4/1/2019 1 PA199 Advanced Game Design Lecture 7 Brain Computer Interfaces Fotis Liarokapis 01st April 2019 Introduction Introduction • Brain-Computer Interface (BCI) or Brain– Machine Interface (BMI), is a direct way of communication between the brain and a computer system BCI Categories fMRI fNIRS MEG EEG Functional Magnetic Resonance Imaging (fMRI) • fMRI measures brain activity by detecting changes associated with blood flow – Relies on the fact that cerebral blood flow and neuronal activation are coupled – When an area of the brain is in use, blood flow to that region also increases • High spatial resolution – Tells you what is the smallest feature you can see based on your detector https://en.wikipedia.org/wiki/Functional_magnetic_resonance_imaging Functional Near-Infrared Spectroscopy (fNIRS) • fNIRS is a non-invasive imaging method for measuring brain activity through hemodynamic responses associated with neuron behavior • fNIR and fMRI are sensitive to similar physiologic changes and are often comparative methods • Studies relating fMRI and fNIR show highly correlated results in cognitive tasks https://en.wikipedia.org/wiki/Functional_near-infrared_spectroscopy 4/1/2019 2 Magnetoencephalography (MEG) • MEG is a functional neuroimaging technique for mapping brain activity by recording magnetic fields produced by electrical currents occurring naturally in the brain – Using very sensitive magnetometers • High temporal resolution – Tells you how quickly you can measure things https://en.wikipedia.org/wiki/Magnetoencephalography The Electroencephalogram (EEG) • An (EEG) is a measure of the brain’s voltage fluctuations as detected from scalp electrodes • It is an approximation of the cumulative electrical activity of the neurons • High temporal resolution Brainwaves and EEG • The human brain is made up of billions of interconnected neurons • The patterns of interaction between these neurons are represented as thoughts and emotional states EEG Frequencies Type Frequency Location Use Delta (δ) <4 Hz Everywhere Occur during sleep, coma Theta (θ) 4-7 Hz Temporal and parietal Emotional stress (frustration & disappointment) Alpha (α) 8-12 Hz Occipital and parietal Sensory stimulation or mental imagery Beta (β) 12-36 Hz Parietal and frontal Intense mental activity Mu (μ) 9-11 Hz Frontal (motor cortex) Intention of movement Brainwaves Graph http://braintrainers.net/ Principles of EEG 4/1/2019 3 The 10-20 System • The international 10-20 system describes the electrode placement on the scalp for EEG tests or experiments Types of BCIs Invasive BCI, implanted surgically Partially-Invasive BCI, implanted inside the scalp Non-Invasive BCI, using electrode cap EEG-based BCI paradigm • Three types: – Event related potential (P300) – Sensorimotor rhythms (SMR) – Steady State Visually Evoked Potentials (SSVEP) Event Related Potential (P300) • The P300 is thought to reflect processes involved in stimulus evaluation or categorization • When recorded by EEG, P300 surfaces as a positive deflection in voltage with a latency of roughly 250 to 500 ms – The signal is typically measured by the electrodes covering the parietal lobe https://en.wikipedia.org/wiki/P300_(neuroscience) P300 • The presence, magnitude, topography and timing of this signal are often used as metrics of cognitive function in decision making processes • While the neural substrates of this ERP component still remain hazy, the reproducibility and ubiquity of this signal makes it a common choice for psychological tests in both the clinic and laboratory https://en.wikipedia.org/wiki/P300_(neuroscience) P3a and P3b • Since the initial discovery of the P300, research has shown that the P300 has two subcomponents – P3 or P3a – P300 which has since been renamed P3b https://en.wikipedia.org/wiki/P300_(neuroscience) 4/1/2019 4 P3a • P3a has a positive-going amplitude that displays maximum amplitude over frontal/central electrode sites and has a peak latency in the range of 250-280 ms • Associated with: – Brain