Nothing Special   »   [go: up one dir, main page]

skip to main content
article

Development of a neuro-feedback game based on motor imagery EEG

Published: 01 June 2018 Publication History

Abstract

Electroencephalogram (EEG) has widely been used to monitor subjects/patients' mental states. Using the monitor results as feedback, neuro-feedback enables patients to learn to regulate their physiological and psychological states so that improvements in physical and psychological subjects/patients' states could be achieved. By analyzing EEG components generated by motor imagery, a mind-controlled game based on motor imagery is developed, including the design of BCI and the design of the video game. In the game, neuro-feedback is realized to in a visual manner, through which the users could learn to improve attention span. Based on motor imagery, EEG signal is classified into two categories, the left and right hand motor imagery. The accuracy of classification is up to 70%. The bandpower analysis results show that users' attention level improves during the experiment. In this neuro-feedback game system, EEG signal is not only used for monitoring but also used for game control. The game provides an attention state measurements for users. With the neuro-feedback in the BCI, the user and the game form a close loop interactively. The proposed BCI video game could not only be used for entertainment and relaxation purpose, but attention-span training purpose.

References

[1]
Aghaei AS, Mahanta M, Plataniotis KN (2015) Separable common spatio-spectral patterns for motor imagery bci systems. IEEE Trans Biomed Eng PP (99):1---1
[2]
Ang KK, Guan C (2015) Braincomputer interface for neuro-rehabilitation of upper limb after stroke. Proc IEEE 103:944---953
[3]
Angelidis A, van der Does W, Schakel L, Putman P (2016) Frontal eeg theta/beta ratio as an electrophysiological marker for attentional control and its test-retest reliability. Biol Psychol 121:49---52
[4]
Bisson E, Contant B, Sveistrup H, Lajoie Y (2007) Functional balance and dual-task reaction times in older adults are improved by virtual reality and biofeedback training. Cyberpsychol Behav 10(1):16---23
[5]
Bos DP-O, Reuderink B, van de Laar B, Gurkok H, Muhl C, Poel M, Heylen D, Nijholt A (2010) Human-computer interaction for bci games: usability and user experience. In: 2010 International Conference on Cyberworlds (CW). IEEE, pp 277---281
[6]
Chan AS, Han YM, Cheung MC (2008) Electroencephalographic (eeg) measurements of mindfulness-based triarchic body-pathway relaxation technique: a pilot study. Appl Psychophysiol Biofeedback 33(1):39---47
[7]
Cho BH, Lee J-M, Ku J, Jang DP, Kim J, Kim I-Y, Lee J-H, Kim SI (2002) Attention enhancement system using virtual reality and eeg biofeedback. In: 2002 IEEE Proceedings of Virtual reality. IEEE, pp 156---163
[8]
Edelman BJ, Baxterand B, He B (2015) Eeg source imaging enhances the decoding of complex right hand motor imagery tasks. IEEE Trans Biomed Eng PP (99):1---1
[9]
Egner T, Gruzelier JH (2001) Learned self-regulation of eeg frequency components affects attention and event-related brain potentials in humans. Neuroreport 12(18):4155---4159
[10]
Gerkinga JM, Pfurtscheller G, Flyvbjergc H (1999) Designing optimal spatial filters for single-trial EEG classiffication in a movement task. Clin Neurophysiol 110:787---798
[11]
Goldman LS, Genel M, Bezman RJ, Slanetz PJ et al (1998) Diagnosis and treatment of attention-deficit/hyperactivity disorder in children and adolescents. Jama 279(14):1100---1107
[12]
Hock AG (2000) Biofeedback system for sensing body motion and flexure, uS Patent 6,032,530
[13]
Holzinger A, Bruschi M, Eder W (2013) On interactive data visualization of physiological low-cost-sensor data with focus on mental stress. Springer, Berlin
[14]
Holzinger A, Plass M, Holzinger K, Crişan GC, Pintea CM, Palade V (2016) Towards interactive machine learning (iml): applying ant colony algorithms to solve the traveling salesman problem with the human-in-the-loop approach. In: International Conference on Availability, Reliability, and Security, pp 81---95
[15]
Koles ZJ (1991) The quantitative extraction and toporraphic mapping of the abnormal components in the clinical EEG. Electroencephalogr Clin Neurophysiol 79:440---447
[16]
Li X, Guan C, Zhang H, Ang KK, Ong SH (2014) Adaptation of motor imagery EEG classification model based on tensor decomposition. J Neural Eng 11:056020
[17]
Li X, Zhang H, Guan C, Ong SH, Ang KK, Pan Y (2013) Discriminative learning of propagation and spatial pattern for motor imagery EEG analysis. Neural Comput 25(10):2709---2733
[18]
Lim CG, Lee TS, Guan C, Fung DSS, Cheung YB, Teng SS, Zhang H, Krishnan KR (2010) Effectiveness of a brain-computer interface based programme for the treatment of adhd: a pilot study. Psychol Bull 43(1):73---82
[19]
Lim CG, Lee TS, Guan C, Fung DSS, Zhao Y, Teng SS, Zhang H, Krishnan KR (2012) A brain-computer interface based attention training program for treating attention deficit hyperactivity disorder. PLoS ONE 7(10):e46692
[20]
Lubar JF (1991) Discourse on the development of eeg diagnostics and biofeedback for attention-deficit/hyperactivity disorders. Biofeedback Self Regul 16(3):201---225
[21]
Nijholt A (2008) Bci for games: a state of the artsurvey. In: International Conference on Entertainment Computing. Springer, pp 225---228
[22]
Pedregosa F, Varoquaux G, Gramfort A, Michel V, Thirion B, Grisel O, Blondel M, Prettenhofer P, Weiss R, Dubourg V et al (2011) Scikit-learn: machine learning in python. J Mach Learn Res 12(Oct):2825---2830
[23]
Schoneveld EA, Malmberg M, Lichtwarck-Aschoff A, Verheijen GP, Engels RCME, Granic I (2016) A neurofeedback video game (mindlight ) to prevent anxiety in children: a randomized controlled trial. Comput Hum Behav 63:321---333
[24]
Sharma A, Singh M (2015) Assessing alpha activity in attention and relaxed state: an eeg analysis. In: International Conference on Next Generation Computing Technologies, pp 508---513
[25]
Thomas KP, Vinod AP (2017) A study on the impact of neurofeedback in eeg based attention-driven game. In: IEEE International Conference on Systems, Man, and Cybernetics
[26]
Thomas KP, Vinod AP, Guan C (2013) Design of an online eeg based neurofeedback game for enhancing attention and memory. In: International Conference of the IEEE Engineering in Medicine and Biology Society, pp 433---436
[27]
Wolpaw JR, Birbaumer N, Heetderks WJ, McFarland DJ, Peckham PH, Schalk G, Donchin E, Quatrano LA, Robinson CJ, Vaughan TM et al (2000) Brain-computer interface technology: a review of the first international meeting. IEEE Trans Rehabil Eng 8(2):164---173
[28]
Xinyang LI (2014) Modelling and Classification of Motor Imagery EEG for BCI{J}. Ph D
[29]
Ying J, Jiang D, Mu Z, Hu J (2008) Design and application of brain computer interface auxiliary game platform based on motor imagery. Zhongguo Zuzhi Gongcheng Yanjiu yu Linchuang Kangfu 12(35):6839---6843
[30]
Young BM, Nigogosyan Z, Nair VA, Walton LM, Song J, Tyler ME, Edwards DF, Caldera K, Sattin JA, Williams JC et al Case report: post-stroke interventional bci rehabilitation in an individual with preexisting sensorineural disability, Interaction of BCI with the underlying neurological conditions in patients: pros and cons
[31]
Yuan H, Bose A Classifying eeg patterns during motor imagery

