To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibrotactile feedback during users' training and control of EEG-based BCI applications. A protocol for delivering vibrotactile feedback, including specific hardware and software arrangements, was specified. In three studies with 33 subjects (including 3 with spinal cord injury), we compared vibrotactile and visual feedback, addressing: (I) the feasibility of subjects' training to master their EEG rhythms using tactile feedback; (II) the compatibility of this form of feedback in presence of a visual distracter; (III) the performance in presence of a complex visual task on the same (visual) or different (tactile) sensory channel. The stimulation protocol we developed supports a general usage of the tactors; preliminary experimentations. All studies indicated that the vibrotactile channel can function as a valuable feedback modality with reliability comparable to the classical visual feedback. Advantages of using a vibrotactile feedback emerged when the visual channel was highly loaded by a complex task. In all experiments, vibrotactile feedback felt, after some training, more natural for both controls and SCI users.
To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibrotactile feedback during users' training and control of EEG-based BCI applications. A protocol for delivering vibrotactile feedback, including specific hardware and software arrangements, was specified. In three studies with 33 subjects (including 3 with spinal cord injury), we compared vibrotactile and visual feedback, addressing: (I) the feasibility of subjects' training to master their EEG rhythms using tactile feedback; (II) the compatibility of this form of feedback in presence of a visual distracter; (III) the performance in presence of a complex visual task on the same (visual) or different (tactile) sensory channel. The stimulation protocol we developed supports a general usage of the tactors; preliminary experimentations. All studies indicated that the vibrotactile channel can function as a valuable feedback modality with reliability comparable to the classical visual feedback. Advantages of using a vibrotactile feedback emerged when the visual channel was highly loaded by a complex task. In all experiments, vibrotactile feedback felt, after some training, more natural for both controls and SCI users.
The human brain relies on inputs from different senses
to form percepts of objects and events, during everyday life. These pieces of
information usually complement and confirm each other, thereby enhancing the
reliability of percept [1]. Somatosensory feedback is a vital component of motor
planning, control, and adaptation, and there is a growing effort to include
this feedback modality in neural prosthetic systems [2].Visual presentation of stimuli is the most common
feedback modality in neurofeedback paradigms for self-regulation of the brain's
electrical activity. Thus, it is comprehensible that current brain-computer
communication systems mainly operate with visual stimuli [3]. However, components of the
visual system such as vision, visual attention, and focusing gaze are physiologically
engaged during the dynamic contact between the body and environment.
Furthermore, the visual sense may be compromised in some patients who are in
need of BCI support. Thus, towards more efficient brain-computer communication,
it seems important to also obtain evidence of how the extravision somatosensory
modality performs during self-regulation of the brain's electrical activity.Only few studies have tested other feedback modalities
for brain-computer interfaces (BCIs). Hinterberger [4] and Pham
[5, 6] tested auditory feedback,
but, to our knowledge, no one has trained subjects with tactile feedback.
Vibrotactile stimuli have been previously used [7, 8] for BCI operation in a
different context, that is, as an external driving stimulus to elicit exogenous
EEG rhythms.In addition to freeing visual and auditory attention,
tactile stimuli are more natural in a manipulation task than, for example,
visual stimuli. Even though BCI training is strongly dependent on feedback,
surprisingly, only two studies have explored how feedback affects the learning
process. McFarland [9] investigated what happens when feedback is removed
from well-trained subjects and Neuper
[10] compared
continuous and discrete feedback. No guidelines exist regarding somatosensory stimulation
for BCIs.This study aims to explore the benefits of vibrotactile
feedback for user training and accurate control of an EEG-based brain-computer
interface.
2. VIBROTACTILE STIMULATION
2.1. Physiological perception
Several receptors for the transduction of mechanical
solicitation on the skin into neuronal signals are available in man: Merkel's
receptors, which are slow adapting receptors with high spatial resolution; the
Meissner's corpuscles, present in the glabrous skin (lips, finger), with
characteristic of rapid adaptation and high spatial resolution; the Pacini's
corpuscles which detect very rapid vibration and are quickly adapting. The
somesthetic information travels from the receptors to the central nervous
system using the fastest communication lines in the human body; the so-called
dorsal-lateral column way, delivering information at a speed of over 100 m/s.
