Augmented control of an avatar using an SSVEP based BCI

C. Kapeller, C. Hintermüller, C. Guger
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引用次数: 24

Abstract

The demonstration shows the usage of an EEG-based brain-computer interface (BCI) for the real-time control of an avatar in World of Warcraft. Visitors can test the installation during the conference after about 5 minutes of training time. World of Warcraft is a common Massively Multiplayer Online Role-Playing Game (MMORPG) in which the player controls an avatar in a virtual environment. The user has to wear newly developed dry EEG electrodes which are connected to a biosignal amplifier. Then the data is transmitted to a computer to perform the real-time analysis of the EEG data. The BCI system is using steady-state visual evoked potentials (SSVEPs) as control signal. Therefore the system shows different icons flickering with different frequencies. If the user focuses now on one of the icons the flickering frequency is visible in the EEG data and can be extracted with frequency analysis algorithms. In order to control an avatar in World of Warcraft it is necessary to have 4 control icons that are analyzed in real-time. Three icons are necessary to turn left or right or to move forward. Additionally a 4th icon is required to perform certain actions like grasping objects, attacking other objects....like shown in Figure 1. The visual stimulation took place via a 60Hz LCD-display with flickering frequencies of 15, 12, 10 and 8.57Hz in combination with an underlying video. To visualize the flickering controls a BCI-Overlay library based on OpenGL was implemented, which can be used by any graphics application. It provides the possibility to generate BCI controls within a virtual reality environment or as overlays in combination with video sequences Figure 2 shows the components of the complete system. The user is connected with 8 EEG electrodes to the BCI system that is running under Windows and MATLAB. The BCI system uses the minimum energy algorithm and a linear discriminant analysis to determine if the user is looking at one of the icons or if the user is not attending. Via a UDP communication channel the BCI system is controlling the BCI-Overlay module that generates the 4 flickering icons around the WoW User Interface. If the BCI system detects a certain command it is transmitted to the game controller which generates the corresponding WoW command. This is straight forward for the left, right and move forward commands, but more complicated for the action command. Action commands are context dependant and the controller has to select certain possible actions. Finally the command is transmitted to WoW and the avatar performs the action. This allows the user to play WoW with the BCI system only by thought.
使用基于SSVEP的BCI增强对化身的控制
该演示展示了使用基于脑电图的脑机接口(BCI)来实时控制《魔兽世界》中的角色。在5分钟左右的培训时间后,参观者可以在会议期间测试安装。《魔兽世界》是一款常见的大型多人在线角色扮演游戏(MMORPG),玩家在其中控制虚拟环境中的角色。使用者必须佩戴新开发的干式脑电图电极,该电极与生物信号放大器相连。然后将数据传输到计算机,对EEG数据进行实时分析。脑机接口系统采用稳态视觉诱发电位(SSVEPs)作为控制信号。因此,系统显示不同的图标以不同的频率闪烁。如果用户现在将注意力集中在其中一个图标上,那么在脑电图数据中可以看到闪烁的频率,并且可以用频率分析算法提取。为了在《魔兽世界》中控制角色,有必要使用4个实时分析的控制图标。向左或向右转或向前移动需要三个图标。此外,需要第4个图标来执行某些动作,如抓取物体,攻击其他物体....如图1所示。视觉刺激是通过60Hz的lcd显示屏进行的,闪烁频率为15、12、10和8.57Hz,同时伴有潜在的视频。为了使闪烁控件可视化,实现了一个基于OpenGL的BCI-Overlay库,该库可用于任何图形应用程序。它提供了在虚拟现实环境中生成BCI控件或与视频序列相结合的叠加的可能性。图2显示了完整系统的组件。用户将8个EEG电极连接到运行在Windows和MATLAB下的BCI系统。BCI系统使用最小能量算法和线性判别分析来确定用户是否正在看其中一个图标,或者用户是否没有参加。通过UDP通信通道,BCI系统正在控制BCI覆盖模块,该模块在WoW用户界面周围生成4个闪烁的图标。如果BCI系统检测到某个命令,则将其发送给游戏控制器,从而生成相应的WoW命令。对于左、右和向前移动命令来说,这很简单,但对于动作命令来说就更复杂了。操作命令依赖于上下文,控制器必须选择某些可能的操作。最后命令被传送到魔兽世界,化身执行动作。这允许用户仅通过思维来玩BCI系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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