activity related to the engagement of attention (especially the orienting, involuntary shifts to changes in the environment) – Processing of novelty https://en.wikipedia.org/wiki/P300_(neuroscience) P3b • P3b has a positive-going amplitude that peaks at around 300 ms, and the peak will vary in latency from 250-500 ms or more depending upon the task – Amplitudes are typically highest on the scalp over parietal brain areas • Used to study cognitive processes – Especially psychology research on information processing • The P3b can also be used to measure how demanding a task is on cognitive workload https://en.wikipedia.org/wiki/P300_(neuroscience) P300 Spellers • Very popular nowadays P300 Speller Video https://www.youtube.com/watch?v=y3lGJVnSSsg Sensorimotor Rhythms (SMR) • SMR is an oscillatory idle rhythm of synchronized electromagnetic brain activity – It appears in spindles in recordings of EEG, MEG, and ECoG over the sensorimotor cortex • The frequency is in the range of 13 to 15 Hz • SMR is not fully understood https://en.wikipedia.org/wiki/Sensorimotor_rhythm How SMR Works • Brain is producing a stronger SMR amplitude when the corresponding sensorimotor areas are idle: – During states of immobility, thus often mixed up with alpha waves • SMR typically decrease in amplitude when the corresponding sensory or motor areas are activated – i.e. during motor tasks and even during motor imagery • SMR is very difficult to detect as it is usually superimposed by the stronger occipital alpha waves • The feline SMR has been noted as being analogous to the human mu rhythm https://en.wikipedia.org/wiki/Sensorimotor_rhythm 4/1/2019 5 SMR Neurofeedback • Neurofeedback training can be used to gain control over the SMR activity – This feedback enables the subject to learn the regulation of their own SMR – Some patients may benefit from an increase in SMR activity via neurofeedback • i.e. learning difficulties, ADHD, epilepsy and autism • In BCIs, the SMR amplitude during motor imagery can be used to control external applications https://en.wikipedia.org/wiki/Sensorimotor_rhythm SMR Speller Video https://www.youtube.com/watch?v=R-tNE-y2QU0 Two-Dimensional BCI Control https://www.youtube.com/watch?v=KMxop6xzsKM Mu Waves • Mu waves (known as mu rhythms, or sensorimotor rhythms) are synchronized patterns of electrical activity involving large numbers of neurons in the part of the brain that controls voluntary movement – These patterns repeat at a frequency of 7.5–12.5 (and primarily 9–11) Hz – Most prominent when the body is physically at rest • Measured by: – Electroencephalography (EEG) – Magnetoencephalography (MEG) – Electrocorticography (ECoG) https://en.wikipedia.org/wiki/Mu_wave Mu Waves . • Unlike the alpha wave, which occurs at a similar frequency over the resting visual cortex at the back of the scalp, the mu wave is found over the motor cortex, in a band approximately from ear to ear • A person suppresses mu wave patterns when he/she performs a motor action or, with practice, when he or she visualizes performing a motor action – This is called desynchronization of the wave because EEG wave forms are caused by large numbers of neurons firing in synchrony https://en.wikipedia.org/wiki/Mu_wave Steady State Visually Evoked Potentials (SSVEP) • SSVEP are signals that are natural responses to visual stimulation at specific frequencies • When the retina is excited by a visual stimulus ranging from 3.5 Hz to 75 Hz, the brain generates electrical activity at the same (or multiples of) frequency of the visual stimulus https://en.wikipedia.org/wiki/Steady_state_visually_evoked_potential 4/1/2019 6 SSVEP Usage • This technique is used widely with electroencephalographic research regarding vision • SSVEP's are useful in research because of the excellent signal-to-noise ratio and relative immunity to artifacts Open Vibe https://en.wikipedia.org/wiki/Steady_state_visually_evoked_potential SSVEP-based Mindspeller https://www.youtube.com/watch?v=ZupEt1uvcls SSVEP