| Literature DB >> 28572817 |
Ting Li1, Jinhua Zhang2, Tao Xue1, Baozeng Wang2.
Abstract
We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player's BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player's event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players' scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.Entities:
Mesh:
Year: 2017 PMID: 28572817 PMCID: PMC5441123 DOI: 10.1155/2017/5863512
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Positions of 25-channel EEG electrodes on players' scalps.
Figure 2The flow of one single trial for MI training.
Figure 33D Tetris Scene.
Figure 4The illustration of data handling procedures.
The correspondence between motor imagery, object control command, and game effect.
| Motor imagery | Control command | 3D Tetris coordinate |
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| Foot motion | Moving to Foot Plane | Positive |
| Tongue motion | Moving to Tongue Plane | Negative |
| Left hand motion | Moving to Left Plane | Positive |
| Right hand motion | Moving to Right Plane | Negative |
State transition for movement and speed control.
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| Start/ |
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| Tongue |
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| Foot |
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| Touch |
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| Fallen | N_B | N_B | N_B | N_B | ||
| Cross | Reset | Reset | Reset | Reset | Reset | Reset |
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The frequencies and electrodes of all feature components.
| Player | Electrode | Frequency | [ |
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| Player 1 | Cz | 8–12 Hz | [0.49 ± 0.024] |
| C3 | 12–16 Hz | [0.48 ± 0.032] | |
| Fz | 14–16 Hz | [0.35 ± 0.03] | |
| F4 | 20–22 Hz | [0.26 ± 0.022] | |
| T7 | 24–26 Hz | [0.23 ± 0.032] | |
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| Player 2 | C4 | 16–20 Hz | [0.49 ± 0.03] |
| Cz | 20–24 Hz | [0.38 ± 0.025] | |
| C3 | 24–26 Hz | [0.32 ± 0.031] | |
| F4 | 10–12 Hz | [0.30 ± 0.042] | |
| T3 | 24–28 Hz | [0.22 ± 0.02] | |
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| Player 3 | C4 | 16–18 Hz | [0.43 ± 0.024] |
| Cz | 20–24 Hz | [0.42 ± 0.04] | |
| C3 | 26–28 Hz | [0.40 ± 0.048] | |
| P3 | 18–22 Hz | [0.37 ± 0.01] | |
| Pz | 10–18 Hz | [0.32 ± 0.024] | |
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| Player 4 | C4 | 20–16 Hz | [0.49 ± 0.024] |
| F3 | 12–10 Hz | [0.37 ± 0.01] | |
| C3 | 20–22 Hz | [0.32 ± 0.01] | |
| T3 | 22–26 Hz | [0.32 ± 0.022] | |
| Cz | 14–16 Hz | [0.26 ± 0.024] | |
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| Player 5 | Cz | 10–14 Hz | [0.58 ± 0.062] |
| F3 | 18–22 Hz | [0.37 ± 0.050] | |
| C4 | 20–24 Hz | [0.37 ± 0.075] | |
| T7 | 8–14 Hz | [0.34 ± 0.700] | |
| C3 | 10–14 Hz | [0.21 ± 0.062] | |
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| Player 6 | C4 | 12–16 Hz | [0.47 ± 0.022] |
| Cz | 20–24 Hz | [0.36 ± 0.032] | |
| Fz | 24–26 Hz | [0.36 ± 0.059] | |
| C3 | 8–16 Hz | [0.35 ± 0.03] | |
| F7 | 22–24 Hz | [0.3 ± 0.042] | |
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| Player 7 | Cz | 10–12 Hz | [0.52 ± 0.062] |
| Pz | 20–26 Hz | [0.44 ± 0.070] | |
| C4 | 22–24 Hz | [0.33 ± 0.055] | |
| C3 | 10–14 Hz | [0.31 ± 0.700] | |
| T8 | 10–12 Hz | [0.28 ± 0.062] | |
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| Player 8 | C4 | 16–22 Hz | [0.49 ± 0.03] |
| Cz | 20–24 Hz | [0.48 ± 0.042] | |
| Pz | 20–24 Hz | [0.44 ± 0.032] | |
| Fz | 16–22 Hz | [0.44 ± 0.031] | |
| F4 | 10–18 Hz | [0.37 ± 0.05] | |
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| Player 9 | C4 | 18–24 Hz | [0.55 ± 0.03] |
| Cz | 22–28 Hz | [0.52 ± 0.01] | |
| C3 | 24–28 Hz | [0.38 ± 0.032] | |
| Pz | 18–22 Hz | [0.42 ± 0.03] | |
| P3 | 22–26 Hz | [0.33 ± 0.01] | |
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| Player 10 | Fz | 10–18 Hz | [0.43 ± 0.024] |
| C3 | 18–22 Hz | [0.42 ± 0.04] | |
| T4 | 24–28 Hz | [0.41 ± 0.048] | |
| C4 | 26–28 Hz | [0.32 ± 0.01] | |
| F3 | 10–14 Hz | [0.32 ± 0.024] | |
Figure 5Comparisons of results from cspW_Data and cspW_IC. The upper left part is the frequency domain relief topographic map (FDRM) of feature components relevant to the motor imagery of foot (MI_F) and left hand (MI_L). The upper right part is the frequency domain relief map of independent components relevant to the motor imagery of foot and left hand.
