCI Hackathons and Cybathlons. We hope these chapters have been informative and helpful, and may have even helped to spark some new ideas.
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While most tasks of daily life can be handled through a small number of different grasps, many tasks require the action of both hands. In these bimanual tasks, the second hand has either a supporting role (e.g. for fixating a jar) or a more active role (e.g. grasping a pot on both handles). In this study we attempt to discriminate the neural correlates of unimanual (performed with left and right hand) from bimanual reach-and grasp actions using the low-frequency time-domain electroencephalogram (EEG). In a self-initiated movement task, 15 healthy participants were asked to perform unimanual (palmar and lateral grasps with left and right hand) and bimanual (double lateral, mixed palmar/lateral) reach-and-grasps on objects of daily life. Using EEG time-domain features in the frequency range of 0.3-3 Hz, we achieved multiclass-classification accuracies of 38.6 ± 6.6% (7 classes, 17.1% chance level) for a combination of 6 movements and 1 rest condition. The grand average confusion matrix shows highest true positive rates (TPR) for the rest (63%) condition while TPR for the movement classes varied between 33 to 41%. The underlying movement-related cortical potentials (MRCPs) show significant differences between unimanual (e.g. left hand vs. right hand grasps) as well unimanual vs. bimanual conditions which both can be attributed to lateralization effects. We believe that these findings can be exploited and further used for attempts in providing persons with spinal cord injury a form of natural control for bimanual neuroprostheses.
Thesis
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The concurrent recording of the electroencephalogram (EEG) with functional magnetic resonance imaging (fMRI) allows the simultaneous study of the electrophysiology, the blood oxygen level dependent signal, and particularly also their interplay. However, the EEG is affected by a large number of fMRI-related, partly repetitive, artifacts. Average artifact subtraction (AAS) – the most frequently used artifact reduction technique – computes artifact templates from artifact repetitions and subtracts them from the EEG. This effectively reduces repetitive, invariant artifacts, but serious artifact residuals remain. Therefore, this thesis pursued two objectives: analysis of the artifact residuals and development of a new technique for the reduction of the residuals. The inherent variability of artifacts is known to cause residuals after the AAS method, because the subtraction template does not fit the actual artifact. In this thesis, an additional cause of artifact residuals was identified. An intrinsic vulnerability of the AAS technique to correlated artifacts leads to artifact contaminated subtraction templates and consequently to artifact residuals in the EEG. The new artifact reduction technique uses recordings of artifact residuals from a reference-layer EEG cap combined with adaptive filtering to remove the residuals from the EEG and is referred to as reference-layer adaptive filtering (RLAF). The RLAF method is highly effective in offline and online application scenarios. It improves the signal-to-noise ratio as well as the classification accuracy of physiological EEG components substantially. The RLAF technique’s ability to reduce all kinds of artifact residuals – including non-stationary and varying components – in combination with its easy handling, makes it a candidate for a future gold standard method.
Chapter
Play, that is, self-motivated activities for enjoyment, is a significant aspect for human devel- opment and essential to learning and skill acquisition. Games, the structured form of play, are increasingly being used in brain–computer interface (BCI) and neurofeedback (NF) applications. In BCI and NF applications, patterns of the users’ brain activation are assessed in real time and fed back to the users. When users become successful in modulating their own brain activation, improvements in behavior, cognition, or motor function follow or they are able to control external devices such as a computer, wheelchair, or neuroprosthe- sis. In electroencephalogram-based applications, however, a large number of users cannot attain control over their own brain signals. Current approaches to attaining control require lengthy repetitive trainings. The use of games and game-like feedback aims at keeping user motivation and engagement high over time. This chapter provides an overview of existing game-like feedback modalities and critically discusses their potential value and also possible drawbacks in BCI and NF applications.
Conference Paper
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Sensorimotor rhythm (SMR) based Brain- Computer Interfaces (BCI) typically require lengthy user training. This can be exhausting and fatiguing for the user as data collection may be monotonous and typically without any feedback for user motivation. Hence new ways to reduce user training and improve performance are needed. We recently introduced a two class motor imagery BCI system which continuously adapted with increasing run-time to the brain patterns of the user. The system was designed to provide visual feedback to the user after just five minutes. The aim of the current work was to improve user-specific online adaptation, which was expected to lead to higher performances. To maximize SMR discrimination, the method of filter-bank common spatial patterns (fbCSP) and Random Forest (RF) classifier were combined. In a supporting online study, all volunteers performed significantly better than chance. Overall peak accuracy of 88.6 +- 6.1 (SD) % was reached, which significantly exceeded the performance of our previous system by 13%. Therefore, we consider this system the next step towards fully auto-calibrating motor imagery BCIs.
