Asynchronous Controlled Single-Channel EOG-Based Puzzle Solver Robot

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Prabin K. Panigrahi;Sukant K. Bisoy
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Abstract

Electrooculography (EOG)-based human–computer interface (HCI) systems have a wide range of applications due to their usability in inferring user's intention through eye movements. Because of limited eye activities, these systems generate limited commands, such as looking up, down, left, and right. The challenge is to utilize EOG signals in strategy-based applications, such as game-playing robots. This article presents a novel asynchronous controlled single-channel EOG-based HCI system that uses eyeblink signals to control a robotic manipulator in solving Guarini's puzzle. A puzzle board and three control buttons are presented in a graphical user interface. The user navigates to a target through a single eyeblink and selects it through a double eyeblink. Two data analysis algorithms, specifically logistic regression model and eyeblink detection module, are used to detect eyeblinks. Two online experiments were conducted with ten healthy subjects. In the screen-based puzzle-solving experiment, we achieved an average accuracy of 95.19% with a short response time (RT) of 0.96 s and an information transfer rate (ITR) of 268.14 bits/min. In the robot-assisted experiment, the proposed system achieved an average accuracy of 92.7%, with an RT of 0.98 s and an ITR of 252.92 bits/min. In both experiments, during the decision (idle) state, the average false positive rate (FPR) is found to be 0.02 events/min. This system generates sufficient commands to control a robotic manipulator in solving the puzzle on the physical puzzle board. In comparison to existing EOG-based gaming systems, the proposed system achieves high accuracy, low RT, lower FPR, and high ITR with fewer electrodes.
基于异步控制的单通道eog解谜机器人
基于眼电图(EOG)的人机界面(HCI)系统由于其通过眼球运动推断用户意图的可用性而具有广泛的应用。由于眼睛活动有限,这些系统产生的命令也有限,比如向上、向下、向左和向右看。挑战在于如何在基于策略的应用(如游戏机器人)中利用EOG信号。本文提出了一种基于eog的异步控制单通道人机交互系统,该系统利用眨眼信号控制机器人机械手解决Guarini难题。拼图板和三个控制按钮呈现在图形用户界面中。用户通过一次眨眼导航到目标,通过两次眨眼选择目标。采用逻辑回归模型和眨眼检测模块两种数据分析算法对眨眼进行检测。对10名健康受试者进行了两个在线实验。在基于屏幕的解谜实验中,平均准确率达到95.19%,响应时间(RT)为0.96 s,信息传输速率(ITR)为268.14 bits/min。在机器人辅助实验中,该系统的平均准确率为92.7%,RT为0.98 s, ITR为252.92 bits/min。在两个实验中,在决策(空闲)状态下,平均假阳性率(FPR)为0.02事件/min。该系统生成足够的指令来控制机器人在解物理拼图板上的谜题。与现有的基于eeg的游戏系统相比,该系统使用较少的电极实现了高精度、低RT、低FPR和高ITR。
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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