The mean accuracy of classification from four classifiers based on two kinds of feature extraction.
| SWNN (mean) | RBF (mean) | BP (mean) | LS-SVM (mean) | |||||
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| cspW_Data | cspW_IC | cspW_Data | cspW_IC | cspW_Data | cspW_IC | cspW_Data | cspW_IC | |
| Player 1 | 87.10 | 86.6 | 78.61 | 85.2 | 82.74 | 80.6 | 68.37 | 72.0 |
| Player 2 | 79.66 | 82.9 | 72.11 | 74.72 | 75.90 | 77.5 | 71.64 | 68.0 |
| Player 3 | 65.29 | 74.0 | 83.67 | 76.1 | 62.37 | 72.8 | 67.20 | 72.2 |
| Player 4 | 76.40 | 76.4 | 66.81 | 67.51 | 59.31 | 71.2 | 71.59 | 70.4 |
| Player 5 | 60.80 | 63.6 | 59.72 | 53.92 | 61.54 | 63.3 | 58.20 | 59.4 |
| Player 6 | 74.60 | 78.5 | 66.27 | 77.2 | 54.87 | 74.6 | 62.81 | 67.5 |
| Player 7 | 56.30 | 76.3 | 49.52 | 74.97 | 72.10 | 69.6 | 52.61 | 60.1 |
| Player 8 | 66.94 | 81.3 | 49.83 | 79.30 | 53.30 | 72.8 | 57.22 | 62.0 |
| Player 9 | 72.13 | 77.45 | 65.81 | 73.62 | 65.26 | 77.3 | 63.70 | 68.95 |
| Player 10 | 71.16 | 83.6 | 50.6 | 82.0 | 57.0 | 75.1 | 59.77 | 74.7 |
| Mean | 71.03 |
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The classification results from four classifiers indicated that cspW_IC produced more quality features than cspW_Data. To investigate the statistical significance of the accuracies, we performed an analysis of variance (ANOVA) on each player's result based on all classification accuracies (10 runs of the 10 × 10-fold cross-validation procedure). The P-value from SWNN was 0.008, 0.042 from RBF neural network, 0.038 from BP neural network, and 0.019 from LS-SVM. These P-values were leass than 0.05 for all players, which indicated that the difference was significant.
Figure 6Screen Game Scene.
Figure 7ERD/ERS produced by players in the two games used in the experiment across 10 test days.
Figure 8Distribution of players' scores from training day 1 to day 10 in 3D Tetris Game-BCI.
The details of the 3D Tetris Game-BCI experiment.
| 3D_1 | 3D_2 | 3D_3 | 3D_4 | 3D_5 | ||||||
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| S_I | S_ II | S_I | S_II | S_I | S_II | S_I | S_II | S_I | S_II | |
| Number of right hand MI | 52 | 76 | 32 | 83 | 89 | 173 | 87 | 183 | 72 | 176 |
| Number of left hand MI | 41 | 33 | 25 | 95 | 82 | 116 | 95 | 106 | 68 | 188 |
| Number of Foots MI | 38 | 44 | 47 | 66 | 71 | 105 | 114 | 127 | 92 | 109 |
| Number of Tongue MI | 21 | 35 | 22 | 56 | 79 | 119 | 73 | 98 | 64 | 124 |
| Single blink EOG | 33 | 40 | 30 | 46 | 36 | 70 | 52 | 62 | 42 | 77 |
| Double blink EOG | 47 | 49 | 26 | 34 | 18 | 26 | 18 | 19 | 12 | 21 |
| Number of Block | 31 | 96 | 48 | 102 | 51 | 132 | 74 | 101 | 42 | 94 |
| Mean Duration of a run | 477 s | 1440 s | 720 s | 1530 s | 754 s | 1980 s | 1260 s | 1710 s | 630 s | 1880 s |
Figure 9Distribution of players' scores from training day 1 to day 10 in Screen Game.