Embodied VR environment facilitates motor imagery brain–computer interface training
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F18%3A00104541" target="_blank" >RIV/00216224:14330/18:00104541 - isvavai.cz</a>
Result on the web
<a href="http://dx.doi.org/10.1016/j.cag.2018.05.024" target="_blank" >http://dx.doi.org/10.1016/j.cag.2018.05.024</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.cag.2018.05.024" target="_blank" >10.1016/j.cag.2018.05.024</a>
Alternative languages
Result language
angličtina
Original language name
Embodied VR environment facilitates motor imagery brain–computer interface training
Original language description
Motor imagery (MI) is the predominant control paradigm for brain–computer interfaces (BCIs). After sufficient effort is invested to the training, the accuracy of commands mediated by mental imagery of bodily movements grows to a satisfactory level. However, many issues with the MI-BCIs persist; e.g., low bit transfer rate, BCI illiteracy, sub-optimal training procedure. Especially the training process for the MI-BCIs requires improvements. Currently, the training has an inappropriate form, resulting in a high mental and temporal demand on the users (weeks of training are required for the control). This study aims at addressing the issues with the MI-BCI training. To support the learning process, an embodied training environment was created. Participants were placed into a virtual reality environment observed from a first-person view of a human-like avatar, and their rehearsal of MI actions was reflected by the corresponding movements performed by the avatar. Leveraging extension of the sense of ownership, agency, and self-location towards a non-body object (principles known from the rubber hand illusion and the body transfer illusions) has already been proven to help in producing stronger EEG correlates of MI. These principles were used to facilitate the MI-BCI training process for the first time. Performance of 30 healthy participants after two sessions of training was measured using an on-line BCI scenario. The group trained using our embodied VR environment gained significantly higher average accuracy for BCI actions (58.3%) than the control group, trained with a standard MI-BCI training protocol (52.9%).
Czech name
—
Czech description
—
Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
—
OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
—
Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2018
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
Computers & Graphics
ISSN
0097-8493
e-ISSN
—
Volume of the periodical
75
Issue of the periodical within the volume
Oct
Country of publishing house
NL - THE KINGDOM OF THE NETHERLANDS
Number of pages
13
Pages from-to
59-71
UT code for WoS article
000447100400009
EID of the result in the Scopus database
2-s2.0-85049323107