IEEE Trans Neural Syst Rehabil Eng. 2020 Apr;28(4):850-859. doi: 10.1109/TNSRE.2020.2978951. Epub 2020 Mar 6.
Neural correlates of intentionally induced human emotions may offer alternative imagery strategies to control brain-computer interface (BCI) applications. In this paper, a novel BCI control strategy i.e., imagining fictional or recalling mnemonic sad and happy events, emotion-inducing imagery (EII), is compared to motor imagery (MI) in a study involving multiple sessions using a two-class electroencephalogram (EEG)-based BCI paradigm with 12 participants. The BCI setup enabled online continuous visual feedback presentation in a game involving one-dimensional control of a game character. MI and EII are compared across different signal-processing frameworks which are based on neural-time-series-prediction-preprocessing (NTSPP), filter bank common spatial patterns (FBCSP) and hemispheric asymmetry (ASYM). Online single-trial classification accuracies (CA) results indicate that MI performance across all participants is 77.54% compared to EII performance of 68.78% ( ). The results show that an ensemble of the NTSPP, FBCSP and ASYM frameworks maximizes performance for EII with average CA of 71.64% across all participants. Furthermore, the participants' subjective responses indicate that they preferred MI over emotion-inducing imagery (EII) in controlling the game character, and MI was perceived to offer most control over the game character. The results suggest that EII is not a viable alternative to MI for the majority of participants in this study but may be an alternative imagery for a subset of BCI users based on acceptable EII performance (CA >70%) observed for some participants.
有意诱发的人类情绪的神经相关性可能为控制脑机接口 (BCI) 应用提供替代的意象策略。在本文中,一种新的 BCI 控制策略,即想象虚构或回忆记忆中的悲伤和快乐事件、情绪诱发意象 (EII),与运动意象 (MI) 在一项涉及 12 名参与者的多会话研究中进行了比较,该研究使用基于脑电图 (EEG) 的双分类 BCI 范式和多会话研究。BCI 设置允许在涉及一维游戏角色控制的游戏中在线连续呈现视觉反馈。MI 和 EII 在不同的信号处理框架中进行了比较,这些框架基于神经时间序列预测预处理 (NTSPP)、滤波器组共空间模式 (FBCSP) 和半球不对称 (ASYM)。在线单试分类准确率 (CA) 结果表明,与 EII 性能 68.78%( )相比,所有参与者的 MI 性能为 77.54%。结果表明,NTSPP、FBCSP 和 ASYM 框架的集合可最大程度地提高 EII 的性能,所有参与者的平均 CA 为 71.64%。此外,参与者的主观反应表明,他们在控制游戏角色时更喜欢 MI 而不是情绪诱发意象 (EII),并且 MI 被认为对游戏角色的控制最为有效。结果表明,对于本研究中的大多数参与者来说,EII 不是 MI 的可行替代方案,但对于某些参与者可接受的 EII 性能(CA >70%)观察到的一些 BCI 用户来说,EII 可能是一种替代意象。