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

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 exoskeleto...

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Authors: Ferrero, Laura; Ortiz, Mario; Quiles, Vicente; Iañez, Eduardo; Azorín, José M.
Format: Article
Publication date:2021
Country:España
Institution:Universidad Miguel Hernández de Elche
Repository:REDIUMH. Depósito Digital de la UMH
OAI Identifier:oai:dspace.umh.es:11000/38396
Online Access:https://hdl.handle.net/11000/38396
Access Level:Open access
Keyword:Brain–computer interface
EEG
motor imagery
common spatial patterns
virtual reality
CDU::6 - Ciencias aplicadas::62 - Ingeniería. Tecnología
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author Ferrero, Laura
author2 Ortiz, Mario
Quiles, Vicente
Iañez, Eduardo
Azorín, José M.
author2_role author
author
author
author
author_browse Azorín, José M.
Ferrero, Laura
Iañez, Eduardo
Ortiz, Mario
Quiles, Vicente
author_facet Ferrero, Laura
Ortiz, Mario
Quiles, Vicente
Iañez, Eduardo
Azorín, José M.
author_role author
collection REDIUMH. Depósito Digital de la UMH
description 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.
eu_rights_str_mv openAccess
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institution Universidad Miguel Hernández de Elche
instname_str Universidad Miguel Hernández de Elche
network_acronym_str ES
network_name_str España
oai_identifier_str oai:dspace.umh.es:11000/38396
publishDate 2021
publishDateSort 2021
publisher Institute of Electrical and Electronics Engineers
publisherStr Institute of Electrical and Electronics Engineers
reponame_str REDIUMH. Depósito Digital de la UMH
spelling Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study Ferrero, Laura Ortiz, Mario Quiles, Vicente Iañez, Eduardo Azorín, José M. Brain–computer interface EEG motor imagery common spatial patterns virtual reality CDU::6 - Ciencias aplicadas::62 - Ingeniería. Tecnología 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. Institute of Electrical and Electronics Engineers https://hdl.handle.net/11000/38396
spellingShingle Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
Ferrero, Laura
Brain–computer interface
EEG
motor imagery
common spatial patterns
virtual reality
CDU::6 - Ciencias aplicadas::62 - Ingeniería. Tecnología
title Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
title_full Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
title_fullStr Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
title_full_unstemmed Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
title_short Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
title_sort Improving Motor Imagery of Gait on a Brain–Computer Interface by Means of Virtual Reality: A Case of Study
topic Brain–computer interface
EEG
motor imagery
common spatial patterns
virtual reality
CDU::6 - Ciencias aplicadas::62 - Ingeniería. Tecnología
topic_facet Brain–computer interface
EEG
motor imagery
common spatial patterns
virtual reality
CDU::6 - Ciencias aplicadas::62 - Ingeniería. Tecnología
url https://hdl.handle.net/11000/38396