This somesthetic system delivers very precise information of which two
neighboring points on the human skin can be perceived as distinct. The spatial
resolution of the skin has been tested since 1826 [11] using static pressure
stimuli showing that it varies along the body, ranging from few millimeters
(fingers) to more than four centimeters (trunk).Vibrotactile devices delivering variable pressure on
the skin have been employed as an alternative sensitive channel for blind or
deaf individuals [12, 13]. The sensitivity for vibrotactile stimulation depends
on body position and age of the subjects [14]. Frequency of vibration is a second parameter that
influences the quality and intensity of perception, being modulated by factors
like body position, skin temperature, and underlying tissue (bone, fat, muscle,
or a combination). Values between 50 and 300 Hz should generally be chosen. The
use of oscillating pressure also adds new degrees of freedom to the design of
vibrotactile stimuli, such as waveform shape, for example, sinusoidal or square
and amplitude modulations (at different modulation frequencies) of the carrier
frequency.In summary, several features of vibrotactile stimuli
can be modulated to convey information over this sensory channel. The list can
be divided into two subsets. The first includes features related to physical
perception:frequency, the main spectral component of the periodic stimulus;intensity, the strength of stimulation (measured either as force applied or as
displacement produced);timbre, the complexity of the stimulation waveform (i.e., the content of harmonics in
the spectral representation);duration, the time length of the “on” time or an elementary stimulation;spatial location, the single body part or the pattern of parts that are stimulated.Features in the
second subset are clearly perceived by an individual, but do not rely on any
property of the receptors (e.g., need to be interpreted on a cognitive
level):rhythm ,
the sequences of stimulation and pauses, with specific durations, that compose
the current message, that is, a triplet of stimuli, a Morse coded SOS, and so
forth;tempo ,
the fastness, due to longer or shorter duration of the whole message, given at
fixed rhythm;flutter ,
an amplitude modulation of the stimulation carrier frequency that can either be
perceived as increase and decrease of the intensity (if modulation is slower
than 5 Hz) or as “roughness” (if modulation is faster than 10 Hz).Given the hardware at our disposal (described below), we designed an appropriate software framework to test the effectiveness of all the features mentioned above, as to maximize the capacity of the vibrotactile channel.
2.2. Generation and delivery of stimuli
We used C-2 tactors (Engineering Acoustics, Inc,
Winter Park, FL, USA) (see Figure 1) that are magnetic actuators, similar in
principle to audio speakers; the current flowing in their coil pushes a central
structure named contactor against the skin and back. Different from acoustic
transducers, the structure is tuned on a narrow band around 250 Hz, so only
signals at these frequencies can be effectively transduced.
Figure 1
(a) Components of a C-2 tactor; (b) External aspect.
By driving a tactor with two mixed sine waves, complex
waveforms can be obtained. Moreover, a third auxiliary input can be fed at the
amplification stage. Even if efficiency issues suggest not to deviate from the
resonance frequency of 250 Hz, the frequency of stimulation can be selected by
the user. The output intensity can be set to four different values
(amplification gains). A peripheral interface controller (PIC) included on the
control board takes care of serial communication with the PC, and sets in the
generation and amplification subsystems the appropriate values of frequency and
gain. By using a battery as power supply and a serial port to a Bluetooth (BT)
adapter, the host PC can send commands over the air to the vibrotactile device.
Since both the control board and the BT adapter are battery powered, the users can
wear a wireless system during the experiments.The tactors are relatively lightweight and small (∼4
cm diameter). The skin contactor is 7.5 mm diameter, raised to 0.6 mm from the
surface of the case, so that it can be pre-loaded on skin. Since the nominal
displacement is about 0.6 mm, the tactor-skin adhesion is never lost in any
phase of the vibration. In principle, taping them to the body could be a
solution for short term experimentations, but it is hardly satisfactory for
longer sessions. The ideal placement technique should (i) be easy to wear, (ii)
be comfortable to wear, (iii) guarantee good adhesion to skin, (iv) allow good
skin sensitivity. Moreover, we need to take into account the possibility that
some motor-disabled users could be spinal cord injured (SCI) suffering from
sensory deficits in the lower part of their body. The position of tactors must
be above the dermatome corresponding to the level of the lesion (see Figure 2).
Figure 2
Dermatomes of
the human body, that is, the levels innervated by each pair of spinal roots. A
spinal cord injury may leave denervated all dermatomes, below the level of the
lesion.
We defined a common standard placement of the tactors
where they are placed on the shoulders of the users, using an elastane T-shirt
to keep them steadily in position and slightly pressed against the skin (see
Figure 3(d)).
Figure 3
(a) Tactors indexing, used in the results. (b) Mapping
of perceived position of stimulation to keys of a computer's numeric keypad;
correspondence does not rely on numbers, but on directions (e.g., leftmost key
coded as a perceived stimulus to the left). (c) Mapping of perceived intensity
of stimulation to keys of a computer's keyboard; 1 coded the weakest intensity,
and 4 the strongest. (d) Montage of tactors on the subject's body.
The software framework designed to drive the
vibrotactile actuators was divided into several layers, aiming at implementing
commands at different levels of abstraction. In particular, primitive
stimulation modalities (tactons, [15, 16]) were used as a general library of stimuli.
3. PRELIMINARY EXPERIMENTATIONS
In the preliminary experiments, our aim was to address
whether a subject is able to distinguish two separate stimuli delivered through
the experimental setup described above, even when the stimulation
characteristics are only slightly different. The vibrotactile features under
investigation in this experiment were intensity and position.
