标题: 稳态视觉脑机介面于游戏设计应用
SSVEP-based Brain–computer Interface for the Practical Game Design
作者: 杨堡钧
柯立伟
Yang, Bao-Jun
Ko, Li-Wei
生物科技学系
关键字: 脑电讯号;脑机介面;稳态视觉诱发电位;游戏设计;electroencephalogram (EEG);brain computer interface (BCI);Steady State Visually Evoked Potentials (SSVEP);Game design
公开日期: 2015
摘要: 近年来随着科技发展,脑机介面(Brain computer interface)技术日益精进,许多不同面向研究如雨后春笋般出现,所谓的脑机介面一词,泛指使用头部与事物控制之间的桥接,其技术包含移动想像(Motor Imagery)、视觉诱发电位(Visually Evoked Potential)、稳态视觉诱发电位(Steady-State Visually Evoked Potential)、P300波等,相较于其它系统,稳态视觉诱发电位具有较高的讯杂比、较高的处理速度、以及同时选择大量的目标等优点,所以本研究使用了稳态视觉诱发电位作为开发。
以往大部分研究使用α(8~13Hz)及β(14~30Hz)频段,并选择黑及白交替做为刺激源,但在实际的真实世界中,事物往往是多彩的,因此本研究使用了近年来非常流行的三消游戏(例:Candy Crush)做为范例,针对各闪烁频段及时间长度,探寻稳态视觉诱发电位于实际使用时的最适合设计。实验共收录十位视力正常且无疾病的受测者,16个脑电位置(无前脑区),其中O1、Oz、O2用于实现稳态视觉诱发电位,并以典型相关分析(Canonical correlation analysis)做为分析方式,其余位置用于探讨人们执行时的认知状况。
根据分析结果,于θ(4~7Hz)频段、闪烁时间5秒时,得到本研究中的最佳分类率(98.3±1.0%),而进一步使用讯息传输速率(information transfer rate)评估效能,得到于θ频段、闪烁时间2秒时,最高讯息传输速率为45.29±6.4(bits/min)。最后根据实验结论,本研究结合了无线可携式脑波侦测仪,设计了一款前置简易且即时互动的三消游戏,让脑机介面实际应用于游戏层面中,并可以使普罗大众能更直观的体验成果。
Brain computer interface (BCI) is a medium of communication through which users can control a device or application. BCI has been gaining a lot of attention in recent years for wide range of application like robotics, rehabilitation, neuro-marketing, gaming etc. Motor Imagery (MI), Steady-state visually evoked potential (SSVEP) and P-300 are the frequently EEG signal components for application purpose. SSVEP based BCI systems have some advantages over other like high information transfer rate (ITR), high signal to noise ratio (SNR) and require little user training. Most of the previous research studies implemented a black/white stimulus and the frequency of the stimulus was in alpha/beta band. However, in real-world application the objects are colorful. Therefore, this work focused on exploring the performance different frequencies of colored stimulus. In total, 16 frequency stimulus (4 from each EEG band i.e., theta, alpha, beta and gamma band) were tested for developing a practical SSVEP based neuro-gaming system. For this, we used 16 channels (placed non-invasively on posterior region of the brain) to record offline data EEG; but only channels O1, Oz, O2 were used for implementing an SSVEP based BCI application and rest of the channels were included in exploring the human cognition. The stimulus was presented as match-three game with flickering gems similar to the popular Candy Crush game. Using Canonical correlation analysis (CCA) as classification algorithm, highest accuracy was obtained with theta band with a stimulus duration of 5 seconds. To further evaluate the performance, we estimated information transfer rate (ITR) and accuracy for different stimulus durations ranging from 2~5 sec. Highest ITR of 45.3 bit per min is achieved with theta band at 2 sec stimulus duration with an accuracy of 92.4%. Therefore, with this work, we found the best SSVEP based BCI system parameters that can be used for developing a practical neuro-gaming system.
URI: http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070257033
http://hdl.handle.net/11536/138562
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