| Literature DB >> 31616269 |
Filip Škola1, Simona Tinková1, Fotis Liarokapis1.
Abstract
This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. The aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI operation, with average peak accuracy in the session = 75.84%. This confirms the proposed training method succeeded in improvement of the MI-BCI skills; moreover, participants were leaving the session in high positive affect. Although the performance was not directly correlated to the degree of embodiment, subjective magnitude of the body ownership transfer illusion correlated with the ability to modulate the sensorimotor rhythm.Entities:
Keywords: body ownership transfer; brain-computer interface; embodiment; gamification; motor imagery
Year: 2019 PMID: 31616269 PMCID: PMC6775193 DOI: 10.3389/fnhum.2019.00329
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Figure 1EEG channel locations used in the on-line BCI feedback loop and for the off-line analysis.
Figure 2Participant with EEG and VR HMD during the training process finishing a right hand MI trial.
Figure 3VR view on a successful end of right hand MI trial.
Average performance (SD in parenthesis) per run and average peak performance.
| 1 | – | – | 70.862 (5.406) | −0.762 (0.443) |
| 2 | 62.26 (15.566) | 0.571 (0.921) | 70.115 (6.355) | −1.048 (0.605) |
| 3 | 67.11 (10.603) | 0.825 (0.949) | 72.220 (5.441) | −1.117 (0.565) |
| 4 | 66.74 (10.964) | 1.026 (1.227) | 74.701 (6.165) | −0.921 (0.595) |
| 5 | 65.74 (9.683) | 1.002 (0.978) | 75.081 (6.648) | −0.751 (0.415) |
| 6 | 62.53 (15.193) | 0.992 (1.414) | 73.905 (7.651) | −0.550 (0.517) |
| Best | 75.84 (11.251) | 1.992 (1.585) | 78.991 (4.852) | −1.316 (0.513) |
Figure 4Boxplot showing comparison of on-line accuracy and CA per run side-by-side.
Figure 5Scatterplot showing the SoO values gathered from questionnaires (x axis) and SMR modulation abilities (y axis). Left plot represents relationship with average ERD across all runs, right plot relationship with best ERD achieved.
Figure 6Boxplot with descriptive statistics of questionnaire variables; MC is mastery confidence, IF incompetence fear, and LoH loss of hand.
Aggregated results from U tests showing no effect of previous BCI experience in our data.
| Best CA | 51.000 | 0.661 |
| Avg CA | 50.000 | 0.720 |
| Best accuracy | 48.500 | 0.780 |
| Avg accuracy | 44.000 | 0.968 |
| Best ERD | 42.000 | 0.842 |
| Avg ERD | 37.000 | 0.549 |
| Best BTR | 49.000 | 0.780 |