3.1. Experimental setup
Five able bodied subjects (AB, one female) and three
subjects with spinal cord injuries —leading to paraplegia (SCI, lesions
from T3 to T8, all male) —, (SD) years old, were enrolled.Eight tactors were positioned in a circle at even
angles on the upper part of the trunk of the subjects (see Figure 3). The
tactors were placed over a T-shirt, and kept in place by a second elastic
T-shirt, which also provided the necessary pre-load. To avoid slipping and to
help the preload even where the elastic force of the T-shirt is low, for
example, between the scapulae, a circular sponge of appropriate size was stuck
to the back side of each tactor.Vibrotactile stimuli were given at 250 Hz, lasting for
500 milliseconds. During the tests, 256 separate stimuli were delivered to each
subject, in four runs separated by short breaks. Each stimulus could be given
to one of the eight tactors, and could have an intensity level of one to four.
Positions and amplitudes were pseudorandomized, making sure that the total
number of stimuli of each type would be the same.In response to each stimulus, the subject had to
respond with the perceived direction and intensity. A computer keyboard was
used for this purpose. As shown in Figure 3, eight keys on the numeric keypad
(pressed with fingers of the right hand) coded the perceived position, while
four keys of the left part of the keyboard (pressed with fingers of the left
hand) coded the perceived intensity. Two additional keys were provided for the
subject to express his/her inability to recognize position or amplitude of the
stimulus.Before recording the response, the subjects practiced
for a few minutes, until they declared to feel familiar with the stimuli and
with the response procedure. During the practice period, the experimenter
informed the subjects about the actual stimulus delivered, so that subjects
could learn the association between stimulus and perception.
3.2. Results
During the practice session, all subjects reported
that they could perceive the stimulation, even at the lowest intensity. Some
subjects reported discomfort with tactors number 1 and 5, since they stimulated
a region of the body where a bone (sternum or spine) was immediately below the
skin. The average response time of the two key presses, direction, and
amplitude was 2.35 ± 0.52 seconds.Overall errors in detecting the correct position were
3.8% and errors in detecting the intensity of stimulus were 35.9%. In both
conditions, 0.2% of the responses were not classified. The distribution of
errors as a function of positions and intensities is shown in Figure 4 for the
SCI and the AB group separately. Most of the errors for the SCI group were made
with stimuli delivered to the right part of the body; intermediate intensities
were difficult to recognize for both groups.
Figure 4
Error occurrence, divided for position (a) and for
intensity (b) of stimulation. SCI and AB groups are plotted separately.
Figure 5 shows the grand average confusion matrices of
errors as a function of positions and intensities over all subjects; errors in
detecting positions are almost exclusively confined to neighboring position.
Errors in amplitude detection are more frequent, but mostly confined to
adjacent (slightly higher or lower) intensities.
Figure 5
Graphical representation of confusion matrices of
classification errors, that is, the number of stimli delivered to an “actual
position” that were perceived as delivered to a “perceived position.”
Figures represent the grand average over all subjects participating in the
experiment. Ideally, all nonzero values should lie on the main diagonal.
3.3. Discussion
Both subject groups could reliably distinguish stimuli
delivered to the 8 tactors, with acceptable classification error. Errors were
higher, but acceptable, on SCI subjects, possibly due to specific loss of
sensitivity. A neurological examination and a preliminary experimentation to
detect an individual optimal montage should be considered for further
experimentations. All SCI subjects included in this study had lesions to
toracic vertebrae. Lesions at higher level may prevent this solution to be
effective. In such a case, an experiment in which analogous stimuli are delivered
in different sites of the neck should be carried out, to assess an appropriate
solution.The pattern of direction errors shown in Figure 4 has
no apparent physiological explanation. Since most of the errors are contributed
by SCI subject, they should be discussed on an individual basis, using the
result of the neurological examination. Possibly, a longer and more structured
subject training period could help reduce misclassifications.Intensity seems to be more difficult to classify, at
least with the level of discrimination used in this experiment (4 levels).
Errors mostly occur for the intermediate levels (2 and 3). Levels 1 and 4 seem
to be less affected, possibly because they can be confused with only one
neighboring intensity. Reducing the number of levels to two could bring
misclassifications to an acceptable value.Even though adaptation was not explicitely explored in
this study, none of the subjects reported a reduction of the sensorial response
with time. This was possibly prevented by the type of vibrotactile stimulation,
which was not continuous, but intermittently on and off, as ruled by the
temporal and spatial pattern of stimulation.During this study, we did not experience artifacts on
the EEG recordings produced by activation of the vibrotactile transducers.Finally, due to discomfort of tactors placed in a bony
region of the body (above the sternum and the spine) reported by some subjects,
a slight rotation of the tactor configuration is suggested.