Chess Video https://www.youtube.com/watch?v=spIVPw7XbCs BCI Illiteracy • Around 20 % of BCI users do not obtain reliable BCI control (Tan and Nijholt, 2010) • Investigation of BCI illiteracy can lead to: – Avoid unnecessary training sessions – Develop co-adaptive learning strategies to improve BCI illiteracy – Understand neurophysiological-basis of BCI illiteracy – Build better BCI systems Classification Issues • Differences in brain anatomy may yield very variable signal quality • Large muscle artefacts How to Improve BCI Illiteracy • Improve classification accuracy • Change paradigm • Change neuroimaging technique • Combine neuroimaging techniques • Combine paradigms 4/1/2019 7 EEG Devices Cheap Commercial BCI Headsets • Non-invasive BCI’s most commonly use EEG: – Portability, low set-up cost, easy of use • Low-cost BCI headsets are used the last 10 years Neurosky Headset • NeuroSky MindWave is a simplified version of the traditional EEG technology • Attention and Meditation levels are calculated from raw brainwaves by monitoring: – Electrical potential between the sensing electrode • Positioned on the forehead – Reference electrodes • Positioned on the left earlobe http://neurosky.com/ Neurosky Advantages • Very easy to use • No calibration is required – Plug and play! • Good support is provided – SDK Neurosky Drawbacks • Since there is only one sensor in place, separating brainwaves becomes a challenge • Because the headset is not fastened to the head, pronounced muscle movements, such as yawning, facial expressions may result in a momentary decrease in signal quality Neurosky MindWave Video https://www.youtube.com/watch?v=1tr4CjtGtvg 4/1/2019 8 Emotiv Epoc Headset • Emotiv Epoc Headset has 14 wet sensors (and 2 reference sensors) detecting brain signals and facial expressions • Emotiv requires a unique user profile to be trained to map users’ brain-activity Control Panel https://emotiv.com/ Emotiv Epoc Wheelchair https://www.youtube.com/watch?v=0at3NzNRySg gMOBIlab • gMOBIlab from g.tec • Available in two versions: – 8 channel EEG – Multi-purpose version • Multiplatform – Windows and Linux • Integration – C or Matlab http://www.gtec.at/Products/Hardware-and-Accessories/g.MOBIlab-Specs-Features Enobio BCI • Wireless, lightweight, comfortable • Comes in 8, 20 and 32 channels • Bandwidth: 0 (DC) to 125 Hz • Sampling rate: 500 SPS • Resolution: 24 bits – 0,05 microvolt (uV) • Triaxial accelerometer data – For artifact removal http://www.neuroelectrics.com/products/enobio/enobio-32/ Case Studies BCIs and Computer Games 4/1/2019 9 Methodology • Interaction – Cognitive functions (brainwaves) are used to move the forwards/backwards – Expressive functions are used to steer left/right • When the user blinks accordingly • Profile training using Control Panel for 60s (push/pull actions plus blink calibration) – Navigating the 3D robot inside the maze to a predefined waypoint (increasing users cognitive workload) • Evaluation with 30 users Videos 3D Maze Game RomaNova Game Liarokapis, F., Debattista, K., Vourvopoulos, A., Petridis, P., Ene, A., Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study, Entertainment Computing, Elsevier, 5(4): 391-399, 2014. Comparison of Questionnaires • No significant differences for the ability to control, responsiveness, interaction and naturality of experience were found – Can be explained by the similar difficulty of the BCI task Comparison of Questionnaire & EEG • Questionnaire – 16/31 (51%) users have reported through their answers that they were engaged to the game • EEG – 9 out 31 users found with increased Beta activity – That’s 29% of the users that scored high on the engagement related questions • This could mean that whatever the users think about their status is different on what actually was recorded through the EEG – Taking in good fain that the headset measured accurately Multimodal BCI Games Liarokapis, F., Vourvopoulos, A., Ene, A. Examining User Experiences Through A Multimodal BCI Puzzle, Proc. of