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A Prototype SSVEP Based Real Time BCI Gaming System

Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroenceph...

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Detalles Bibliográficos
Autores principales: Martišius, Ignas, Damaševičius, Robertas
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi Publishing Corporation 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4804071/
https://www.ncbi.nlm.nih.gov/pubmed/27051414
http://dx.doi.org/10.1155/2016/3861425
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author Martišius, Ignas
Damaševičius, Robertas
author_facet Martišius, Ignas
Damaševičius, Robertas
author_sort Martišius, Ignas
collection PubMed
description Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.
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spelling pubmed-48040712016-04-05 A Prototype SSVEP Based Real Time BCI Gaming System Martišius, Ignas Damaševičius, Robertas Comput Intell Neurosci Research Article Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. Hindawi Publishing Corporation 2016 2016-03-09 /pmc/articles/PMC4804071/ /pubmed/27051414 http://dx.doi.org/10.1155/2016/3861425 Text en Copyright © 2016 I. Martišius and R. Damaševičius. https://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Research Article
Martišius, Ignas
Damaševičius, Robertas
A Prototype SSVEP Based Real Time BCI Gaming System
title A Prototype SSVEP Based Real Time BCI Gaming System
title_full A Prototype SSVEP Based Real Time BCI Gaming System
title_fullStr A Prototype SSVEP Based Real Time BCI Gaming System
title_full_unstemmed A Prototype SSVEP Based Real Time BCI Gaming System
title_short A Prototype SSVEP Based Real Time BCI Gaming System
title_sort prototype ssvep based real time bci gaming system
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4804071/
https://www.ncbi.nlm.nih.gov/pubmed/27051414
http://dx.doi.org/10.1155/2016/3861425
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