4. EXPERIMENTAL STUDIES
From the considerations of physiological and technical
natures expressed so far, it is evident that somatosensory feedback is a vital
component of motor planning, control, and adaptation, and there is a technical
possibility to include this feedback in neural prosthetic system. To achieve
this goal, it is first necessary to assess how the feedback channels would
affect the training processes and compare them to the use of the dominant
visual channel.To this end, we aim to answer the following
questions.Can the vibrotactile
channel represent valuable feedback by conveying information of subject
performance during BCI training, especially compared to the classical visual
channel?Could
vibrotactile feedback effectively integrate (or complement) visual feedback when
the visual channel is engaged in monitoring the task, which is being controled
using commands issued through a BCI?In a first
experiment , untrained subjects were trained to control a two-class BCI
while receiving either visual or vibrotactile feedback. The subject performance
achieved under both feedback modalities was compared (in terms of performance
accuracy). Care was taken regarding the subject “adaptation” to the feedback
modality by randomizing the delivery of visual and vibrotactile stimului.In a second experiment , untrained subjects were
exposed to both visual and/or vibrotactile feedbacks, which informed subjects
about the classification outcome of a two-class BCI. We implemented an
experiment in which a robot simulator program was included to mimic a
distracting environment element (engaging the visual channel). This experiment
addresses the question of using visual attention for monitoring the robot
performance rather than the BCI performance.Along with the previous experiments, where untrained
subjects are gradually exposed to different feedback modalities with an element
of “distraction,” in a last experiment we mimic a “real-life”
condition wherein subjects are engaged in a complex visual task (which requires
focused visual attention) and simultaneously they receive the necessary
continuous information about the status of the system they are using.
BCI trained subjects were thus exposed either to a visuovisual
or to a visuovibrotactile feedback of the outcome of BCI control and overall
task, respectively, to assess whether the vibrotactile information may
effectively complement the visual channel.
4.1. Study I
In the first study, we compared visual and
vibrotactile feedbacks in a short experiment (six 7-minute sessions). When
imagining left- and right-hand movements, six novice subjects received either
visual (three sessions) or vibrotactile (three sessions) feedback of the
classification performance of the BCI. Using correct class information, the
classifier was updated after each prediction. Thus, up-to-date feedback could
be given throughout the experiment. Model parameters were trained online and no
separate offline training session was needed.
4.1.1. Material and methods
Subjects. Six right-handed subjects (20–30 years), who had no previous experience of BCIs,
participated in the experiment.Recordings. EEG was measured in a shielded room at 12 locations over the sensorimotor
cortices. Signals from only two channels, C3 and C4, were used for BCI control.
The sampling frequency was 500 Hz and the reference was situated between Cz and
Fz.Experimental setup. During the whole experiment, subjects were shown a visual target either
on the right, left, or upper side of a small display in the middle of the
screen. The subjects imagined either left- or right-hand movements, or did
nothing (target up). The target was changed randomly every 10–15 seconds. The
experiment was divided into six 7-minute sessions. Small breaks were kept
between sessions. S1–S3 received vibrotactile feedback in the first three
sessions and visual feedback in the following three sessions. The order was
reversed for S4–S6.Features. Movement-related activity (7–13 Hz) was used. FFT components were calculated
from a 1 seconds time window, resulting in 2 channels × 7 frequencies = 14 features. The window was
moved and features were recalculated once the classifier function had finished
with the previous sample (∼every
100 microseconds).Classification. A linear model with logistic output function was used to classify the
features. The model was re-trained after each new feature sample (∼every
100 microseconds) using a maximum of 300 previous labeled samples (∼30
seconds) from both classes (less in the beginning of the experiment). The
iterative least squares algorithm was used to update the model parameters.
Classification and training was done only when the subject was performing
either the left or right task.Feedback. Vibrotactile feedback vibrating at 200 Hz and lasting for ∼100
microseconds was delivered either to the left or the right lower neck through
the vibrotactile transducer. The amplitude was set to a value that the subjects
reported being clearly perceivable. Visual feedback showed for ∼100
microseconds an arrow on the screen either to the left or right. Feedback was
given once every second if the averaged posterior probabilities of 10 previous
predictions exceeded 70% (S1 and S4) or 60% (others) for either of the two classes,
that is, feedback was not given in uncertain cases. Feedback was given from the
beginning of the experiment. No feedback was given during the target-up case.
4.1.2. Results
Table 1 shows the mean classification accuracy
averaged over three sessions with different feedback modalities. Even during
the short 42-minute experiment, high-classification accuracies (means 56–80')
were possible in some subjects.
Table 1
Mean classification accuracies for 3 sessions (%). HF, VF: vibrotactile and visual feedback, respectively.
S1
S2
S3
S4
S5
S6
Mean±SD
HF
77
71
56
71
64
67
68±7
VF
80
67
64
70
67
58
68±7
Contralateral slow somatosensory evoked potential (SEP) could be detected in all subjects at 200
microseconds. The small visual feedback does not evoke any clear response. The
vibrotactile feedback does not, however, show significant difference in the
alpha-band frequencies that could interfere with the classification of motor
imagination.