the 19th International Conference on Information Visualisation (IV 2015), IEEE Computer Society, Barcelona, Spain, 21-24 July, 488- 493, 2015. (DOI: 10.1109/iV.2015.87) Multimodal Games • The game is multimodal, supporting a “BCI input” and a “no BCI input” mode • In the latter, meditation is defaulted at 50% of its maximum possible value – Speed is only affected by the number of cleared lines • An instance of the game depends on: – Name of the player – Log’s creation timestamp – Meditation Liarokapis, F., Vourvopoulos, A., Ene, A. Examining User Experiences Through A Multimodal BCI Puzzle, Proc. of the 19th International Conference on Information Visualisation (IV 2015), IEEE Computer Society, Barcelona, Spain, 21-24 July, 488-493, 2015. 4/1/2019 10 Video 55 Evaluation Procedure • Evaluated by 30 volunteers – Selected by random sampling – Duration was approximately 30 minutes – 73.33% males, 26.67% females • The dominant age group is 18-25 with 80% – 10% only aged 26-33 • 83.3% participants reported using the computer to a very high degree in their daily activities – However, in terms of gaming experience the percentage drops to 23.33% 56 EEG Rhythms Log • Significant correlations were found for attention • Decreasing Theta (r = -0.2885, p < 0.05) – Theta is usually linked to inefficiency and daydreaming • High Alpha (r = -0.1841, p < 0.05) – Alpha rhythms attenuate with drowsiness, concentration, stimulation or visual fixation • High Gamma (r = -0.1589, p < 0.05) – High gamma oscillations have been observed in a variety of different purpose neuro-anatomical domains including informationprocessing 57 Conclusions • More experienced gamers did not notice the speed difference because they usually rushed the pace of the game • No significant change in terms of meditation was observed from one game mode to the other – Participants can get considerably frustrated • Significant correlations of EEG rhythms with attention showed that users could possibly be more concentrated during the session – Achieving a high degree of relaxation overall during nonBCI control Prior Gaming Experience in MI Vourvopoulos, A., Liarokapis, F., Chen, M.C. The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study, Proc. of VS-Games 2015, IEEE Computer Society, Skovde, Sweden, 16-18 September, 139-146, 2015. Video Games and the Brain • People regularly exposed to video-games have improved : – Visual and spatial attention (C. S. Green, D. Bavelier, Nature, 2003) – Memory (J. Feng et al., Psychol. Sci., 2007) – Mental rotation abilities – Enhanced sensorimotor learning (D. G. Gozli, et al.,Hum. Mov. Sci., 2014) • Extensive video-game practice has also been shown to improve the efficiency of: – Movement control brain networks – Visuomotor skills (J. A. Granek, et al., Nerv. Syst. Behav., 2010) 4/1/2019 11 How Used in Current Mental Tasks? • Mental rotation • Motor imagery • Remembering familiar faces • etc… Important for using BCIs Motor Imagery (MI) • MI is a mental process by which an individual rehearses or simulates a given action – Implies that the subject feels herself/himself performing the action – MI is relying on the same brain systems that would be used for actual performance of the task (Miller et al., 2010) Miller, K. J., Schalk, G., Fetz, E. E., Nijs, M. den, Ojemann, J. G., & Rao, R. P. N. (2010). Cortical activity during motor execution and motor imagery. Proceedings of the National Academy of Sciences of the United States of America, 107(9),4430-5 Movement Imagery Neurogaming & Brain-Controlled Virtual Environments • BCI’s used as primary input • Excludes the use of traditional controllers Current Limitations • Long and repetitive training sessions can result in user fatigue and declining performance over time • No relationship between videogame practice and BCI training In this Study • Neurophysiological correlates of gaming experience reflected in MI-BCI training • Designed an experimental setup including: – A standard BCI training paradigm – Two different