Cited By

View all
  • (2024)Towards Neuro-Enhanced Education: A Systematic Review of BCI-Assisted Development for Non-academic Skills and AbilitiesGenerative Intelligence and Intelligent Tutoring Systems10.1007/978-3-031-63031-6_5(49-66)Online publication date: 10-Jun-2024
  • (2023)A Systematic Review of Interaction Approaches based on Visually Evoked PotentialsProceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3594806.3594862(396-401)Online publication date: 5-Jul-2023
  • (2020)A Fast Compression Framework Based on 3D Point Cloud Data for TelepresenceInternational Journal of Automation and Computing10.1007/s11633-020-1240-517:6(855-866)Online publication date: 31-Jul-2020

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Multimedia Tools and Applications
Multimedia Tools and Applications  Volume 77, Issue 12
June 2018
1482 pages

Publisher

Kluwer Academic Publishers

United States

Publication History

Published: 01 June 2018

Author Tags

  1. Attention
  2. BCI
  3. EEG
  4. Motor imagery
  5. Neuro-feedback
  6. Video game

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 21 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Towards Neuro-Enhanced Education: A Systematic Review of BCI-Assisted Development for Non-academic Skills and AbilitiesGenerative Intelligence and Intelligent Tutoring Systems10.1007/978-3-031-63031-6_5(49-66)Online publication date: 10-Jun-2024
  • (2023)A Systematic Review of Interaction Approaches based on Visually Evoked PotentialsProceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3594806.3594862(396-401)Online publication date: 5-Jul-2023
  • (2020)A Fast Compression Framework Based on 3D Point Cloud Data for TelepresenceInternational Journal of Automation and Computing10.1007/s11633-020-1240-517:6(855-866)Online publication date: 31-Jul-2020

View Options

View options

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media