14/10/2019 1 PV182 Human Computer Interaction Lecture 13 Brain-Computer Interfaces Fotis Liarokapis liarokap@fi.muni.cz 14th October 2019 Aim • Investigate brain activity in VEs – Perception – Immersion – Cognitive workload – Presence • Effectively interact with VEs – MI, P300 BCI Categories fMRI fNIRS MEG EEG Brain-Computer Interfaces • Brain-Computer Interface (BCI) or Brain– Machine Interface (BMI), is a direct way of communication between the brain and a computer system Invasive Partially-Invasive Non-Invasive Principles of EEG The 10-20 System • The international 10-20 system describes the electrode placement on the scalp for EEG tests or experiments 14/10/2019 2 EEG-based BCI Feedback • Event related potential (P300) – Reflect processes involved in stimulus evaluation or categorization • Sensorimotor rhythms (SMR) – Oscillatory idle rhythm of synchronized electromagnetic brain activity • Steady State Visually Evoked Potentials (SSVEP) – Signals that are natural responses to visual stimulation at specific freq BCI Illiteracy • Around 20 % of BCI users do not obtain reliable BCI control (Tan and Nijholt, 2010) • Investigation of BCI illiteracy can lead to: – Avoid unnecessary training sessions – Develop co-adaptive learning strategies to improve BCI illiteracy – Understand neurophysiological-basis of BCI illiteracy – Build better BCI systems Classification Issues • Differences in brain anatomy may yield very variable signal quality • Large muscle artefacts How to Improve BCI Illiteracy • Improve classification accuracy • Change paradigm • Change neuroimaging technique • Combine neuroimaging techniques • Combine paradigms BCI Interaction in Games Commercial BCI headsets • Non-invasive BCI’s most commonly use EEG: – Portability – Low set-up cost – Easy of use • Low-cost BCI headsets are used the last 5-7 years 12 14/10/2019 3 BCIs and Computer Games Methodology • Interaction – Cognitive functions (brainwaves) are used to move the forwards/backwards – Expressive functions are used to steer left/right • When the user blinks accordingly • Profile training using Control Panel for 60s (push/pull actions plus blink calibration) – Navigating the 3D robot inside the maze to a predefined waypoint (increasing users cognitive workload) • Evaluation with 30 users Videos 3D Maze Game RomaNova Game Liarokapis, F., Debattista, K., Vourvopoulos, A., Petridis, P., Ene, A., Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study, Entertainment Computing, Elsevier, 5(4): 391-399, 2014. Comparison of Questionnaires • No significant differences for the ability to control, responsiveness, interaction and naturality of experience were found – Can be explained by the similar difficulty of the BCI task Comparison of Questionnaire & EEG • Questionnaire – 16/31 (51%) users have reported through their answers that they were engaged to the game • EEG – 9 out 31 users found with increased Beta activity – That’s 29% of the users that scored high on the engagement related questions • This could mean that whatever the users think about their status is different on what actually was recorded through the EEG – Taking in good fain that the headset measured accurately Multimodal BCI Games Liarokapis, F., Vourvopoulos, A., Ene, A. Examining User Experiences Through A Multimodal BCI Puzzle, Proc. of the 19th International Conference on Information Visualisation (IV 2015), IEEE Computer Society, Barcelona, Spain, 21-24 July, 488- 493, 2015. (DOI: 10.1109/iV.2015.87) 14/10/2019 4 Multimodal Games • The game is multimodal, supporting a “BCI input” and a “no BCI input” mode • In the latter, meditation is defaulted at 50% of its maximum possible value – Speed is only affected by the number of cleared lines • An instance of the game depends on: – Name of the player – Log’s creation timestamp – Meditation Liarokapis, F., Vourvopoulos, A., Ene, A. Examining User Experiences Through A Multimodal BCI Puzzle, Proc. of the 19th International Conference on Information Visualisation (IV 2015), IEEE Computer Society, Barcelona, Spain, 21-24 July, 488-493, 2015. Video 20 Evaluation Procedure • Evaluated by 30 volunteers – Selected by random sampling – Duration was approximately 30 minutes – 73.33% males, 26.67% females • The dominant age group is 18-25 with 80% – 10% only aged 26-33 • 83.3% participants reported using the computer to a very high degree in their daily activities – However, in terms of gaming experience the percentage drops to 23.33% 21 EEG Rhythms Log • Significant correlations were found for attention • Decreasing Theta (r = -0.2885, p < 0.05) – Theta is usually linked to inefficiency and daydreaming • High Alpha (r = -0.1841, p < 0.05) – Alpha rhythms attenuate with drowsiness, concentration, stimulation or visual fixation • High Gamma (r = -0.1589, p < 0.05) – High gamma oscillations have been observed in a variety of different purpose