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1.
Front Hum Neurosci ; 15: 687252, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34630055

RESUMO

Motor imagery is a popular technique employed as a motor rehabilitation tool, or to control assistive devices to substitute lost motor function. In both said areas of application, artificial somatosensory input helps to mirror the sensorimotor loop by providing kinesthetic feedback or guidance in a more intuitive fashion than via visual input. In this work, we study directional and movement-related information in electroencephalographic signals acquired during a visually guided center-out motor imagery task in two conditions, i.e., with and without additional somatosensory input in the form of vibrotactile guidance. Imagined movements to the right and forward could be discriminated in low-frequency electroencephalographic amplitudes with group level peak accuracies of 70% with vibrotactile guidance, and 67% without vibrotactile guidance. The peak accuracies with and without vibrotactile guidance were not significantly different. Furthermore, the motor imagery could be classified against a resting baseline with group level accuracies between 76 and 83%, using either low-frequency amplitude features or µ and ß power spectral features. On average, accuracies were higher with vibrotactile guidance, while this difference was only significant in the latter set of features. Our findings suggest that directional information in low-frequency electroencephalographic amplitudes is retained in the presence of vibrotactile guidance. Moreover, they hint at an enhancing effect on motor-related µ and ß spectral features when vibrotactile guidance is provided.

2.
Front Hum Neurosci ; 15: 635777, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33716698

RESUMO

CYBATHLON is an international championship where people with severe physical disabilities compete with the aid of state-of-the-art assistive technology. In one of the disciplines, the BCI Race, tetraplegic pilots compete in a computer game race by controlling an avatar with a brain-computer interface (BCI). This competition offers a perfect opportunity for BCI researchers to study long-term training effects in potential end-users, and to evaluate BCI performance in a realistic environment. In this work, we describe the BCI system designed by the team Mirage91 for participation in the CYBATHLON BCI Series 2019, as well as in the CYBATHLON 2020 Global Edition. Furthermore, we present the BCI's interface with the game and the main methodological strategies, along with a detailed evaluation of its performance over the course of the training period, which lasted 14 months. The developed system was a 4-class BCI relying on task-specific modulations of brain rhythms. We implemented inter-session transfer learning to reduce calibration time, and to reinforce the stability of the brain patterns. Additionally, in order to compensate for potential intra-session shifts in the features' distribution, normalization parameters were continuously adapted in an unsupervised fashion. Across the aforementioned 14 months, we recorded 26 game-based training sessions. Between the first eight sessions, and the final eight sessions leading up to the CYBATHLON 2020 Global Edition, the runtimes significantly improved from 255 ± 23 s (mean ± std) to 225 ± 22 s, respectively. Moreover, we observed a significant increase in the classifier's accuracy from 46 to 53%, driven by more distinguishable brain patterns. Compared to conventional single session, non-adaptive BCIs, the inter-session transfer learning and unsupervised intra-session adaptation techniques significantly improved the performance. This long-term study demonstrates that regular training helped the pilot to significantly increase the distance between task-specific patterns, which resulted in an improvement of performance, both with respect to class separability in the calibration data, and with respect to the game. Furthermore, it shows that our methodological approaches were beneficial in transferring the performance across sessions, and most importantly to the CYBATHLON competitions.

3.
J Neuroeng Rehabil ; 14(1): 129, 2017 12 28.
Artigo em Inglês | MEDLINE | ID: mdl-29282131

RESUMO

BACKGROUND: In this work, we share our experiences made at the world-wide first CYBATHLON, an event organized by the Eidgenössische Technische Hochschule Zürich (ETH Zürich), which took place in Zurich in October 2016. It is a championship for severely motor impaired people using assistive prototype devices to compete against each other. Our team, the Graz BCI Racing Team MIRAGE91 from Graz University of Technology, participated in the discipline "Brain-Computer Interface Race". A brain-computer interface (BCI) is a device facilitating control of applications via the user's thoughts. Prominent applications include assistive technology such as wheelchairs, neuroprostheses or communication devices. In the CYBATHLON BCI Race, pilots compete in a BCI-controlled computer game. METHODS: We report on setting up our team, the BCI customization to our pilot including long term training and the final BCI system. Furthermore, we describe CYBATHLON participation and analyze our CYBATHLON result. RESULTS: We found that our pilot was compliant over the whole time and that we could significantly reduce the average runtime between start and finish from initially 178 s to 143 s. After the release of the final championship specifications with shorter track length, the average runtime converged to 120 s. We successfully participated in the qualification race at CYBATHLON 2016, but performed notably worse than during training, with a runtime of 196 s. DISCUSSION: We speculate that shifts in the features, due to the nonstationarities in the electroencephalogram (EEG), but also arousal are possible reasons for the unexpected result. Potential counteracting measures are discussed. CONCLUSIONS: The CYBATHLON 2016 was a great opportunity for our student team. We consolidated our theoretical knowledge and turned it into practice, allowing our pilot to play a computer game. However, further research is required to make BCI technology invariant to non-task related changes of the EEG.


Assuntos
Interfaces Cérebro-Computador , Pessoas com Deficiência/reabilitação , Tecnologia Assistiva , Interface Usuário-Computador , Humanos , Masculino
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