4.1.3. Discussion
No differences were found between training with
vibrotactile or visual feedback during the 42-minute experiment. This indicates
that, vibrotactile feedback could be used as an alternative to visual feedback
if, for example, visual attention is needed for other tasks. These results
should, however, be verified with more subjects. When asked, most subjects
thought vibrotactile feedback felt more natural. However, one subject said that
it sometimes, especially during misclassifications, interfered with the
imagination of movements. Feedback was given discretely because continuous
vibrotactile feedback was not possible due to technical difficulties. Even
though SEPs can be detected in the averaged signals, the vibrotactile feedback
did not interfere with the classified brain signals in the 7–13 Hz range.
4.2. Study II
Study II continues the work of study I by comparing
visual and vibrotactile feedback in a short experiment (nine 4.5-minute
sessions). As in study I, six novice subjects received feedback of the
classification performance of the BCI when imaging left- and right-hand
movements. The experimental paradigm of study I was, however, slightly changed.First, we used no threshold when giving feedback and
thus feedback was always given once a second. Second, we used instant band
power values and more several channels as features; these more sophisticated
features require a feature selection, which we did during the first three
breaks. To ensure that the reselection of features did not interfere with
learning, we used the same features in the last six sessions. Third, in addition
to feedback, a robot simulator program was also shown during the whole
experiment on the screen to mimic a distracting environment of a BCI that
generates a high visual workload.
4.2.1. Material and methods
Subjects. Six right-handed subjects (22–26 years, one female) with no previous
experience of BCIs participated in the experiment.Recordings. EEG was measured at 13 locations over the sensorimotor cortices (Fz, Cz, Pz,
FC1, FC2, CP1, CP2, C3, C4, FC5, FC6, CP5, CP6) with a Brain Products
32-channel active electrodes system. The electrodes on the cap had built-in
amplifiers, impedance level indicators, and active electromagnetic shielding.
The sampling frequency was 500 Hz and the reference electrode was situated
between Fz and Cz.Experimental setup. Subjects were seated comfortably in a shielded room, in front of a
monitor that displayed the top view of a simulated wheelchair (see Figure 6).
The wheelchair was autonomously controlled by the computer; the purpose of the
environment was to distract the subject by generating a high visual workload
while making the change of target predictable. The target task indicator was
situated below the wheelchair (see Figure 7). The wheelchair environment was an
infinite circular corridor with obstacles requiring left and right turns.
Figure 6
Subject
seated in front of screen. Both visual and vibrotactile feedbacks are given.
Figure 7
Top view of
robot simulator program. The red task indicator showing left movement and
visual feedback (green) showing feedback to the right side are displayed below
the blue robot.
The task indicator displayed a red target in either
left, right, or up position. Subject's task was to imagine kinesthetic left-
and right-hand movements or to do nothing (target up). The targets were
predictably changed online by the experimenter from left target to right target
(going through up target) and in reverse order. This suited the path of the
robot best and made it easier for the subjects to prepare for the upcoming
movement. Each left and right task lasted 5–10 seconds and each up-task lasted
1–2 seconds. The left and right tasks were alternated to approximately match
the path taken in the environment by the wheelchair.The experiment consisted of nine 4.5 minute sessions.
In the first session, there was no feedback. In the next two sessions, both
vibrotactile and visual feedbacks were presented simultaneously to familiarize
the subject with them. Subjects S1–S3 received vibrotactile feedback in the
next three sessions and visual feedback in the last three sessions. For
subjects S4–S6, in the last six sessions, the order of the feedback modalities
was changed.Features. For each channel, one instant spectral/band power value was used as feature;
the features were calculated once every second by convolving the EEG signals
with Gabor filters. The length of each Gabor filter was two seconds
corresponding to a bandwidth of approximately 0.5 Hz. The center frequency of
each filter was determined in the feature selection from the 6–30 Hz frequency
band.Feature selection. Subject-specific center frequencies, as well as the classification
relevance of each channel, were determined using Bayesian inference. Markov
chain Monte Carlo (MCMC) methods were used to draw samples from the joint
posterior distribution of the model parameters and input features. Reversible
jump Markov Chain Monte Carlo (RJMCMC) was used to jump between models with
different input feature combinations [17]. Joint probability of each channel and frequency
component was determined based on the number of “visits” during the sampling
process. As a criterion for selecting features, we required a given channel and
the corresponding centre frequency to be included in the model with
sufficiently high posterior probability; we chose six or more of the most
probable features for which the joint probability exceeded 0.25.Feature selection was done during the breaks after
sessions 1, 2, and 3. After sessions 1 and 2, the best Gabor frequency for each
channel was determined using the data from the previous session. This Gabor
frequency from all 13 channels was included in the model used in the following
sessions, 2 and 3 correspondingly. After the third session, using data from sessions
2 and 3, RJMCMC sampling of input channels was combined with the sampling of
the Gabor frequencies to determine the final channels and Gabor filters as
features.Classification. The classifier parameters were updated online once every second with the
iterative least squares algorithm [18]. A prediction of the current class was made once
every second for the newest sample before retraining of the model; a maximum of
300 most recent samples (5 minutes of data) with correct class labels was used
as training data for each class.In sessions 2–5 and 7-8, the model was trained online
once every second. In the beginning of sessions 2 and 3, a model was used that
was trained with the selected features using the data from the previous
session. During the third break, the final features were used to initialize a
model which was then used in sessions 4 and 7; the resulting models were then
continued to be trained in sessions 5 and 8. The obtained models were tested,
without training them, in sessions six and nine.Feedback. The subject was given visual and/or vibrotactile feedback once every second.