neuro-anatomical domains including informationprocessing 22 Conclusions • More experienced gamers did not notice the speed difference because they usually rushed the pace of the game • No significant change in terms of meditation was observed from one game mode to the other – Participants can get considerably frustrated • Significant correlations of EEG rhythms with attention showed that users could possibly be more concentrated during the session – Achieving a high degree of relaxation overall during nonBCI control Prior Gaming Experience in MI Vourvopoulos, A., Liarokapis, F., Chen, M.C. The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study, Proc. of VS-Games 2015, IEEE Computer Society, Skovde, Sweden, 16-18 September, 139-146, 2015. 14/10/2019 5 Video Games and the Brain • People regularly exposed to video-games have improved : – Visual and spatial attention (C. S. Green, D. Bavelier, Nature, 2003) – Memory (J. Feng et al., Psychol. Sci., 2007) – Mental rotation abilities – Enhanced sensorimotor learning (D. G. Gozli, et al.,Hum. Mov. Sci., 2014) • Extensive video-game practice has also been shown to improve the efficiency of: – Movement control brain networks – Visuomotor skills (J. A. Granek, et al., Nerv. Syst. Behav., 2010) How Used in Current Mental Tasks? • Mental rotation • Motor imagery • Remembering familiar faces • etc… Important for using BCIs Motor Imagery (MI) • MI is a mental process by which an individual rehearses or simulates a given action – Implies that the subject feels herself/himself performing the action – MI is relying on the same brain systems that would be used for actual performance of the task (Miller et al., 2010) Miller, K. J., Schalk, G., Fetz, E. E., Nijs, M. den, Ojemann, J. G., & Rao, R. P. N. (2010). Cortical activity during motor execution and motor imagery. Proceedings of the National Academy of Sciences of the United States of America, 107(9),4430-5 Movement Imagery Neurogaming & Brain-Controlled Virtual Environments • BCI’s used as primary input • Excludes the use of traditional controllers Current Limitations • Long and repetitive training sessions can result in user fatigue and declining performance over time • No relationship between videogame practice and BCI training In this Study • Neurophysiological correlates of gaming experience reflected in MI-BCI training • Designed an experimental setup including: – A standard BCI training paradigm – Two different user groups based on their previous gaming experience 14/10/2019 6 Types of Acquired Data Methodology: Participants • 12 participants • Mean age of 28 yrs • 8 male, 4 female • 1 left handed Methodology: Experimental Setup • 8 Active Electrodes – Frontal-Central (FC3, FC4) – Central (C3, C4, C5, C6) – Central-Parietal (CP3, CP4) • Frequency: 256Hz Methodology: Experimental Setup • Twin 640x480 LCD displays • 32-degree FOV Methodology: Experimental Setup 1,5 Sec 3,75 Sec Video 14/10/2019 7 Methodology: Questionnaires Methodology: Grouping Players • Clustering based on reported Gamer Dedication (GD) – where s = self-ranked score; w = weight Ernest Adams, Barry Ip, From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication, 2002. 0 10 20 30 40 50 60 70 80 90 0 2 4 6 8 10 12 14 Score% User ID ModerateHardcore Mean Extracting the EEG Rhythms • Drowsiness, Concentration, Visual fixation, Sensorimotor rhythms (J. M. Stern, 2005) • Active thinking, Active attention, Sensorimotor rhythms (S. Sanei, J. A. Chambers, 2008) • Meditative, Relaxed and Creative states (S. Sanei, J. A. Chambers, 2008) • Visual, Auditory, Somatic and Olfactory perception, Attention (J. T. Cacioppo et al., 2007) Rhythms Seconds Alpha Beta Theta Gamma Can different gamer groups modulate different EEG patterns? 7.7% -1% 3.7% -4.3%-4.7% -3.66% -3.4% -1.13% Alpha +12.4% Beta +2.64% Theta +7.09% Gamma -3.17% Hardcore vs Moderate Can experienced gamers increase their performance faster? • Hardcore -> 3.16% • Moderate ->1.53% Relationship between demographics and EEG pattern modulation • Beta (r=0.7848) • Theta (r=0.6111) • Gamma (r=0.6302) • Alpha (r=-0.5642) Higher modulation -> women Gender Age Higher modulation -> older people 14/10/2019 8 Relationship between subjective reports and brain activity Alpha • Game Genre • Gamer Dedication: - Discuss games with friends/bulletin boards • Game Addiction: - Stay up late to play video games Beta • Gender • Game Addiction : - Unsuccessful reduction of video games duration - Eat meals while playing video games - Headaches, red eyes, etc. from playing video games • Handedness Theta • Gamer Dedication: - Play games over many long sessions Gamma • Game Addiction : - Active member in activities or clubs • Kinesthetic Imagery: - Kicking a stone Overall • So far, with current results: – We can distinguish a trend between the two gamer groups – A strong gaming profile could possibly enhance the ability to use