A wearable brain-computer interface to play an endless runner game by self-paced motor imagery

被引:0
作者
Arpaia, Pasquale [1 ,2 ,3 ]
Esposito, Antonio [1 ,2 ]
Galasso, Enza [1 ,5 ]
Galdieri, Fortuna [1 ,2 ]
Natalizio, Angela [1 ,4 ]
机构
[1] Univ Naples Federico II, Augmented Real Hlth Monitoring Lab ARHeMLab, DIETI, Naples, Italy
[2] Univ Napoli Federico II, Dept Elect Engn & Informat Technol DIETI, Naples, Italy
[3] Univ Napoli Federico II, Ctr Interdipartimentale Ric Management Sanitario &, Naples, Italy
[4] Politecn Torino, Dept Elect & Telecommun DET, Turin, Italy
[5] Univ Napoli Federico II, Dept Chem Mat & Ind Prod Engn DICMaPI, Naples, Italy
关键词
self-paced BCI; low-density EEG; motor imagery; gaming application; wearability; real-time processing; CLASSIFICATION; BCI;
D O I
10.1088/1741-2552/adc205
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Objective. A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI). Approach. Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience. Main results. The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty. Significance. The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use.
引用
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页数:16
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