A wearable brain-computer interface to play an endless runner game by self-paced motor imagery
Objective. A wearable brain–computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI). Approach. Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a...
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Published in | Journal of neural engineering Vol. 22; no. 2; pp. 26032 - 26047 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
Published |
England
IOP Publishing
01.04.2025
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Subjects | |
Online Access | Get full text |
ISSN | 1741-2560 1741-2552 1741-2552 |
DOI | 10.1088/1741-2552/adc205 |
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Abstract | Objective. A wearable brain–computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI). Approach. Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience. Main results. The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty. Significance. The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use. |
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AbstractList | Objective. A wearable brain–computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI). Approach. Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience. Main results. The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty. Significance. The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use. A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI). Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience. The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty. The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use. Objective.A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI).Approach.Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience.Main results.The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty.Significance.The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use.Objective.A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI).Approach.Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience.Main results.The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty.Significance.The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use. |
Author | Esposito, Antonio Natalizio, Angela Galasso, Enza Arpaia, Pasquale Galdieri, Fortuna |
Author_xml | – sequence: 1 givenname: Pasquale orcidid: 0000-0002-5192-5922 surname: Arpaia fullname: Arpaia, Pasquale organization: Università degli Studi di Napoli Federico II Centro Interdipartimentale di Ricerca in Management Sanitario e Innovazione in Sanità (CIRMIS), Naples, Italy – sequence: 2 givenname: Antonio orcidid: 0000-0002-3761-2401 surname: Esposito fullname: Esposito, Antonio organization: Università degli Studi di Napoli Federico II Department of Electrical Engineering and Information Technology (DIETI), Naples, Italy – sequence: 3 givenname: Enza orcidid: 0009-0002-0080-4546 surname: Galasso fullname: Galasso, Enza organization: Università degli Studi di Napoli Federico II Department of Chemical, Materials and Industrial Production Engineering (DICMaPI), Naples, Italy – sequence: 4 givenname: Fortuna orcidid: 0009-0001-3033-0794 surname: Galdieri fullname: Galdieri, Fortuna organization: Università degli Studi di Napoli Federico II Department of Electrical Engineering and Information Technology (DIETI), Naples, Italy – sequence: 5 givenname: Angela orcidid: 0000-0001-6261-7741 surname: Natalizio fullname: Natalizio, Angela organization: Polytechnic of Turin Department of Electronics and Telecommunications (DET), Turin, Italy |
BackLink | https://www.ncbi.nlm.nih.gov/pubmed/40101362$$D View this record in MEDLINE/PubMed |
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Keywords | gaming application motor imagery low-density EEG self-paced BCI real-time processing wearability |
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Snippet | Objective. A wearable brain–computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by... A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor... Objective.A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by... |
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SubjectTerms | Adult Brain-Computer Interfaces Electroencephalography - instrumentation Electroencephalography - methods Female gaming application Humans Imagination - physiology low-density EEG Male motor imagery Psychomotor Performance - physiology real-time processing Running - physiology Running - psychology self-paced BCI Video Games wearability Wearable Electronic Devices Young Adult |
Title | A wearable brain-computer interface to play an endless runner game by self-paced motor imagery |
URI | https://iopscience.iop.org/article/10.1088/1741-2552/adc205 https://www.ncbi.nlm.nih.gov/pubmed/40101362 https://www.proquest.com/docview/3178830076 |
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