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Emotion-Inducing Imagery Versus Motor Imagery for a Brain-Computer Interface

机译:情感诱导的图像与脑电电脑界面的电机图像

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Neural correlates of intentionally induced human emotions may offer alternative imagery strategies to control brain-computer interface (BCI) applications. In this paper, a novel BCI control strategy i.e., imagining fictional or recalling mnemonic sad and happy events, emotion-inducing imagery (EII), is compared to motor imagery (MI) in a study involving multiple sessions using a two-class electroencephalogram (EEG)-based BCI paradigm with 12 participants. The BCI setup enabled online continuous visual feedback presentation in a game involving one-dimensional control of a game character. MI and EII are compared across different signal-processing frameworks which are based on neural-time-series-prediction-preprocessing (NTSPP), filter bank common spatial patterns (FBCSP) and hemispheric asymmetry (ASYM). Online single-trial classification accuracies (CA) results indicate that MI performance across all participants is 77.54% compared to EII performance of 68.78% ( ${p} < 0.05$ ). The results show that an ensemble of the NTSPP, FBCSP and ASYM frameworks maximizes performance for EII with average CA of 71.64% across all participants. Furthermore, the participants' subjective responses indicate that they preferred MI over emotion-inducing imagery (EII) in controlling the game character, and MI was perceived to offer most control over the game character. The results suggest that EII is not a viable alternative to MI for the majority of participants in this study but may be an alternative imagery for a subset of BCI users based on acceptable EII performance (CA >70%) observed for some participants.
机译:故意诱导的人类情绪的神经相关性可以提供控制脑电器界面(BCI)应用的替代图像策略。在本文中,小说BCI控制策略,即想象虚构或回顾助记的疾病悲伤和幸福事件,情感诱导图像(EII),与使用两类脑电图的多级会话的研究中的电动造影(MI)进行比较( EEG)基于12名参与者的BCI范例。 BCI设置在涉及游戏字符的一维控制的游戏中启用了在线连续视觉反馈演示。比较MI和EII,横跨基于神经时间串联预测预处理(NTSPP),滤波器组通用空间模式(FBCSP)和半球不对称(ASYM)的不同信号处理框架。在线单试分类准确性(CA)结果表明,与所有参与者的MI性能为77.54%,而EII性能为68.78%($ {P} <0.05 $)。结果表明,NTSPP,FBCSP和ASYM框架的集合可以最大限度地提高EII的性能,平均CA在所有参与者中为71.64%。此外,参与者的主观反应表明,他们在控制游戏角色控制游戏角色的情绪诱导图像(EII)中优先考虑MI,并且MI被认为是对游戏角色的大部分控制。结果表明,EII对本研究大多数参与者来说不是MI的可行替代方案,但可以是基于对某些参与者观察到的可接受的EII性能(CA> 70%)的BCI用户子集的替代图像。

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