An online brain-computer interface in mobile virtual reality environments

被引:14
作者
Yao, Zhaolin [1 ,2 ]
Wang, Yijun [1 ,2 ]
Yang, Chen [3 ]
Pei, Weihua [1 ,2 ]
Gao, Xiaorong [3 ]
Chen, Hongda [1 ,2 ]
机构
[1] Chinese Acad Sci, Inst Semicond, State Key Lab Integrated Optoelect, Beijing 100083, Peoples R China
[2] Univ Chinese Acad Sci, Beijing, Peoples R China
[3] Tsinghua Univ, Dept Biomed Engn, Beijing, Peoples R China
基金
中国国家自然科学基金; 美国国家科学基金会;
关键词
Brain-computer interface; electroencephalogram; virtual reality; steady-state visual evoked potential; RHYTHMS; WALKING; SYSTEM;
D O I
10.3233/ICA-180586
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The brain-computer interface (BCI) technology provides a potential tool for communication and control in immersive virtual reality (VR) environments. However, implementing a BCI with current VR platforms remains a challenge due to difficulties in system design and electroencephalogram (EEG) analysis. This study aims to explore the feasibility of a steady-state visual evoked potential (SSVEP)-based BCI for applications in room-scale VR with an HTC VIVE headset. A four-class BCI was designed to simulate a cursor control system. Subjects were instructed to perform a cue-guided target selection task during standing or walking on a treadmill at four different speeds (0, 0.45, 0.89, and 1.34 meters per second (m/s)). During the experiment, two fixing modes of visual stimuli (head-fixed and earth-fixed) were presented to the head-mounted display (HMD). The results from a group of 10 subjects indicated that the system worked well regarding classification accuracy. The BCI performance decreased as the walking speed increased. Interestingly, the earth-fixed condition showed significantly higher performance than the head-fixed condition, showing online and offline information transfer rates (ITR5) corresponding to unsupervised and supervised algorithms above 10 bits/min and 21 bits/min, respectively. These results demonstrated the potential of an SSVEP-based BCI for applications in room-scale mobile VR environments.
引用
收藏
页码:345 / 360
页数:16
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