The visual feedback was displayed as a rose in the middle of the simulator
screen with a green segment to each of the four directions. The left and the
right segments were lit for 200 microseconds corresponding to the output of the
classifier (see Figure 7). The vibrotactile feedback was given for 200
microseconds at 200 Hz with vibrating elements attached with tape to the
subject's left- and right-side of the lower neck.
4.2.2. Results
Five subjects achieved high overall classification
accuracies, on average as good as 59–79%, in the vibrotactile (HF), and visual
feedback (VF) sessions (see Table 2). The subjects performed between 160 and
247 trials per session. S6 did not gain control over chance level (50–54%). S1
obtained an average accuracy of 79% for both feedback modalities and S4 reached
79% for the visual feedback modality. The average accuracies in the training
sessions (TS) were 6-7% lower than the average accuracies in HF and VF
sessions. We found no differences between average accuracies of the VF and HF
sessions.
Table 2
The average subject performance in the training
sessions 2-3 (TS), vibrotactile feedback sessions (HF), and visual feedback
sessions (VF). S1–S3 were given vibrotactile feedback in sessions 4–6;
conversely S4–S6 were shown visual feedback in sessions 4–6.
S1
S2
S3
S4
S5
S6
Mean±SD
TS
62
56
65
68
67
50
61±7
HF
79
70
70
68
59
54
67±9
VF
79
65
65
79
64
53
68±10
A response to the vibrotactile stimulation appears in
the 0–8 Hz and 30–40 Hz bands in synchrony with the onset and end of the
vibrotactile stimulation. In the event-related potentials (ERP) to the
vibrotactile stimulation, low-pass filtered below 10 Hz, an N200 peak can be
seen in both hemispheres during left- and right-side vibrotactile stimulation.
However, both these responses have no role in real-time classification using
time-frequency transformations in the 8–30 Hz frequency range.
4.2.3. Discussion
This study confirmed the results of study I; no
differences were found between training with either vibrotactile or visual
feedback, during the short 41-minute experiment. These results show that
vibrotactile feedback could be used as an alternative to visual feedback when
starting to learn to use a BCI. The choice of feedback modality is therefore
largely dependent on subjects' preferences, indented environment of use, and
the application. The use of the robot simulator program as a distracter did not
disturb the subjects training. As in study I, when asked, most of the subjects
felt that vibrotactile feedback was more natural. S1, S2, and S4 indicated that
in the case of conflicting feedback, vibrotactile feedback was more disturbing
than visual feedback. Even though vibrotactile responses could be detected in
the averaged signals, the vibrotactile feedback did not interfere with the
classification of the brain signals in the 6–30 Hz range.S2–S5 performed better during the first feedback
sessions compared to the second ones, independently of the type of feedback.
This can partly be explained by the fact that the same model was used. Because
the model was initialized after session 3 it was not as much up-to-date as
during the second feedback modality. The model was not updated during the
testing sessions explaning why the results of the training sessions are better.From study I and II, we conclude that short-term
learning is possible also with vibrotactile feedback. New experiments with more
subjects are needed to evaluate the longer-term benefits of vibrotactile
feedback. It should also be tested whether vibrotactile feedback is useful to
patients with reduced sensing capabilities.
4.3. Study III
In study III, subjects were exposed to a joint visual
and vibrotactile feedback, to assess whether the vibrotactile information could
complement the visual channel for feedback, when the visual channel is
intensively used as a carrier of task-related information. This experimental
condition mimicked a “real-life” condition where the subject, engaged in a
given task (spatial navigation), could simultaneously receive continuous
information of his control strategy (feedback). Continuous state of the control
signal, rather than a time-discrete classification was fed back to the user. To
better focus on the properties of feedback and to reduce intersubject and
intersession variabilities, due to different levels of training and fatigue,
the “BCI” control signal was not derived by modulation of subject's
brainwaves, but simulated by the movement of a PC mouse, to which a BCI-derived
noise was added.
4.3.1. Material and methods
Thirteen subjects, two of which suffered from
paraplegia due to lesions to their spinal cord, were involved in the
experimentation. The experimental task consisted of moving a placeholder
visible on a “task” monitor, with the goal of stepping through a sequence of
10 “rooms” (see Figure 8(c)), following a path constrained by narrow
“gates” between adjacent rooms.