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There is general agreement in the brain-computer interface (BCI) community that although non-linear classifiers can provide better results in some cases, linear classifiers are preferable. Particularly, as non-linear classifiers often involve a number of parameters that must be carefully chosen. However, new non-linear classifiers were developed over the last decade. One of them is the random forest (RF) classifier. Although popular in other fields of science, RFs are not common in BCI research. In this work, we address three open questions regarding RFs in sensorimotor rhythm (SMR) BCIs: parametrization, online applicability, and performance compared to regularized linear discriminant analysis (LDA). We found that the performance of RF is constant over a large range of parameter values. We demonstrate - for the first time - that RFs are applicable online in SMR-BCIs. Further, we show in an offline BCI simulation that RFs statistically significantly outperform regularized LDA by about 3%. These results confirm that RFs are practical and convenient non-linear classifiers for SMR-BCIs. Taking into account further properties of RFs, such as independence from feature distributions, maximum margin behavior, multiclass and advanced data mining capabilities, we argue that RFs should be taken into consideration for future BCIs.
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This study implemented a systematic user-centered training protocol for a 4-class brain-computer interface (BCI). The goal was to optimize the BCI individually in order to achieve high performance within few sessions for all users. Eight able-bodied volunteers, who were initially naïve to the use of a BCI, participated in 10 sessions over a period of about 5 weeks. In an initial screening session, users were asked to perform the following seven mental tasks while multi-channel EEG was recorded: mental rotation, word association, auditory imagery, mental subtraction, spatial navigation, motor imagery of the left hand and motor imagery of both feet. Out of these seven mental tasks, the best 4-class combination as well as most reactive frequency band (between 8-30 Hz) was selected individually for online control. Classification was based on common spatial patterns and Fisher's linear discriminant analysis. The number and time of classifier updates varied individually. Selection speed was increased by reducing trial length. To minimize differences in brain activity between sessions with and without feedback, sham feedback was provided in the screening and calibration runs in which usually no real-time feedback is shown. Selected task combinations and frequency ranges differed between users. The tasks that were included in the 4-class combination most often were (1) motor imagery of the left hand (2), one brain-teaser task (word association or mental subtraction) (3), mental rotation task and (4) one more dynamic imagery task (auditory imagery, spatial navigation, imagery of the feet). Participants achieved mean performances over sessions of 44-84% and peak performances in single-sessions of 58-93% in this user-centered 4-class BCI protocol. This protocol is highly adjustable to individual users and thus could increase the percentage of users who can gain and maintain BCI control. A high priority for future work is to examine this protocol with severely disabled users.
Article
Full-text available
System calibration and user training are essential for operating motor imagery based brain-computer interface (BCI) systems. These steps are often unintuitive and tedious for the user, and do not necessarily lead to a satisfactory level of control. We present an Adaptive BCI framework that provides feedback after only minutes of autocalibration in a two-class BCI setup. During operation, the system recurrently reselects only one out of six predefined logarithmic bandpower features (10-13 and 16-24 Hz from Laplacian derivations over C3, Cz, and C4), specifically, the feature that exhibits maximum discriminability. The system then retrains a linear discriminant analysis classifier on all available data and updates the online paradigm with the new model. Every retraining step is preceded by an online outlier rejection. Operating the system requires no engineering knowledge other than connecting the user and starting the system. In a supporting study, ten out of twelve novice users reached a criterion level of above 70% accuracy in one to three sessions (10-80 min online time) of training, with a median accuracy of 80.2 ± 11.3% in the last session. We consider the presented system a positive first step towards fully autocalibrating motor imagery BCIs.
Article
Despite intense brain-computer interface (BCI) research for >2 decades, BCIs have hardly been established at patients' homes. The current study aimed at demonstrating expert independent BCI home use by a patient in the locked-in state and the effect it has on quality of life. In this case study, the P300 BCI-controlled application Brain Painting was facilitated and installed at the patient's home. Family and caregivers were trained in setting up the BCI system. After every BCI session, the end user indicated subjective level of control, loss of control, level of exhaustion, satisfaction, frustration, and enjoyment. To monitor BCI home use, evaluation data of every session were automatically sent and stored on a remote server. Satisfaction with the BCI as an assistive device and subjective workload was indicated by the patient. In accordance with the user-centered design, usability of the BCI was evaluated in terms of its effectiveness, efficiency, and satisfaction. The influence of the BCI on quality of life of the end user was assessed. At the patient's home. A 73-year-old patient with amyotrophic lateral sclerosis in the locked-in state. Not applicable. The BCI has been used by the patient independent of experts for >14 months. The patient painted in about 200 BCI sessions (1-3 times per week) with a mean painting duration of 81.86 minutes (SD=52.15, maximum: 230.41). BCI improved quality of life of the patient. In most of the BCI sessions the end user's satisfaction was high (mean=7.4, SD=3.24; range, 0-10). Dissatisfaction occurred mostly because of technical problems at the beginning of the study or varying BCI control. The subjective workload was moderate (mean=40.61; range, 0-100). The end user was highy satisfied with all components of the BCI (mean 4.42-5.0; range, 1-5). A perfect match between the user and the BCI technology was achieved (mean: 4.8; range, 1-5). Brain Painting had a positive impact on the patient's life on all three dimensions: competence (1.5), adaptability (2.17) and self-esteem (1.5); (range: -3 = maximum negative impact; 3 maximum positive impact). The patient had her first public art exhibition in July 2013; future exhibitions are in preparation. Independent BCI home use is possible with high satisfaction for the end user. The BCI indeed positively influenced quality of life of the patient and supports social inclusion. Results demonstrate that visual P300 BCIs can be valuable for patients in the locked-in state even if other means of communication are still available (eye tracker). Copyright © 2015 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.
