| Literature DB >> 26690500 |
Abdelkader Nasreddine Belkacem1, Supat Saetia2, Kalanyu Zintus-art2, Duk Shin3, Hiroyuki Kambara3, Natsue Yoshimura3, Nasreddine Berrached4, Yasuharu Koike5.
Abstract
EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.Entities:
Mesh:
Year: 2015 PMID: 26690500 PMCID: PMC4672363 DOI: 10.1155/2015/653639
Source DB: PubMed Journal: Comput Intell Neurosci
Comparison table of EOG- and video-based eye-tracking techniques.
| Criteria | EOG electrodes | Video-based eye tracking |
|---|---|---|
| Intrusiveness | Intrusive with electrodes attached to the face (i.e., electrodes mounted on the skin around the eye). | Intrusive for cameras attached to glasses; nonintrusive for cameras mounted independently. |
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| Complexity | (i) Electrodes number reduces the portability of the technique (many electrodes attached on the face). | (i) The algorithm complexity of the image processing system. |
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| Influence of noise | Facial muscles (EMG signal) can be influenced on EOG signal. | (i) Light: big problem for image processing. |
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| Processing time | Fast: training or calibration phase needed. | Long: training or calibration phase needed; image processing takes much memory. |
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| Classification accuracy | High, but related to visual angle, number of electrodes, and algorithm applied. | High, but related to head angle, user environment, and algorithm applied. |
Figure 1Real-time experiment for controlling a white ball with opened and closed eyes based on eye movement.
Figure 2Setup for EEG recording and game control.
Figure 3Example of raw EEG signals X and X , from the left and right electrodes, respectively, and processed signals Y 1 and Y 2. The symbols represent blink and eye movement classes.
Figure 4Control flowchart for the real-time eye-controlled game.
Vocabulary of real-time commands for eye-controlled gaming.
| EEG signal | Character action | |
|---|---|---|
| Command 1 | Eyes moving to the up position and then returning back | Stop |
| Command 2 | Eyes moving to the down position and then returning back | Stop |
| Command 3 | Eyes moving to the left position and then returning back | Move at the left side |
| Command 4 | Eyes moving to the right position and then returning back | Move at the right side |
| Command 5 | Blinking | Stop |
| Command 6 | No eye movement (fixation) | Stop |
| Command 7 | Two successive similar movements of eyes to the left or right direction | Increase the speed |
| Command 8 | Two successive opposite movements of eyes such as moving to the left then right position or vice versa | Decrease the speed |
Confusion matrix of the six classes and accuracies (rounded %) averaged across all participants.
| Up | Down | Right | Left | Center | Blink | |
|---|---|---|---|---|---|---|
| Up |
| 14 | 0 | 2 | 28 | 14 |
| Down | 6 |
| 0 | 0 | 24 | 20 |
| Right | 0 | 0 |
| 4 | 0 | 0 |
| Left | 0 | 0 | 0 |
| 0 | 0 |
| Center | 4 | 0 | 0 | 2 |
| 6 |
| Blink | 0 | 0 | 6 | 4 | 2 |
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Confusion matrix of the five classes and accuracies (rounded %) averaged across all participants with closed eyes.
| Up | Down | Right | Left | Center | |
|---|---|---|---|---|---|
| Up |
| 5 | 0 | 10 | 20 |
| Down | 12 |
| 19 | 15 | 8 |
| Right | 0 | 0 |
| 2 | 0 |
| Left | 0 | 0 | 2 |
| 1 |
| Center | 4 | 1 | 0 | 0 |
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Precision, sensitivity, and specificity values (rounded %) for each participant during real-time game play.
| Right | Idle | Left | |
|---|---|---|---|
| Participant 1 (M) | 100/90/100 | 95/100/100 | 70/100/94 |
| Participant 2 (M) | 83.3/100/95.9 | 92.5/97.4/100 | 90.9/100/97.9 |
| Participant 3 (M) | 100/100/100 | 100/100/100 | 100/100/100 |
| Participant 4 (F) | 90.9/100/98 | 95/100/95.3 | 90.9/100/98 |
| Participant 5 (M) | 100/90.9/100 | 100/100/100 | 90.9/100/97.5 |
Advantages and disadvantages of eye movements classification based on EEG signal.
| Criteria | Advantage | Limitation |
|---|---|---|
| Visual angle | A small visual angle between 5° and 10° was used to decrease fatigue issue (a large visual angle of 30° or more is required to detect eye movement in most research using EOG signals. This large visual angle leads almost immediately to eye fatigue, exhausting the user). | It becomes difficult to detect eye movements if the visual angle is less than 5°. |
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| User | Several participants were tested (offline [ | Absence of testing the proposed algorithm on handicapped users. |
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| Sensors position & number | (i) The position of sensors around the ears is more robust to muscles activity noise (body or head movements do not influence so much the classification accuracy). | A low-cost wireless device based on the proposed idea is not yet developed. |
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| Comfort and portability | The most suitable sensors position for daily life applications to record eye movements compared with EOG sensors (the sensors can be attached to the end of the glasses arms (temples), headset, and headband). | Less comfort [ |
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| Real-time classification | (i) Single trial was used for real-time classification. | Using average or loop to make a decision or machine learning methods can improve the classification accuracy but decrease the response time [ |
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| Real-time control | (i) Asynchronous control (the user can send commands even with closed eyes using noninvasive technique). | For each application, we need to develop an interface between classification results and the controlled device. |
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| Classification accuracy | Classification accuracy with chance level of 16.67% was greater than 70%, the suggested minimum for reliable BCI control with chance level of 50% [ | As same as EOG technique [ |