Figure 8
Panel (a): visual feedback of the pseudo-BCI controller; the subject had partial
control on the red cursor, whose position was converted at discrete times (2
seconds) into navigation commands (step left, right, or no stepping). Panel (b): vibrotactile feedback of the pseudo-BCI controller; each tactor of the
stripe encoded the tactile version of the visual cursor. Panel (c):
scheme of the task; the drawing to the left represents the whole maze, with the
ideal path marked in yellow. In the drawing to the right, the scrolling red
frame shows the portion of the maze visible at once of the task display.
Control monitor
Subject's intention to move the placeholder was
mediated by a BCI-like controller. In a first setting, the visual feedback of
this controller was visible in a “control monitor” (see Figure 8(a)). The
horizontal position of a cursor was partially regulated by the subject, moving
a computer mouse. In fact, the cursor movement was affected by noise and delay,
so that (inaccurate) motion was as similar as possible to a typical
BCI-controlled cursor trajectory. To achieve this goal, the processing chain of
the BCI2000 software [19]
was set up like in a mu rhythm-based cursor control task, except that the
amplitude of the spectral “EEG” component of interest was modulated by the
mouse position. In addition, the time series of cursor drifted from an actual
EEG-modulation recording was added sample by sample to the cursor control
signal.In a second setting, the feedback of this BCI-like
controller was given through a stripe of eight tactors (see Figure 8(b)),
positioned on the shoulders of the subject as shown in Figure 9(a). Only one
tactor at a time was active, encoding information about the horizontal position
of a tactile cursor.
Figure 9
Panel (a): positions of the stripe of tactors
on the subject's shoulders. Panel (b): experimental setup for visual
feedback; the monitors in front of the subjects show the navigation task (task
monitor, top) and the pseudo-BCI feedback (control monitor, bottom).
Once every 2 seconds, the (visual or tactile) cursor's
horizontal position was sampled and compared to the limits of the five
intervals defined on the screen; and the placeholder moved one step to the
right, to the left, or stayed in its line, accordingly (see Figures 8(a) and
8(b)). If not impeded by a transverse “wall,” the placeholder moved one step
ahead at each time. Since the extreme left and right position of the control
cursor did not produce a lateral movement of the placeholder, the subject could
not simply grossly move the cursor in one direction, but had to attend the
visual feedback on the control monitor, to make sure he did not under- or
over-shoot cursor's position (which would be a too easy control strategy). This
designed produced (i) the need of attentive level, and (ii) a number of
mistakes that were comparable to real BCI operation.Subjects practiced for 30
minutes with the control monitor alone with both visual and tactile feedbacks
to stabilize performance before challenging the task.
Task monitor
Each room of the navigation space measured 4 × 4steps and access to the following room was
allowed only through a narrow “gate.” In the task monitor, movement was
strongly discretized (one step every 2 seconds), so that the subject could not
infer the status of the controller by looking at the placeholder's motion.To force subjects to keep their visual attention on
the task monitor, a colored green or yellow key appeared at random times once
or twice for each “room.” Before proceeding to the next “room,” the subject
had to report the color of the last key. If wrong, the subject had to navigate
again the same room, thus making the path to the final goal longer and more
time consuming.Subjects had to perform six runs of the task. The
visual or the vibrotactile feedback was provided in alternative runs. Type of
feedback of the first run was randomized across subjects.Control commands and navigation trajectories were
recorded, and several indices of performance were computed offline: rate of
steps in the ideal path (SIP), rate of steps in an acceptable path (SAP), time
to complete the 10 room path, and rate of correct answers to the attentional
task (key color).T-test was performed on these indices to compare the
effects of visual versus tactile feedback.
4.3.2. Results
Table 3 reports a summary of the performance indices.
Table 3
Performances of
subjects included in study III. SAP: rate of steps in an acceptable path; SIP:
rate of steps in the ideal path.
User
Average control (practice) (%)
Visual feedback
Vibrotactile feedback
Average control (task)
Time to destin. (mm:ss)
Correct keys (%)
Average control (task)
Time to destin. (mm:ss)
Correct keys (%)
SAP (%)
SIP (%)
SAP (%)
SIP(%)
S01
90
90
75
2:20
94%
86
79
2:06
100
S02
79
94
87
2:14
91
91
87
2:07
97
S03
80
89
78
2:37
86
85
78
2:08
100
S04
74
91
81
2:50
86
91
86
1:59
100
S05
81
92
84
3:04
73
90
86
2:17
91
S06
66
89
73
3:33
70
85
74
2:33
88
S07
78
92
82
2:31
91
91
87
2:00
100
S08
74
91
78
2:43
83
91
87
2:03
100
S09
84
95
85
2:10
94
91
86
2:03
100
S10
79
93
86
2:36
86
90
85
2:01
100
S11
64
93
79
2:23
94
92
87
2:02
100
S12
73
89
78
2:25
88
87
80
2:09
97
S13
84
92
80
2:46
81
89
85
2:14
94
Avg.
