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1.
Sensors (Basel) ; 21(17)2021 Aug 26.
Article in English | MEDLINE | ID: mdl-34502629

ABSTRACT

Research on brain-computer interfaces (BCIs) has become more democratic in recent decades, and experiments using electroencephalography (EEG)-based BCIs has dramatically increased. The variety of protocol designs and the growing interest in physiological computing require parallel improvements in processing and classification of both EEG signals and bio signals, such as electrodermal activity (EDA), heart rate (HR) or breathing. If some EEG-based analysis tools are already available for online BCIs with a number of online BCI platforms (e.g., BCI2000 or OpenViBE), it remains crucial to perform offline analyses in order to design, select, tune, validate and test algorithms before using them online. Moreover, studying and comparing those algorithms usually requires expertise in programming, signal processing and machine learning, whereas numerous BCI researchers come from other backgrounds with limited or no training in such skills. Finally, existing BCI toolboxes are focused on EEG and other brain signals but usually do not include processing tools for other bio signals. Therefore, in this paper, we describe BioPyC, a free, open-source and easy-to-use Python platform for offline EEG and biosignal processing and classification. Based on an intuitive and well-guided graphical interface, four main modules allow the user to follow the standard steps of the BCI process without any programming skills: (1) reading different neurophysiological signal data formats, (2) filtering and representing EEG and bio signals, (3) classifying them, and (4) visualizing and performing statistical tests on the results. We illustrate BioPyC use on four studies, namely classifying mental tasks, the cognitive workload, emotions and attention states from EEG signals.


Subject(s)
Boidae , Brain-Computer Interfaces , Algorithms , Animals , Brain , Electroencephalography , Signal Processing, Computer-Assisted
2.
Front Hum Neurosci ; 15: 635653, 2021.
Article in English | MEDLINE | ID: mdl-33815081

ABSTRACT

While often presented as promising assistive technologies for motor-impaired users, electroencephalography (EEG)-based Brain-Computer Interfaces (BCIs) remain barely used outside laboratories due to low reliability in real-life conditions. There is thus a need to design long-term reliable BCIs that can be used outside-of-the-lab by end-users, e.g., severely motor-impaired ones. Therefore, we propose and evaluate the design of a multi-class Mental Task (MT)-based BCI for longitudinal training (20 sessions over 3 months) of a tetraplegic user for the CYBATHLON BCI series 2019. In this BCI championship, tetraplegic pilots are mentally driving a virtual car in a racing video game. We aimed at combining a progressive user MT-BCI training with a newly designed machine learning pipeline based on adaptive Riemannian classifiers shown to be promising for real-life applications. We followed a two step training process: the first 11 sessions served to train the user to control a 2-class MT-BCI by performing either two cognitive tasks (REST and MENTAL SUBTRACTION) or two motor-imagery tasks (LEFT-HAND and RIGHT-HAND). The second training step (9 remaining sessions) applied an adaptive, session-independent Riemannian classifier that combined all 4 MT classes used before. Moreover, as our Riemannian classifier was incrementally updated in an unsupervised way it would capture both within and between-session non-stationarity. Experimental evidences confirm the effectiveness of this approach. Namely, the classification accuracy improved by about 30% at the end of the training compared to initial sessions. We also studied the neural correlates of this performance improvement. Using a newly proposed BCI user learning metric, we could show our user learned to improve his BCI control by producing EEG signals matching increasingly more the BCI classifier training data distribution, rather than by improving his EEG class discrimination. However, the resulting improvement was effective only on synchronous (cue-based) BCI and it did not translate into improved CYBATHLON BCI game performances. For the sake of overcoming this in the future, we unveil possible reasons for these limited gaming performances and identify a number of promising future research directions. Importantly, we also report on the evolution of the user's neurophysiological patterns and user experience throughout the BCI training and competition.

3.
Comput Intell Neurosci ; 2016: 2758103, 2016.
Article in English | MEDLINE | ID: mdl-26819580

ABSTRACT

With stereoscopic displays a sensation of depth that is too strong could impede visual comfort and may result in fatigue or pain. We used Electroencephalography (EEG) to develop a novel brain-computer interface that monitors users' states in order to reduce visual strain. We present the first system that discriminates comfortable conditions from uncomfortable ones during stereoscopic vision using EEG. In particular, we show that either changes in event-related potentials' (ERPs) amplitudes or changes in EEG oscillations power following stereoscopic objects presentation can be used to estimate visual comfort. Our system reacts within 1 s to depth variations, achieving 63% accuracy on average (up to 76%) and 74% on average when 7 consecutive variations are measured (up to 93%). Performances are stable (≈62.5%) when a simplified signal processing is used to simulate online analyses or when the number of EEG channels is lessened. This study could lead to adaptive systems that automatically suit stereoscopic displays to users and viewing conditions. For example, it could be possible to match the stereoscopic effect with users' state by modifying the overlap of left and right images according to the classifier output.


Subject(s)
Brain Mapping , Brain Waves/physiology , Brain/physiology , Depth Perception/physiology , Electroencephalography , Brain-Computer Interfaces , Computer Simulation , Female , Humans , Male , Monte Carlo Method , Photic Stimulation , Statistics, Nonparametric , Surveys and Questionnaires , User-Computer Interface , Young Adult
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