| Literature DB >> 29317861 |
Alonso-Valerdi Luz María1, Mercado-García Víctor Rodrigo1, Luz María Alonso-Valerdi, Víctor Rodrigo Mercado-García.
Abstract
Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities.Entities:
Mesh:
Year: 2017 PMID: 29317861 PMCID: PMC5727652 DOI: 10.1155/2017/6076913
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Structure of a virtual environment on the basis of two key elements: system requirements and user concerns.
Figure 2Block diagram of a brain-computer interface system.
Comparison of recent applications of VEs in BCI systems.
| Authors | Type of environment | BCI System | Type of potential searched | Algorithm for detection | Contribution/novelty |
|---|---|---|---|---|---|
| Faller et al. 2017 [ | Avatar navigation with sound stimuli | g.tec biosignal amplifier | SSVEP | Harmonic sum detection (HSD) | Comparison of feedback provided by users using VR and AR |
| Chun et al. 2016 [ | Object manipulation | Emotiv EPOC | SSVEP | Common spatial P | Using concentration as a way to interact with environment |
| Kryger et al. 2017 [ | Flight simulation | NeuroPort Neural Signal Processor | SSVEP | — | Mapping of airplane movements (roll, pitch, yaw) to neural commands |
| Fan et al. 2017 [ | Flight simulation | Emotiv EPOC | None |
| Measuring emotions with EEG signals along with a VE |
| Chen et al. 2016 [ | Wheelchair control simulation | — | MRCP | — | Detection of patterns in MRCP in four different navigational directions. |
| Shih et al. 2017 [ | Car driving simulation | — | — | Double deep Q learning | Training of intelligent agent using emotion detection from EEG signals |
| Amores et al. 2016 [ | Superpowers' simulation | Muse headband | — | — | Studying levels of concentration in EEG by stimulation with VEs based on mindfulness and hand movement |
| Yan et al. 2016 [ | Virtual play and scenario | Emotiv EEG Headset | Amplitudes of | — | Studying levels of concentration present in EEG signals by stimulation with VEs focused on aesthetic experiences |
| Kosunen et al. 2017 [ | Meditation simulation with avatar | RelaWorld system | ERPs | — | Studying levels of concentration in EEG by stimulation with VEs based on mindfulness |
| Yazmir & Reiner 2017 [ | Tennis game simulation | Biosemi 64 channel EEG recording system | ERPs | Blind source separation (BSS) | Measurement of correlation between success and error peaks presented on ERPs |
| Cecílio et al. 2016 [ | Trash separation game | ActiCHamp amplifier |
| Independent component analysis (ICA), | Utilization of a virtual avatar as a representation of desired movement |
| Herweg et al. 2016 [ | Wheelchair simulation | g.USBamp | P300 | Step-wise linear discriminate analysis (SWLDA) | Combination of virtual navigation system along with P300 and tactile feedback |
| Cyrino & Viana 2016 [ | Daily tasks simulation, filling a bowl with a cup, rotating levels | Emotiv EPOC | — | — | Virtual environments using daily tasks |
| Liu et al. 2016 [ | Car driving simulation environment | NeuroScan NuAmps | — | Fuzzy Neural Network (FNN) | Usage of FNN as a classifier for predicting driving fatigue |
| de Tommaso et al. 2016 [ | Virtual home navigation | Micromed System Plus | P300b | ANOVA | Virtual environment could be personalized with different light/color options in order to look for different stimuli in simulation |
| Saproo et al. 2016 [ | Flight simulator | Biosemi B.V. ActiveTwo | — | ICA | Generalization of similar control failures in other cases of tight man-machine coupling where gains and latencies in the control system must be inferred and compensated for by the human operators |
| Chen et al. 2017 [ | Landscape navigation | BioSemi | SSVEP | Canonical correlation analysis | Employment of SSVEP for navigation in virtual environments. |
| Gordon et al. 2017 [ | Target recognition | BioSemi | P300 | Convolutional Neural Networks | Real-time application for performing BCI-based |