| Literature DB >> 31354804 |
Kang-Min Choi1, Seonghun Park1, Chang-Hwan Im1.
Abstract
Recent studies on brain-computer interfaces (BCIs) based on the steady-state visual evoked potential (SSVEP) have demonstrated their use to control objects or generate commands in virtual reality (VR) environments. However, most SSVEP-based BCI studies performed in VR environments have adopted visual stimuli that are typically used in conventional LCD environments without considering the differences in the rendering devices (head-mounted displays (HMDs) used in the VR environments). The proximity between the visual stimuli and the eyes in HMDs can readily cause eyestrain, degrading the overall performance of SSVEP-based BCIs. Therefore, in the present study, we have tested two different types of visual stimuli-pattern-reversal checkerboard stimulus (PRCS) and grow/shrink stimulus (GSS)-on young healthy participants wearing HMDs. Preliminary experiments were conducted to investigate the visual comfort of each participant during the presentation of the visual stimuli. In subsequent online avatar control experiments, we observed considerable differences in the classification accuracy of individual participants based on the type of visual stimuli used to elicit SSVEP. Interestingly, there was a close relationship between the subjective visual comfort score and the online performance of the SSVEP-based BCI: most participants showed better classification accuracy under visual stimulus they were more comfortable with. Our experimental results suggest the importance of an appropriate visual stimulus to enhance the overall performance of the SSVEP-based BCIs in VR environments. In addition, it is expected that the appropriate visual stimulus for a certain user might be readily selected by surveying the user's visual comfort for different visual stimuli, without the need for the actual BCI experiments.Entities:
Mesh:
Year: 2019 PMID: 31354804 PMCID: PMC6636533 DOI: 10.1155/2019/9680697
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1(a) Overall timeline for a single trial in offline experiments. In each trial, after a 2 s instruction period to inform participants of the location of a target visual stimulus, four visual stimuli, each of which was either PRCS or GSS, were presented for 4 s. (b) Screenshots of online experiments. The left picture was taken when the PRCS was employed, while the right picture was taken when the GSS was employed. The human avatar needed to move along a designated path (e.g., in the left direction in both figures).
Figure 2Comparison of offline experimental results between the PRCS and GSS in terms of the average classification accuracy across participants. The error bars indicate the standard errors. p < 0.005.
Figure 3Comparison of offline experimental results between the PRCS and GSS in terms of the average ITR across participants. The error bars indicate the standard errors. p < 0.005.
Comparison of online classification accuracies between the PRCS and GSS.
| Group | Participant | PRCS accuracy (%) | GSS accuracy (%) |
|---|---|---|---|
| Group 1 | P6 | 84.5 | 58.8 |
| P8 | 92.3 | 85.7 | |
| P10 | 98.4 | 92.3 | |
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| |||
| Group 2 | P2 | 100 | 100 |
| P3 | 66.7 | 98.4 | |
| P5 | 96.8 | 76.9 | |
| P7 | 100 | 98.4 | |
| P11 | 89.6 | 98.4 | |
| P12 | 80.0 | 80.0 | |
| P13 | 84.5 | 95.2 | |
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| |||
| Group 3 | P1 | 70.6 | 89.6 |
| P4 | 84.5 | 90.9 | |
| P9 | 75.9 | 92.3 | |
| P14 | 83.3 | 96.8 | |
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| Average ± std. | 86.2 ± 10.7 | 89.6 ± 11.3 | |
Group 1 includes participants who rated PRCS as more comfortable to their eyes than GSS. Group 2 includes participants who rated GSS as more comfortable than PRCS. The remaining participants who gave the same score to both stimuli are categorized as Group 3.