77.7%
92.1%
80.9%
3:02
86.0%
89.2%
83.7%
2:11
97.5%
The rate of steps within the ideal path was comparable
in the two conditions (80.9% versus 83.7%, p > 0.05),
in line with studies I and II. Considering slightly swinging trajectories
around to the ideal path as acceptable, visual feedback allowed higher
performance (92.1% versus 89.2%, p = 0.004).
Nevertheless, the number of keys incorrectly reported is clearly higher during
the runs with visual feedback (86.0% versus 97.5%, p = 10−4).
Given the payload set for wrong answer, this yielded a significantly longer
time to destination in the same condition (182 seconds versus 131 seconds,p = 2 × 10−4).Remarkably, two of the subjects reported appearance of
blue and red keys (which were never delivered), only during runs with visual
feedback.
4.3.3. Discussion
The tactile feedback modality was used and compared to
the visual while subjects were required to perform a visually guided navigation
task. We reduced the experimental variables, by setting up a pseudo-BCI
control, which retains the typical inaccuracy, delay, and attention
requirements of an EEG-based BCI.If we only consider the ability of subjects to guide the
placeholder towards the gates, the accuracy obtained with visual and tactile
feedbacks looks comparable. A deeper analysis, showed that with tactile
feedback, subjects tend to stay closer to the ideal path, thus pacing on a more
straight line. The most notable difference was in the attentive resources that
subjects were able to devote to the task. A significantly higher rate of
mistakes was made when visual attention was divided between the control and
task monitors.The subjects reported a good level of comfort in the
experimental session lasting about 1 hour. Prolonged tests are needed to assess
long-term compliance.
5. CONCLUSIONS
The importance of feedback in BCI experimentation is
unquestionable, both during the training phase, and at a later stage. Visual
feedback is most exploited in this field of research. In this experimental
series, we tested how well we can convey an appropriate flow of information
into vibrotactile stimulation. To this purpose, we developed a hardware system
and a set of software programs that were interfaced to a BCI setup. Information
from the BCI system was successfully translated into tactile stimuli,
exploiting the features of the sensory channel that physiology are best
detectable by users.In the experiments we conducted the vibrotactile
feedback was systematically compared to the usual visual feedback. In summary,
we found that tactile feedback (i) permits an appropriate training of users to
BCI operation; (ii) does not interfere with simultaneous visual stimuli; (iii) may
improve performance when the subject's attention is highly loaded by a
simultaneous visual task.Although these observations have to be confirmed on a
larger scale of experimentation with more subjects, it is conceivable to assume
that the vibrotactile channel can be effective in relieving the visual channel
whenever a dynamic environment overloads the visual channel. In fact, as in the
last experimental setting, the user of a BCI system in a real-life context
should be able to attend the continuous incoming information both from the BCI
feedback itself and the task-relevant information, that is, navigation
information, unexpected obstacles, and directions which would mostly be
mediated by his/her visual sense. This information processing requires at this stage,
a very high level of attentional effort and decrease of performance is likely
to occur if this sensory load is not divided into different senses. In this
regard, future experiments are needed to explore the natural integration
between multimodal feedbacks (visual, auditory, and tactile) in oriented tasks
executed under BCI control.Vibrotactile feedback could be of practical use in
applications of BCI technology. Not only would it allow a user to receive a
private feedback message, that is, not perceivable by people close to him, but
it could be packaged into a wearable device and hidden under clothes, thus
improving portability of the system.An intrinsically multisensorial BCI system can be
envisaged, that could deliver BCI-specific information back to the user through
the sensory channel (visual, auditory, or tactile) which is less engaged in the
current BCI controlled task. This feedback could either be equally shared on
different channels, or replicated on each of them. Alternatively, an intelligent
system could even dynamically direct the stimuli to the least congested sensory
channel.In conclusion, our findings indicate that the
vibrotactile channel can function as a valuable feedback modality in a
BCI-controlled setting. Its reliability is comparable to the classical visual
feedback, and it can improve performance during tasks that need a focused
visual attention.
Authors: Jonathan R Wolpaw; Niels Birbaumer; Dennis J McFarland; Gert Pfurtscheller; Theresa M Vaughan Journal: Clin Neurophysiol Date: 2002-06 Impact factor: 3.708
Authors: Gerwin Schalk; Dennis J McFarland; Thilo Hinterberger; Niels Birbaumer; Jonathan R Wolpaw Journal: IEEE Trans Biomed Eng Date: 2004-06 Impact factor: 4.538
Authors: Ander Ramos-Murguialday; Markus Schürholz; Vittorio Caggiano; Moritz Wildgruber; Andrea Caria; Eva Maria Hammer; Sebastian Halder; Niels Birbaumer Journal: PLoS One Date: 2012-10-05 Impact factor: 3.240