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探索头部运动及伴随的注视点切换对稳态视觉诱发电位的影响。

Exploring the effects of head movements and accompanying gaze fixation switch on steady-state visual evoked potential.

作者信息

Duan Junyi, Li Songwei, Ling Li, Zhang Ning, Meng Jianjun

机构信息

Department of Mechanical Engineering, Shanghai Jiao Tong University, Shanghai, China.

Shanghai Electro-Mechanical Engineering Institute, Shanghai, China.

出版信息

Front Hum Neurosci. 2022 Sep 12;16:943070. doi: 10.3389/fnhum.2022.943070. eCollection 2022.

Abstract

In a realistic steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) application like driving a car or controlling a quadrotor, observing the surrounding environment while simultaneously gazing at the stimulus is necessary. This kind of application inevitably could cause head movements and variation of the accompanying gaze fixation point, which might affect the SSVEP and BCI's performance. However, few papers studied the effects of head movements and gaze fixation switch on SSVEP response, and the corresponding BCI performance. This study aimed to explore these effects by designing a new ball tracking paradigm in a virtual reality (VR) environment with two different moving tasks, i.e., the following and free moving tasks, and three moving patterns, pitch, yaw, and static. Sixteen subjects were recruited to conduct a BCI VR experiment. The offline data analysis showed that head moving patterns [(2, 30) = 9.369, = 0.001, effect size = 0.384] resulted in significantly different BCI decoding performance but the moving tasks had no effect on the results [(1, 15) = 3.484, = 0.082, effect size = 0.188]. Besides, the canonical correlation analysis (CCA) and filter bank canonical correlation analysis (FBCCA) accuracy were better than the PSDA and MEC methods in all of the conditions. These results implied that head movement could significantly affect the SSVEP performance but it was possible to switch gaze fixation to interact with the surroundings in a realistic BCI application.

摘要

在基于稳态视觉诱发电位(SSVEP)的脑机接口(BCI)的实际应用中,如驾驶汽车或控制四旋翼飞行器,在注视刺激的同时观察周围环境是必要的。这种应用不可避免地会导致头部运动以及随之而来的注视点变化,这可能会影响SSVEP和BCI的性能。然而,很少有论文研究头部运动和注视点切换对SSVEP响应以及相应BCI性能的影响。本研究旨在通过在虚拟现实(VR)环境中设计一种新的球跟踪范式来探索这些影响,该范式具有两种不同的移动任务,即跟随和自由移动任务,以及三种移动模式,俯仰、偏航和静止。招募了16名受试者进行BCI VR实验。离线数据分析表明,头部移动模式[(2, 30)= 9.369, = 0.001,效应大小 = 0.384]导致BCI解码性能存在显著差异,但移动任务对结果没有影响[(1, 15)= 3.484, = 0.082,效应大小 = 0.188]。此外,在所有条件下,典型相关分析(CCA)和滤波器组典型相关分析(FBCCA)的准确率均优于PSDA和MEC方法。这些结果表明,头部运动可能会显著影响SSVEP性能,但在实际的BCI应用中,将注视点切换以与周围环境交互是可能的。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8d62/9510612/9eb9b903c5a3/fnhum-16-943070-g001.jpg

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