Title: A wearable BrainComputer Interface
1A wearable Brain-Computer Interface
- Master Thesis Presentation
- By
- Payam Aghaeipour
- November 08
2Story begins
- 10 months ago
- University of Sydney
- Web Engineering Group (EE Department)
- http//www.weg.ee.usyd.edu.au/index.html
- Supervisor Dr. Rafael A. Calvo
- Examiner Dr. Peter Sjödin
3Outline
- BCI Background
- Goals of Wearable BCI
- Existing Solutions (their limitations)
- Architecture
- Mobile BCI (Video Demonstration)
- Implementation challenges
- Analysis of Results
- Conclusion and Future Work
4What is BCI?
- Brain-Computer Interfaces (BCI)
- Interaction between the human neural system and
machines - Goal
- Enabling people (especially disabled) to
communicate and control devices by mere thinking. - BCI is a control system
5BCI Components, Signal Acquisition
- Brain signals can be collected in different ways,
one of these methods is EEG (Electroencephalograph
y) - Non-invasive
- Mu Rhythms
- In awake people, even when they are not producing
motor output, motor cortical areas often display
812 Hz EEG activity (Mu Rhythm) - Movement or preparation for movement typically
causes a decrease in mu rhythms (motor imagery) - Right versus left hand
- Right hand versus tongue
- Left hand versus foot
6BCI Components, Signal Processing
- Feature Extraction
- The Translation Algorithm
- These algorithms adapt to each user on 3 levels
- First time, the algorithm adapts to the users
signal features - Periodic online adjustments (tired, happy, etc)
- The adaptive capabilities of the brain. The brain
has the ability to modify the signals features to
improve BCI operation!
7BCI Components, Output Device
- Any controllable machines
- For answering yes/no questions
- For word processing at slow
- Wheelchair
- Virtual Reality
- Usually, Computer screen and the output is the
selection of targets or cursor movement
8BCI Categories
- Dependent Vs Independent BCI
- Dependent BCI generation of the EEG signal
depends on the other physical movement (e.g. gaze
direction) - Independent BCI only depends on the users intent
- Synchronous Vs. Asynchronous BCI
- Synchronous EEG signals are processed in fixed,
predefined time windows - Asynchronous Continuous sample-by-sample
analysis and feature extraction (more complex) - No output signal during the resting or during
unintentional brain states - Our System EEG, Independent and Synchronous
9Wearable BCI
- Mobility
- Communication technologies
- Bluetooth
- 802.11
- GSM/GPRS
- PDA instead of stationary computer
- Dry Electrode instead of wet (reducing montage
time) - Making the BCI transparent
- No need to change electrodes for a reasonable
long time
10Existing Solution
- Successful Story, Wearable BCI
- A successful transition of the whole BCI system
to the portable device - No machine learning
- Limited computational power (limited signal
processing) - BCI2000
- A general-purpose system for (BCI) research
- Source Module (new device new driver)
- Signal Processing Module (reusable, No Machine
Learning) - User Application Module (UDP/IP support to be
running in any machine) - Operator Module (controls the whole process)
- Platform
- Microsoft Windows 2000/XP
- C language
11Our Architecture
12Mobile BCI Playing Breakout on the mobile phone
13BluesenseAD
- 8 analog to digital channels
- Sampling frequency up to 4000Hz
- Low power consumption
- Compliance of safety issues for humans brain
- Virtual Serial port
- Bluesense packets are like AT commands (not
compatible) - New Driver
- No existing library
14BluesenseAD Driver Design
15BluesenseAD Driver Implementation
- New Diver in BCI2000
- C, event driven, serial communication
- Sample Scenario, Connection Establishment
16Distributed Output Device
- Client/Server Application Module
- BCI2000 provides a way to directly communicate
with an external device through UDP - PDA may not support UDP
- Machine learning server (e.g. WEKA) (not inside
BCI2000) - Keep computation as little as possible in
portable device - Implemented in Java SE (Network Programming)
17Breakout-Video Game
- Should be Simple
- No distraction ? no strategy
- Green bar
- 2 control signals (left, right)
- Synchronous BCI, Timing
- J2ME
- Development environment ! running environment
- Simulator (NetBeans IDE)
- Both UDP and TCP
- low-level networking support ? MIDP 2.0
specification - Multithread
- Sender (always sleep), receiver, game environment
18BluesenseAD Evaluation and Validation
- Delay in BluesenseAD Driver
- Acceptable delay lt 0.5 Sec
- Signal collection
- A/D conversion
- Transmission
- Receiving and decision by PC and end user program
(BCI2000) - Sampling frequency, 128 or 256Hz
19Delay measurement
- The same triangular signal from the signal
generator to both - BluesenseAD
- National Instruments data collector (NI USB-6251)
- More than a million samples/sec
- Timestamp which indicates the absolute time
- the sampled has been picked
- The Bluesense driver
- Timestamp that indicates the absolute time
- the data has been received in BCI2000
-
Delay T1-T2
Bluesense Time, T1
NI Time, T2
20Finding Extrems
21Delay Parameters
- Sampling Frequency
- Block Size (BCI2000)
- Number of active channels
- Example one active channel
- Exception
- Bluesense Behavior
22Delay in 4 and 8 active channels
23Summary of Results
- Changes of driver delay based on parameters
24BluesenseAD Scalability
- More active channels Less sampling frequency
- If sampling rate goes beyond supported value
corrupted signal - Low computational power (microcontroller)
- Packet lost (low communication speed)
25BluesenseAD Scalability (Cont.)
- Maximum sampling frequency for various number of
sampling channels
26Video Game, Breakout, Evaluation
- Parameters Definition
- Trial Number of experiment running
- Hit Number of hitting the bar to the green
indicator - Failed Number of moving the bar to the opposite
direction of green indicator - Aborted Number of experiments that does not lead
to Hit or Failed - Rate (Hit Abort)/Trial
27Method
- EEG
- Four male subjects (20-40 years old)
- No experience using the game
- Little experience using BCI systems
- Sampling rate of 250 Hz
- Using a band-pass filter of 0.1100 Hz (10 dB)
- An amplification ranging from 10 000 to 20 000
- Right and left movements based on mu rhythm
- Focus on moving the left/right arm
- Game experiment/Cursor Task alternatively
- Breakout 20 trials, Cursor Task 2 minutes20
trials - 4 sessions each
- The outcome of both experiments was compared to
show that the Game performance Cursor Task
outcome
28First Subject Results
- Game performance Cursor Task outcome
- Can be used in BCI Experiments
29Conclusions
- Distributed framework
- Controlling the Breakout video game through brain
signals - BluesenseAD ? No ribbon cable
- Acceptable delay, sampling frequency
- Reliable
- Robust
- Game Server Application
- TCP support
- less dependent on BCI2000
- Simplicity
- Video Game
- Suitable for BCI experiment
- Can be run on Java-enabled handsets
30Future Work
- Asynchronous BCI
- Virtual Reality
- Bluesense, Sniff Mode
- Bluesense, Security
- Conference Paper (Accepted)
- Payam Aghaei Pour, Tauseef Gulrez, Omar Al-Zoubi
and Rafael A. Calvo. Brain-Computer Interface
Next Generation Thought Controlled Distributed
Video Game Development Platform. IEEE
Computational Intelligence and Games Symposium.
Perth, Australia.
31Questions
- More Information
- KTH
- http//www.tslab.ssvl.kth.se/thesis/node/901
- University of Sydney
- http//www.weg.ee.usyd.edu.au/projects/penso
- Email
- payama_at_kth.se