user groups based on their previous gaming experience Types of Acquired Data 4/1/2019 12 Methodology: Participants • 12 participants • Mean age of 28 yrs • 8 male, 4 female • 1 left handed Methodology: Experimental Setup • 8 Active Electrodes – Frontal-Central (FC3, FC4) – Central (C3, C4, C5, C6) – Central-Parietal (CP3, CP4) • Frequency: 256Hz Methodology: Experimental Setup • Twin 640x480 LCD displays • 32-degree FOV Methodology: Experimental Setup 1,5 Sec 3,75 Sec Video Methodology: Questionnaires 4/1/2019 13 Methodology: Grouping Players • Clustering based on reported Gamer Dedication (GD) – where s = self-ranked score; w = weight Ernest Adams, Barry Ip, From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication, 2002. 0 10 20 30 40 50 60 70 80 90 0 2 4 6 8 10 12 14 Score% User ID ModerateHardcore Mean Extracting the EEG Rhythms • Drowsiness, Concentration, Visual fixation, Sensorimotor rhythms (J. M. Stern, 2005) • Active thinking, Active attention, Sensorimotor rhythms (S. Sanei, J. A. Chambers, 2008) • Meditative, Relaxed and Creative states (S. Sanei, J. A. Chambers, 2008) • Visual, Auditory, Somatic and Olfactory perception, Attention (J. T. Cacioppo et al., 2007) Rhythms Seconds Alpha Beta Theta Gamma Can different gamer groups modulate different EEG patterns? 7.7% -1% 3.7% -4.3%-4.7% -3.66% -3.4% -1.13% Alpha +12.4% Beta +2.64% Theta +7.09% Gamma -3.17% Hardcore vs Moderate Can experienced gamers increase their performance faster? • Hardcore -> 3.16% • Moderate ->1.53% Relationship between demographics and EEG pattern modulation • Beta (r=0.7848) • Theta (r=0.6111) • Gamma (r=0.6302) • Alpha (r=-0.5642) Higher modulation -> women Gender Age Higher modulation -> older people Relationship between subjective reports and brain activity Alpha • Game Genre • Gamer Dedication: - Discuss games with friends/bulletin boards • Game Addiction: - Stay up late to play video games Beta • Gender • Game Addiction : - Unsuccessful reduction of video games duration - Eat meals while playing video games - Headaches, red eyes, etc. from playing video games • Handedness Theta • Gamer Dedication: - Play games over many long sessions Gamma • Game Addiction : - Active member in activities or clubs • Kinesthetic Imagery: - Kicking a stone 4/1/2019 14 Overall • So far, with current results: – We can distinguish a trend between the two gamer groups – A strong gaming profile could possibly enhance the ability to use a BCI system – Differences between all EEG bands – Classification percentages increased performance faster over time for Hardcore users • Enhanced sensorimotor capability of experienced gamers is partially reflected in MI-BCI training Examining Brain Activity While Playing Computer Games Bakaoukas, A., Florin, C., Liarokapis, F. Examining Brain Activity While Playing Computer Games, Journal on Multimodal Interfaces, Springer, 1-17, 2015. (DOI: 10.1007/s12193-015-0205-4). Aim • Analyse data recorded while participants were engaged in playing popular computer games • Contribution – Connection between activities in the brain and the different categories of computer games Three Games Quake 3TrackMania Nations Minesweeper Experiment • gMOBIlab (g.tec) - 8 channels: – O1, O2, T7, P3, Cz, P4, T8, Pz • 21 participants – 20 males (19 and 26 years old) – 10 located in a quiet environment – 11 located in a noisy environment Different Conditions 4/1/2019 15 Results • Focus on the Alpha and Beta rhythm waves – Frequencies range of 2–45 Hz • Results revealed that the highest Alpha and Beta rhythm magnitude levels are obtained when engaging with the “Quake3” game – As expected • No significant differences between noisy and quiet environments – But higher beta from noisy compared to quiet environment Video Understanding Body Ownership in VR/AR Aim • Examining the use of body ownership in real environment, virtual environment and augmented reality environment • Make use of the rubber hand illusion – Future application in patients with schizophrenia VR/AR