Sonal Santosh Baberwal, Luz Alejandra Magre, K R Sanjaya D Gunawardhana, Michael Parkinson, Tomas Ward, Shirley Coyle
{"title":"通过虚拟现实、音频和屏幕的提示进行运动想象。","authors":"Sonal Santosh Baberwal, Luz Alejandra Magre, K R Sanjaya D Gunawardhana, Michael Parkinson, Tomas Ward, Shirley Coyle","doi":"10.1088/1741-2552/ad775e","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective: </strong>Training plays a significant role in motor imagery (MI), particularly in applications such as Motor Imagery-based Brain-Computer Interface (MIBCI) systems and rehabilitation systems. Previous studies have investigated the intricate relationship between cues and MI signals. However, the medium of presentation still remains an emerging area to be explored, as possible factors to enhance Motor Imagery signals..
Approach: We hypothesise that the medium used for cue presentation can significantly influence both performance and training outcomes in MI tasks. To test this hypothesis, we designed and executed an experiment implementing no- feedback MI. Our investigation focused on three distinct cue presentation mediums -audio, screen, and virtual reality(VR) headsets-all of which have potential implications for BCI use in the Activities of Daily Lives.
Main Results: The results of our study uncovered notable variations in MI signals depending on the medium of cue presentation, where the analysis is based on 3 EEG channels. To substantiate our findings, we employed a comprehensive approach, utilizing various evaluation metrics including Event- Related Synchronisation(ERS)/Desynchronisation(ERD), Feature Extraction (using Recursive Feature Elimination (RFE)), Machine Learning methodologies (using Ensemble Learning), and participant Questionnaires. All the approaches signify that Motor Imagery signals are enhanced when presented in VR, followed by audio, and lastly screen. Applying a Machine Learning approach across all subjects, the mean cross-validation accuracy (Mean ± Std. Error) was 69.24 ± 3.12, 68.69 ± 3.3 and 66.1±2.59 when for the VR, audio-based, and screen-based instructions respectively.
Significance: This multi-faceted exploration provides evidence to inform MI- based BCI design and advocates the incorporation of different mediums into the design of MIBCI systems, experimental setups, and user studies. The influence of the medium used for cue presentation may be applied to develop more effective and inclusive MI applications in the realm of human-computer interaction and rehabilitation.</p>","PeriodicalId":94096,"journal":{"name":"Journal of neural engineering","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Motor imagery with cues in virtual reality, audio and screen.\",\"authors\":\"Sonal Santosh Baberwal, Luz Alejandra Magre, K R Sanjaya D Gunawardhana, Michael Parkinson, Tomas Ward, Shirley Coyle\",\"doi\":\"10.1088/1741-2552/ad775e\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objective: </strong>Training plays a significant role in motor imagery (MI), particularly in applications such as Motor Imagery-based Brain-Computer Interface (MIBCI) systems and rehabilitation systems. Previous studies have investigated the intricate relationship between cues and MI signals. However, the medium of presentation still remains an emerging area to be explored, as possible factors to enhance Motor Imagery signals..
Approach: We hypothesise that the medium used for cue presentation can significantly influence both performance and training outcomes in MI tasks. To test this hypothesis, we designed and executed an experiment implementing no- feedback MI. Our investigation focused on three distinct cue presentation mediums -audio, screen, and virtual reality(VR) headsets-all of which have potential implications for BCI use in the Activities of Daily Lives.
Main Results: The results of our study uncovered notable variations in MI signals depending on the medium of cue presentation, where the analysis is based on 3 EEG channels. To substantiate our findings, we employed a comprehensive approach, utilizing various evaluation metrics including Event- Related Synchronisation(ERS)/Desynchronisation(ERD), Feature Extraction (using Recursive Feature Elimination (RFE)), Machine Learning methodologies (using Ensemble Learning), and participant Questionnaires. All the approaches signify that Motor Imagery signals are enhanced when presented in VR, followed by audio, and lastly screen. Applying a Machine Learning approach across all subjects, the mean cross-validation accuracy (Mean ± Std. Error) was 69.24 ± 3.12, 68.69 ± 3.3 and 66.1±2.59 when for the VR, audio-based, and screen-based instructions respectively.
Significance: This multi-faceted exploration provides evidence to inform MI- based BCI design and advocates the incorporation of different mediums into the design of MIBCI systems, experimental setups, and user studies. The influence of the medium used for cue presentation may be applied to develop more effective and inclusive MI applications in the realm of human-computer interaction and rehabilitation.</p>\",\"PeriodicalId\":94096,\"journal\":{\"name\":\"Journal of neural engineering\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-09-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of neural engineering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1088/1741-2552/ad775e\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of neural engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1088/1741-2552/ad775e","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Motor imagery with cues in virtual reality, audio and screen.
Objective: Training plays a significant role in motor imagery (MI), particularly in applications such as Motor Imagery-based Brain-Computer Interface (MIBCI) systems and rehabilitation systems. Previous studies have investigated the intricate relationship between cues and MI signals. However, the medium of presentation still remains an emerging area to be explored, as possible factors to enhance Motor Imagery signals..
Approach: We hypothesise that the medium used for cue presentation can significantly influence both performance and training outcomes in MI tasks. To test this hypothesis, we designed and executed an experiment implementing no- feedback MI. Our investigation focused on three distinct cue presentation mediums -audio, screen, and virtual reality(VR) headsets-all of which have potential implications for BCI use in the Activities of Daily Lives.
Main Results: The results of our study uncovered notable variations in MI signals depending on the medium of cue presentation, where the analysis is based on 3 EEG channels. To substantiate our findings, we employed a comprehensive approach, utilizing various evaluation metrics including Event- Related Synchronisation(ERS)/Desynchronisation(ERD), Feature Extraction (using Recursive Feature Elimination (RFE)), Machine Learning methodologies (using Ensemble Learning), and participant Questionnaires. All the approaches signify that Motor Imagery signals are enhanced when presented in VR, followed by audio, and lastly screen. Applying a Machine Learning approach across all subjects, the mean cross-validation accuracy (Mean ± Std. Error) was 69.24 ± 3.12, 68.69 ± 3.3 and 66.1±2.59 when for the VR, audio-based, and screen-based instructions respectively.
Significance: This multi-faceted exploration provides evidence to inform MI- based BCI design and advocates the incorporation of different mediums into the design of MIBCI systems, experimental setups, and user studies. The influence of the medium used for cue presentation may be applied to develop more effective and inclusive MI applications in the realm of human-computer interaction and rehabilitation.