Professional Documents
Culture Documents
Francesco Carrino1,2, Joel Dumoulin1, Elena Mugellini1, Omar Abou Khaled1, Rolf Ingold2
1
I.
INTRODUCTION
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back to the end of 19th century, but, in spite of the
technological progress, the knowledge about the human
brain is still partial and incomplete. Despite that, nowadays
the brain electrical activity is successfully used in several
applications developed to improve the quality of life of
impaired people (e.g. with severe neuromuscular disorders,
such as ALS, brain stem stroke, and spinal cord injury). It
can also be used for rehabilitation or more simply for
gaming. In particular, the electroencephalography EEG
represents the most used Brain-Computer Interface (BCI)
technology in reason of good time resolution (compared with
neuronal activity) but also for three practical reasons: it is
non-invasive; it is cheaper than other solutions; it is portable.
These three features are considered very important in the
medical domain, in comparison with other BCI technologies
(such as electrocorticography, functional magnetic resonance
imaging, magnetoencephalography, etc.) which are more
invasive, expensive or cumbersome. However, an EEG
system is still difficult to use for applications out-of-the-lab,
because of the too-high cost, the difficulty to install the
RELATED WORK
Number of channels
Channel names
locations)
10-20
Sampling method
Sampling rate
Resolution
Bandwidth
256mVpp
Coupling mode
AC coupled
Connectivity
Proprietary
band
12 hrs
Impedance measurement
wireless,
2.4GHz
SYSTEM ARCHITECTURE
A. S ignal Processing
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acquisition from the device. The detected brainwaves signals
follow then a preprocessing treatment. In this phase,
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channels to enable and performs a first spatial filtering: a
Laplacian Surface is calculated in order to combine the
signal coming from the different channels; as output it
provides only two signals corresponding to the sensorimotor
cortex areas related with the left or right hand movement.
Then, a temporal filter is used to extract the required
bandwidth (usually between 8 and 24 Hz for motor imagery
tasks). When the preprocessing is over, the signal passes
through a temporal epoching phase and then the features
extraction can begin. The achieved features vector is sent to
the LDA classifier. Furthermore, a k-fold cross-validation is
used to improve the results. When the classification output is
available, the VRPN module handles the communication
with GERBIL.
B. G ERBIL
The application called GERBIL was conceived for
several reasons. Principally its role is to translate the
OpenViBE output in commands for the wheelchair but also
to provide a friendly interface to manage the whole system.
Here after, the five principal functions of GERBIL are
detailed.
A cquisition M anagement. In order to improve the
system usability, GERBIL provides a simple interface to
handle the various acquisition aspects (add, edit, delete) not
really implemented in OpenViBE. Moreover a single
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will be used by the GERBIL Scenarios Generator to easily
link the different scenarios (e.g. Visualization and Training)
that are expected to work with the same data source.
Subjects M anagement. This function allows handling
(add, edit, delete) information about the subjects. Thus it will
be possible to link the acquired data with the information
about the subject to which they belong (age, gender, etc.).
Scenarios Generation. The GERBIL Scenarios
Generator main goal is to aid the user building the scenarios
Figure 3. On the left the Scenarios Generator interface where the type of scenarios can be detected and the related parameters
can be configured. On the right the Channel Selector which allows the user to configure the spatial filter with simple dragand-drop actions. The user has to select the reference channels and then the channels related to them.
x Channels: C3;C4;FC3;FC4;C5;C1;C2;C6;CP3;CP4.
x Acquired (software) with OpenViBE.
For both datasets, the classification was performed with a
LDA classifier (the SVC gave very similar result) with a kfold test composed of 7 partitions.
The datasets collected with the commercial device
(several configurations have been tested) reached a
classification rate rarely above the 60%. The dataset
collected with a professional headset achieved a rate of about
80%. The results had a remarkable amelioration introducing
the post processing phase implemented in GERBIL. With the
first dataset the classification rate reached about the 67.5%,
while with OpenViBE dataset, the result increased up to
91%.
In conclusion, it is important to specify that the result
presented here can be improved broadening the number of
subjects involved and extending the comparison to other
dataset acquired with professional headsets. In this respect,
during the project other online datasets were considered
(Physionet [21] and BCI competition [22]) but an OpenViBE
compatibility problem prevented to complete the test.
However, on the one hand the obtained result showed
clearly that a BCI self-paced application, based on
commercial EEG device is not realistic (especially for
context with high error sensitivity); on the other hand this is
a problem common to mostly of the BCI technologies based
on EEG that currently cannot achieve performance near to
100%.
VI.
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)/RWWH<5HQDUGDQG$/pFX\HU6HOI-paced braincomputer interaction with virtual worlds: A quantitative
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Brain-Computer Interface Workshop and Training
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Proceedings of the 2010 IE EE 36th Annual Northeast
Bioengineering Conference (NEBE C), Mar. 2010, pp. 1-2.
F. Carrino, J. Tscherrig, E. Mugellini, O. Abou Khaled,
DQG5,QJROG+HDG-Computer Interface - A Multimodal
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