a BCI system – Differences between all EEG bands – Classification percentages increased performance faster over time for Hardcore users • Enhanced sensorimotor capability of experienced gamers is partially reflected in MI-BCI training Examining Brain Activity While Playing Computer Games Bakaoukas, A., Florin, C., Liarokapis, F. Examining Brain Activity While Playing Computer Games, Journal on Multimodal Interfaces, Springer, 1-17, 2015. (DOI: 10.1007/s12193-015-0205-4). Aim • Analyse data recorded while participants were engaged in playing popular computer games • Contribution – Connection between activities in the brain and the different categories of computer games Three Games Quake 3TrackMania Nations Minesweeper Experiment • gMOBIlab (g.tec) - 8 channels: – O1, O2, T7, P3, Cz, P4, T8, Pz • 21 participants – 20 males (19 and 26 years old) – 10 located in a quiet environment – 11 located in a noisy environment 14/10/2019 9 Different Conditions Results • Focus on the Alpha and Beta rhythm waves – Frequencies range of 2–45 Hz • Results revealed that the highest Alpha and Beta rhythm magnitude levels are obtained when engaging with the “Quake3” game – As expected • No significant differences between noisy and quiet environments – But higher beta from noisy compared to quiet environment Video Understanding Body Ownership in VR/AR Aim • Examining the use of body ownership in real environment, virtual environment and augmented reality environment • Make use of the rubber hand illusion – Future application in patients with schizophrenia VR/AR Rubber Hand • Compared to the classical experiment where a plastic rubber hand was used, a virtual 3D representation was chosen to create the same illusion this time in an immersive VR and AR environment 14/10/2019 10 Participants & Evaluation • Experiments were performed on 30 healthy volunteers, aged 19- 49 – 10 female – 20 male • Two different questionnaires – Cognitive workload • NASA TLX questionnaire – Rubber Hand • Ownership, Agency, Ownership Control, Agency Control Experimental Setup: Hardware • Visualisation (Wrap 1200DX AR) – Twin high-resolution 852 x 480 LCD displays – 35 degree diagonal FOV • BCI (Enobio BCI) – 32 sensors – Sampling rate: 500 SPS – Resolution: 24 bits - 0,05 microvolt (uV) Sensor Placement • Frontal (F3, F4, F7, F8) • Temporal (T7, T8) • Central (C3, C4) • Parietal (P7, P3, P4, P8, P03, P04) • Central-Parietal (CP1, CP2, CP5, CP6) • Occipital (O1, O2) • Frontal-Central (FC1, FC2, FC5, FC6) • Frontal-Parietal (FP1, FP2) • Intermediate (AF3, AF4) • Mid Line (Oz, Pz, Cz, Fz) Recordings • EEG signals and head orientation of the individuals were recorded and stored for further processing • Head orientation information is used to remove artifacts Video Qualitative Results • Positive – It’s fun and interesting • Negative – HMD doesn’t cover whole visual area – HMD has poor resolution, is heavy – Issues with the AR scene – Can’t understand the questions • Suggestions – ”what would happen if...” 14/10/2019 11 Results - Questionnaires • ANOVA on questionnaires • Difference for ownership statements – I felt as if I was looking at my own hand, sig. p=0.001 – I felt as if the rubber hand was my hand, sig. p=0.034 • Best-accepted is the rubber hand in the physical world • No other significant differences Results - Analysis of correlations • Beta and gamma bands correlate positively with questionnaire outputs – Pearson r correlation – Ownership and gamma: r=0.329, p=0.002 – Agency and beta: r=0.346, p=0.001 – More brain wave production for participants subjectively feeling the illusion Immersion Results • Ownership statement rating splits the subjects • Immersed: 20 in reality, 14 in AR, 13 in VR – VR and AR ”worked” in less participants – AR not really different from VR • AR and VR produced slightly more brain waves Overall • Correlation between questionnaires and EEG – Rubber hand was the preferred medium – AR subjectively comparable to VR • Premotor cortex activity linked to higher gamma production during the illusion • However AR and VR produced more brain activity for both gamma and beta waves User Profiling for BCIs and Games Vourvopoulos, A., Niforatos, E., Hlinka, M., Skola, F., Liarokapis, F. Investigating the Effect of User Profile during Training for BCIbased Games, Proc. of the 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games 2017), IEEE Computer Society, Athens, Greece, 6-8 September, 117-124, 2017. (ISBN: 978-1-5090-5812-9) Overview • This research illustrates the importance of: – User-related effect – Time-related effect • The effect of reported workload immersion during game play • Difference in training modalities 14/10/2019 12 Experiment • 34 Participants (17 males) • 18-33 Age • 32 EEG channels Methods • BCI Training BCI Game The Protocol • Motor Observation • Motor Imagery 0 min ~60 min BCICalibration BCITask QuestionnairesRestSetup & instructions 1s ~25min 5min 5min ~15min5min Waitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 282sec FeedbackWaitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 306sec x 24 x 24 (a) (b) (c) 0 min ~60 min BCICalibration BCITask QuestionnairesRestSetup & instructions 1s ~25min 5min 5min ~15min5min Waitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 282sec FeedbackWaitfor Cue Cue Pause …Baselin e 30s 2s 5s 3.5s 306sec x 24 x 24 (a) (b) (c) Extracting EEG features Rhythms Seconds Alpha Beta Theta Gamma Raw EEG 7 - 14 Hz 15 - 30 Hz 4 - 7 Hz 30 - 100 Hz EEG Data • Alpha & Beta -> Classifier Input (Lotte, 2014) • Beta/(Alpha+Theta) -> Engagement Index (A. T. Pope et al., Biol. Psychol., 1995) 14/10/2019 13 Demographics & Questionnaires • Demographics – Gender – Age – Role • Subjective experience – Presence Questionnaire (PQ) – Workload (NASA TLX) – Flow (GEQ) Results - Effect of Role • Students vs Employees • Differences in: – Reported Workload – Alpha, Theta bands – Engagement Index • Employees -> increased engagement and decreased workload (mental, temporal demand) Results - Effect of Gender • Differences in: – EEG bands (Delta, Theta, Alpha, Beta) – GEQ: Females reported less concentration Results - Effect of Hour of Day • Main effect of hour of day on: – Gamma – Engagement Index • Higher at 15:00 than 19:00 Relationship of EEG data with Reported Experience • Relationship of Alpha & Theta: – TLX: effort – GEQ: Feedback, Time, Experience • Engagement Index – PQ: Adjustment in Experience Motor Imagery vs Motor Observation • No significant differences vs 14/10/2019 14 Summary Conclusions • Overall, this study showcased that gender, role and time have a significant effect not only on EEG modulation but also on reported workload and loss of self-consciousness during the game play • This demonstrates how sensitive BCI interaction can be, easily affected by insufficient attention due to user distraction or frustration Future Work • Include the analysis of specific electrode locations, during BCI training, and create models of user profiles that could be included in a personalized training together with the EEG data User Data Brain Chatting using Augmented Reality Kerous, B., Liarokapis, F. BrainChat - A Collaborative Augmented Reality Brain Interface for Message Communication, Proc. of the International Symposium on Mixed and Augmented Reality (ISMAR 2017) Adjunct Proceedings, IEEE Computer Society, Nantes, France, 279-283, 2017. (DOI: 10.1109/ISMAR-Adjunct.2017.91) New Communication Ways • Nowadays we see a number of alternatives for communication • May different applications exist • Ubiquitous computing Interaction Modalities • Event Related Potentials 14/10/2019 15 Advantages of ERP • P300 recommended for mobile uses, as early as 2004 in based on error rates reported in 2003 BCI competition • Evaluation of a P300 in a fully mobile environment – Moderate drop of performance between sitting and walking conditions • The canonical presentation of a the stimuli is evolving in recent years Proposed BCI pipeline • Components: – Openvibe – UIVA – VRPN – Unity3D Calibration • The calibration session was conducted by instructing the user to count the number of flashes of the target letter • Calibration consisted of 10 randomly selected letters • All rows and columns flashed in random order 12 times for each letter the user was instructed to spell, with one second delay between these 12 repetitions • The flash duration was set at 0.2 seconds, preceded and followed by a 0.1 second delay • The user was given 3 second delay before the next target letter block of flashes was initiated Experiment Results – User 100% Accuracy Results – User 25% Accuracy 14/10/2019 16 Future Tasks • Stimuli changes (motion, size, color, sound) • Find ways to eliminate multiple layers for communication • Embedding the stimuli in a context sensitive and unimposing way • Combining more than two users in a shared or competitive task Conclusions • A lot of research is going on in this area – Bio-feedback: very experimental at this stage – EEG: ideal for patients and perception studies • Won’t see many commercial applications soon – Much more studies are required – Technology will get better and cheaper – Better algorithms for cleaning and classification are needed Collaborators • Alina Ene (Coventry University) • Athanasios Vourvopoulos (Madeira University) • Panagiotis Petridis (Aston University) • Anastasios Bakaoukas (University of Northampton) • Sara de Freitas (Murdoch University) • Filip Škola (Masaryk University) • Roman Konečný (Masaryk University) • Richard Bartecek (Masaryk University) • Tomas Kasparek (Masaryk University) Thank you for your Attention • Personal Page – http://www.fi.muni.cz/~liarokap/ • HCI Lab – http://decibel.fi.muni.cz/wiki/index.php/Main_Page • Scientific Blog – http://fotisliarokapis.blogspot.com/ 94