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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
preprint
Abstract
—Non-invasive brain-computer interfaces (BCI) aim—Non-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
international multi-discipline tournament, has been founded. Oneinternational multi-discipline tournament, has been founded. One
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 first contact with BCI technology to actuallyguide users from first contact with BCI technology to actually
play a videogame by thoughts. We demonstrate the feasibility
play a videogame by thoughts. We demonstrate the feasibility
IEEE
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
SMC
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 fields (colored blocks) and noother. The racetrack consists of different action fields (colored blocks) and no
action fields (grey). When triggering the right command on an action block,
action fields (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 Müller-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 findings of Müller-Putz
experience with a procedure based on findings 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 fig 2):consecutive stages (see fig 2):
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Pre-Screening
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Screening
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Proceed?
Proceed?
7 Mental strategies
& rest C
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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 first stage indicatewith the designated tasks. Results of the first stage indicate
whether continuing with this user is reasonable or not. Stagewhether continuing with this user is reasonable or not. Stage
IEEE
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 fig 4). In the first session,is further described here [16](see fig 4). In the first 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.
SMC
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
2016
time (s)
2016
2016
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 filtered
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
IEEE
(de)synchronization (ERD/ERS) analysis [18] was performed(de)synchronization (ERD/ERS) analysis [18] was performed
with respect to a specific reference interval (-2 to -1 secondwith respect to a specific reference interval (-2 to -1 second
3) Discussion:
as can be seen in figure 5 (left each). Patterns lead toas can be seen in figure 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 confirmed by the confusion matrix (figure 4, rightwhich is also confirmed by the confusion matrix (figure 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 first session, the user was quite nervous due to the noveltythe first 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
SMC
the first session, the user was quite nervous due to the novelty
the first 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 (figure 5, left), EOG artefacts are present right
that session (figure 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 official pilot for the team.
user became the official pilot for the team.
2016
user became the official pilot for the team.
The goal for screening was to find a suitable combinationThe goal for screening was to find a suitable combination
of 4 different classes which on the one hand promised highof 4 different classes which on the one hand promised high
classification performance and on the other hand was inclassification 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
find the 4-class combination with the highest performance, wefind 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 filtered
final
performed for each possible 4-class (70 in total) an analysis to
determine class discriminability. Again we bandpass filtereddetermine class discriminability. Again we bandpass filtered
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 filter and used a 10 times 5 fold cross validationbutterworth filter and used a 10 times 5 fold cross validation
technique to avoid overfitting. We trained CSP filters ontechnique to avoid overfitting. We trained CSP filters 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 first two and the last two CSP projections and calculated
the first 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 classifier 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
fields of the virtual race (grey (REST), yellow (SUB), blue
fields 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 classifications 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 filters were
artefact contaminated trials [17]. Six separate CSP filters 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 reflected. We took the
first two and the last two CSP projections and calculated 24first 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) classifier was trained onthe band power features. A (sLDA) classifier 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 filters and sLDA model were now usedthe visual cue. CSP filters and sLDA model were now used
for online classification and providing feedback to the user. In
for online classification 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 field, 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 classification 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 simplified feedback. Games however,way, with abstract and simplified feedback. Games however,
cause distractions which can influence BCI performance nega-
cause distractions which can influence BCI performance nega-
IEEE
cause distractions which can influence BCI performance nega-cause distractions which can influence 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 field and
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
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 first we investigated all theAt first 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 field, 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 field (grey fields), we also counted it as a true
on a non-action field (grey fields), 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 first contact with BCI
promising way to guide users from first 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 first stage indicate
understands instructions. The results of our first stage indicate
that the pilot is not only able to understand the instructions
final
understands instructions. The results of our first stage indicate
understands instructions. The results of our first 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 classification performance variedmental tasks and found that classification 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
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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. Müller-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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[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,”
SMC
, vol. 382, no. 1-2, 1-8, pp. 169–174, 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 based“A 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. 1049–1052.
, Aug 2015, pp. 1049–1052.
[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 significant erd/ers patterns in multichannel eeg and ecog data,”
of significant erd/ers patterns in multichannel eeg and ecog data,”