Article
Impairment of an individual's ability to communicate is a major hurdle for active participation in education and social life. A lot of individuals with cerebral palsy (CP) have normal intelligence, however, due to their inability to communicate, they fall behind. Non-invasive electroencephalogram (EEG) based brain-computer interfaces (BCIs) have been proposed as potential assistive devices for individuals with CP. BCIs translate brain signals directly into action. Motor activity is no longer required. However, translation of EEG signals may be unreliable and requires months of training. Moreover, individuals with CP may exhibit high levels of spontaneous and uncontrolled movement, which has a large impact on EEG signal quality and results in incorrect translations. We introduce a novel thought-based row-column scanning communication board that was developed following user-centered design principles. Key features include an automatic online artifact reduction method and an evidence accumulation procedure for decision making. The latter allows robust decision making with unreliable BCI input. Fourteen users with CP participated in a supporting online study and helped to evaluate the performance of the developed system. Users were asked to select target items with the row-column scanning communication board. The results suggest that seven among eleven remaining users performed better than chance and were consequently able to communicate by using the developed system. Three users were excluded because of insufficient EEG signal quality. These results are very encouraging and represent a good foundation for the development of real-world BCI-based communication devices for users with CP.
Article
The performance of non-invasive electroencephalogram-based (EEG) brain–computer interfaces (BCIs) has improved significantly in recent years. However, remaining challenges include the non-stationarity and the low signal-to-noise ratio of the EEG, which limit the bandwidth and hence the available applications. Optimization of both individual components of BCIs and the interrelationship between them is crucial to enhance bandwidth. In other words, neuroscientific knowledge and machine learning need to be optimized by considering concepts from human–computer interaction research and usability. In this paper, we present results of ongoing relevant research in our lab that addresses several important issues for BCIs based on the detection of transient changes in oscillatory EEG activity. First, we report on the long-term stability and robustness of detection of oscillatory EEG components modulated by distinct mental tasks, and show that the use of mental task pairs “mental subtraction versus motor imagery” achieves robust and reliable performance (Cohen’s κ > 0.6) in seven out of nine subjects over a period of 4 days. Second, we report on restricted Boltzmann machines (RBMs) as promising tools for the recognition of oscillatory EEG patterns. In an off-line BCI simulation we computed average peak accuracies, averaged over ten subjects, of 80.8 ± 7.2 %. Third, we present the basic framework of the context-aware hybrid Graz-BCI that allows interacting with the massive multiplayer online role playing game World of Warcraft. We show how a more integrated design approach that considers all components of BCIs, their interrelationships, other input signals and contextual information can increase interaction efficacy.
Article
The bilateral loss of the grasp function associated with a lesion of the cervical spinal cord severely limits the affected individuals' ability to live independently and return to gainful employment after sustaining a spinal cord injury (SCI). Any improvement in lost or limited grasp function is highly desirable. With current neuroprostheses, relevant improvements can be achieved in end users with preserved shoulder and elbow, but missing hand function. The aim of this single case study is to show that (1) with the support of hybrid neuroprostheses combining functional electrical stimulation (FES) with orthoses, restoration of hand, finger and elbow function is possible in users with high-level SCI and (2) shared control principles can be effectively used to allow for a brain-computer interface (BCI) control, even if only moderate BCI performance is achieved after extensive training. The individual in this study is a right-handed 41-year-old man who sustained a traumatic SCI in 2009 and has a complete motor and sensory lesion at the level of C4. He is unable to generate functionally relevant movements of the elbow, hand and fingers on either side. He underwent extensive FES training (30-45min, 2-3 times per week for 6 months) and motor imagery (MI) BCI training (415 runs in 43 sessions over 12 months). To meet individual needs, the system was designed in a modular fashion including an intelligent control approach encompassing two input modalities, namely an MI-BCI and shoulder movements. After one year of training, the end user's MI-BCI performance ranged from 50% to 93% (average: 70.5%). The performance of the hybrid system was evaluated with different functional assessments. The user was able to transfer objects of the grasp-and-release-test and he succeeded in eating a pretzel stick, signing a document and eating an ice cream cone, which he was unable to do without the system. This proof-of-concept study has demonstrated that with the support of hybrid FES systems consisting of FES and a semiactive orthosis, restoring hand, finger and elbow function is possible in a tetraplegic end-user. Remarkably, even after one year of training and 415 MI-BCI runs, the end user's average BCI performance remained at about 70%. This supports the view that in high-level tetraplegic subjects, an initially moderate BCI performance cannot be improved by extensive training. However, this aspect has to be validated in future studies with a larger population.