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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