Rubber Hand • Compared to the classical experiment where a plastic rubber hand was used, a virtual 3D representation was chosen to create the same illusion this time in an immersive VR and AR environment Participants & Evaluation • Experiments were performed on 30 healthy volunteers, aged 19- 49 – 10 female – 20 male • Two different questionnaires – Cognitive workload • NASA TLX questionnaire – Rubber Hand • Ownership, Agency, Ownership Control, Agency Control 4/1/2019 16 Experimental Setup: Hardware • Visualisation (Wrap 1200DX AR) – Twin high-resolution 852 x 480 LCD displays – 35 degree diagonal FOV • BCI (Enobio BCI) – 32 sensors – Sampling rate: 500 SPS – Resolution: 24 bits - 0,05 microvolt (uV) Sensor Placement • Frontal (F3, F4, F7, F8) • Temporal (T7, T8) • Central (C3, C4) • Parietal (P7, P3, P4, P8, P03, P04) • Central-Parietal (CP1, CP2, CP5, CP6) • Occipital (O1, O2) • Frontal-Central (FC1, FC2, FC5, FC6) • Frontal-Parietal (FP1, FP2) • Intermediate (AF3, AF4) • Mid Line (Oz, Pz, Cz, Fz) Recordings • EEG signals and head orientation of the individuals were recorded and stored for further processing • Head orientation information is used to remove artifacts Video Qualitative Results • Positive – It’s fun and interesting • Negative – HMD doesn’t cover whole visual area – HMD has poor resolution, is heavy – Issues with the AR scene – Can’t understand the questions • Suggestions – ”what would happen if...” Results - Questionnaires • ANOVA on questionnaires • Difference for ownership statements – I felt as if I was looking at my own hand, sig. p=0.001 – I felt as if the rubber hand was my hand, sig. p=0.034 • Best-accepted is the rubber hand in the physical world • No other significant differences 4/1/2019 17 Results - Analysis of correlations • Beta and gamma bands correlate positively with questionnaire outputs – Pearson r correlation – Ownership and gamma: r=0.329, p=0.002 – Agency and beta: r=0.346, p=0.001 – More brain wave production for participants subjectively feeling the illusion Immersion Results • Ownership statement rating splits the subjects • Immersed: 20 in reality, 14 in AR, 13 in VR – VR and AR ”worked” in less participants – AR not really different from VR • AR and VR produced slightly more brain waves Overall • Correlation between questionnaires and EEG – Rubber hand was the preferred medium – AR subjectively comparable to VR • Premotor cortex activity linked to higher gamma production during the illusion • However AR and VR produced more brain activity for both gamma and beta waves User Profiling for BCIs and Games Vourvopoulos, A., Niforatos, E., Hlinka, M., Skola, F., Liarokapis, F. Investigating the Effect of User Profile during Training for BCIbased Games, Proc. of the 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games 2017), IEEE Computer Society, Athens, Greece, 6-8 September, 117-124, 2017. (ISBN: 978-1-5090-5812-9) Overview • This research illustrates the importance of: – User-related effect – Time-related effect • The effect of reported workload immersion during game play • Difference in training modalities Experiment • 34 Participants (17 males) • 18-33 Age • 32 EEG channels 4/1/2019 18 Methods • BCI Training BCI Game The Protocol • Motor Observation • Motor Imagery 0 min ~60 min BCICalibration BCITask QuestionnairesRestSetup & instructions 1s ~25min 5min 5min ~15min5min Waitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 282sec FeedbackWaitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 306sec x 24 x 24 (a) (b) (c) 0 min ~60 min BCICalibration BCITask QuestionnairesRestSetup & instructions 1s ~25min 5min 5min ~15min5min Waitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 282sec FeedbackWaitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 306sec x 24 x 24 (a) (b) (c) Extracting EEG features Rhythms Seconds Alpha Beta Theta Gamma Raw EEG 7 - 14 Hz 15 - 30 Hz 4 - 7 Hz 30 - 100 Hz EEG Data • Alpha & Beta -> Classifier Input (Lotte, 2014) • Beta/(Alpha+Theta) -> Engagement Index (A. T. Pope et al., Biol. Psychol., 1995) Demographics & Questionnaires • Demographics – Gender – Age – Role • Subjective experience – Presence Questionnaire (PQ) – Workload (NASA TLX) – Flow (GEQ) 4/1/2019 19 Results - Effect of Role • Students vs Employees • Differences in: – Reported Workload – Alpha, Theta bands – Engagement Index • Employees -> increased engagement and decreased workload (mental, temporal demand) Results - Effect of Gender • Differences in: – EEG bands (Delta, Theta, Alpha, Beta) – GEQ: Females reported less concentration Results - Effect of Hour of Day • Main effect of hour of day on: – Gamma – Engagement Index • Higher at 15:00 than 19:00 Relationship of EEG data with Reported Experience • Relationship of Alpha & Theta: – TLX: effort – GEQ: Feedback, Time, Experience • Engagement Index – PQ: Adjustment in Experience Motor Imagery vs Motor Observation • No significant differences vs Summary 4/1/2019 20 Conclusions • Overall, this study showcased that gender, role and time have a significant effect not only on EEG modulation but also on reported workload and loss of self-consciousness during the game play • This demonstrates how sensitive BCI interaction can be, easily affected by insufficient attention due to user distraction or frustration Future Work • Include the analysis of specific electrode locations, during BCI training, and create models of user profiles that could be included in a personalized training together with the EEG data User Data Brain Chatting using Augmented Reality Kerous, B., Liarokapis, F. BrainChat - A Collaborative Augmented Reality Brain Interface for Message Communication, Proc. of the International Symposium on Mixed and Augmented Reality (ISMAR 2017) Adjunct Proceedings, IEEE Computer Society, Nantes, France, 279-283, 2017. (DOI: 10.1109/ISMAR-Adjunct.2017.91) New Communication Ways • Nowadays we see a number of alternatives for communication • May different applications exist • Ubiquitous computing Interaction Modalities • Event Related Potentials Advantages of ERP • P300 recommended for mobile uses, as early as 2004 in based on error rates reported in 2003 BCI competition • Evaluation of a P300 in a fully mobile environment – Moderate drop of performance between sitting and walking conditions • The canonical presentation of a the stimuli is evolving in recent years 4/1/2019 21 Proposed BCI pipeline • Components: – Openvibe – UIVA – VRPN – Unity3D Calibration • The calibration session was conducted by instructing the user to count the number of flashes of the target letter • Calibration consisted of 10 randomly selected letters • All rows and columns flashed in random order 12 times for each letter the user was instructed to spell, with one second delay between these 12 repetitions • The flash duration was set at 0.2 seconds, preceded and followed by a 0.1 second delay • The user was given 3 second delay before the next target letter block of flashes was initiated Experiment Results – User 100% Accuracy Results – User 25% Accuracy Future Tasks • Stimuli changes (motion, size, color, sound) • Find ways to eliminate multiple layers for communication • Embedding the stimuli in a context sensitive and unimposing way • Combining more than two users in a shared or competitive task 4/1/2019 22 Conclusions • A lot of research is going on in this area – Bio-feedback: very experimental at this stage – EEG: ideal for patients and perception studies • Won’t see many commercial applications soon – Much more studies are required – Technology will get better and cheaper – Better algorithms for cleaning and classification are needed Collaborators • Alina Ene (Coventry University) • Athanasios Vourvopoulos (Madeira University) • Panagiotis Petridis (Aston University) • Anastasios Bakaoukas (University of Northampton) • Sara de Freitas (Murdoch University) • Filip Škola (Masaryk University) • Roman Konečný (Masaryk University) • Richard Bartecek (Masaryk University) • Tomas Kasparek (Masaryk University) Questions