Can we use a brain-computer interface and manipulate a mouse at the same time?

Jonathan Mercier-Ganady, E. Loup-Escande, Laurent George, C. Busson, M. Marchal, A. Lécuyer
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引用次数: 9

Abstract

Brain-Computer Interfaces (BCI) introduce a novel way of interacting with real and virtual environments by directly exploiting cerebral activity. However in most setups using a BCI, the user is explicitly asked to remain as motionless as possible, since muscular activity is commonly admitted to add noise and artifacts in brain electrical signals. Thus, as for today, people have been rarely let using other classical input devices such as mice or joysticks simultaneously to a BCI-based interaction. In this paper, we present an experimental study on the influence of manipulating an input device such as a standard computer mouse on the performance of a BCI system. We have designed a 2-class BCI which relies on Alpha brainwaves to discriminate between focused versus relaxed mental activities. The study uses a simple virtual environment inspired by the well-known Pac-Man videogame and based on BCI and mouse controls. The control of mental activity enables to eat pellets in a simple 2D virtual maze. Different levels of motor activity achieved with the mouse are progressively introduced in the gameplay: 1) no motor activity (control condition), 2) a semi-automatic motor activity, and 3) a highly-demanding motor activity. As expected the BCI performance was found to slightly decrease in presence of motor activity. However, we found that the BCI could still be successfully used in all conditions, and that relaxed versus focused mental activities could still be significantly discriminated even in presence of a highly-demanding mouse manipulation. These promising results pave the way to future experimental studies with more complex mental and motor activities, but also to novel 3D interaction paradigms that could mix BCI and other input devices for virtual reality and videogame applications.
我们能同时使用脑机接口和操作鼠标吗?
脑机接口(BCI)通过直接利用大脑活动,引入了一种与真实和虚拟环境交互的新方法。然而,在使用脑机接口的大多数设置中,用户被明确要求尽可能保持不动,因为肌肉活动通常会在脑电信号中增加噪音和伪影。因此,就今天而言,人们很少允许同时使用其他经典输入设备(如鼠标或操纵杆)来进行基于bci的交互。在本文中,我们提出了一个关于操作输入设备(如标准计算机鼠标)对脑机接口系统性能影响的实验研究。我们设计了一个二级脑机接口,它依靠脑电波来区分专注和放松的心理活动。这项研究使用了一个简单的虚拟环境,其灵感来自著名的电子游戏《吃豆人》,并基于脑机接口和鼠标控制。通过控制心理活动,玩家可以在一个简单的2D虚拟迷宫中吃小球。不同级别的鼠标运动活动在游戏中逐步引入:1)无运动活动(控制条件),2)半自动运动活动,3)高要求运动活动。正如预期的那样,脑机接口的表现在运动活动的存在下略有下降。然而,我们发现BCI仍然可以在所有条件下成功使用,并且即使存在高要求的鼠标操作,放松和集中的心理活动仍然可以明显区分。这些有希望的结果为未来更复杂的心理和运动活动的实验研究铺平了道路,也为新的3D交互范例铺平了道路,这种范例可以将脑机接口和其他输入设备混合在一起,用于虚拟现实和视频游戏应用。
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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