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A wearable Brain-Computer Interface

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Title: A wearable Brain-Computer Interface


1
A wearable Brain-Computer Interface
  • Master Thesis Presentation
  • By
  • Payam Aghaeipour
  • November 08

2
Story 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

3
Outline
  • BCI Background
  • Goals of Wearable BCI
  • Existing Solutions (their limitations)
  • Architecture
  • Mobile BCI (Video Demonstration)
  • Implementation challenges
  • Analysis of Results
  • Conclusion and Future Work

4
What 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

5
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)

6
Signal Processing
  • Feature Extraction
  • The Translation Algorithm

7
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

8
Wearable 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

9
Existing 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

10
Our Architecture
11
Mobile BCI Playing Breakout on the mobile phone
12
BluesenseAD
  • 8 analog to digital channels
  • Sampling frequency up to 4000Hz
  • Compliance of safety issues for humans brain
  • Virtual Serial port
  • Bluesense packets are like AT commands (not
    compatible)
  • New Driver
  • No existing library

13
BluesenseAD Driver Implementation
  • New Diver in BCI2000
  • C, event driven, serial communication
  • Sample Scenario, Connection Establishment

14
Distributed Output Device
  • Client/Server Application Module
  • BCI2000 provides a way to directly communicate
    with an external device through UDP
  • PDA may not support UDP
  • Keep computation as little as possible in
    portable device
  • Implemented in Java SE (Network Programming)

15
Breakout-Video Game
  • Should be Simple
  • No distraction ? no strategy
  • Green bar
  • 2 control signals (left, right)
  • 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

16
BluesenseAD Evaluation
  • 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

17
Delay 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
18
Finding Extrems
  • Averaging near the peaks

19
Delay Parameters
  • Sampling Frequency
  • Block Size (BCI2000)
  • Number of active channels
  • Example one active channel
  • Exception
  • Bluesense Behavior

20
Delay in 4 and 8 active channels
  • No exceptions!

21
Summary of Results
  • Changes of driver delay based on parameters

22
BluesenseAD 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)

23
BluesenseAD Scalability (Cont.)
  • Maximum sampling frequency for various number of
    sampling channels

24
Video 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

25
Results
  • 4 subjects, 4 sessions, 80 trials
  • Game performance Cursor Task outcome

26
Conclusions
  • 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

27
Future Work
  • 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.

28
Questions
  • 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
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