4.6 Article

Improving Motor Imagery of Gait on a Brain-Computer Interface by Means of Virtual Reality: A Case of Study

期刊

IEEE ACCESS
卷 9, 期 -, 页码 49121-49130

出版社

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/ACCESS.2021.3068929

关键词

Visualization; Task analysis; Training; Exoskeletons; Electroencephalography; Brain-computer interfaces; Feature extraction; Brain– computer interface; EEG; motor imagery; common spatial patterns; virtual reality

资金

  1. Spanish Ministry of Science and Innovation
  2. Spanish State Agency of Research
  3. European Union through the European Regional Development Fund [RTI2018-096677-B-I00]
  4. Conselleria de Innovacion, Universidades, Ciencia y Sociedad Digital (Generalitat Valenciana)
  5. European Social Fund [GV/2019/009]

向作者/读者索取更多资源

Motor imagery is a common paradigm in brain-computer interfaces, and virtual reality training can enhance the effectiveness of gait imagery. Visual feedback through VR led to higher performances compared to screen feedback, regardless of whether subjects were seated or standing.
Motor imagery (MI) is one of the most common paradigms used in brain-computer interfaces (BCIs). This mental process is defined as the imagination of movement without any motion. In some lower-limb exoskeletons controlled by BCIs, users have to perform MI continuously in order to move the exoskeleton. This makes it difficult to design a closed-loop control BCI, as it cannot be assured that the analyzed activity is not related to motion instead of imagery. A possible solution would be the employment of virtual reality (VR). During VR training phase, subjects could focus on MI avoiding any distraction. This could help the subject to create a robust model of the BCI classifier that would be used later to control the exoskeleton. This paper analyzes if gait MI can be improved when VR feedback is provided to subjects instead of visual feedback by a screen. Additionally, both types of visual feedback are analyzed while subjects are seated or standing up. From the analysis, visual feedback by VR was related to higher performances in the majority of cases, not being relevant the differences between standing and being seated. The paper also presents a case of study for the closed-loop control of the BCI in a virtual reality environment. Subjects had to perform gait MI or to be in a relaxation state and based on the output of the BCI, the immersive first person view remained static or started to move. Experiments showed an accuracy of issued commands of 91.0 +/- 6.7, being a very satisfactory result.

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