Willsey Matthew S, Shah Nishal P, Avansino Donald T, Hahn Nick V, Jamiolkowski Ryan M, Kamdar Foram B, Hochberg Leigh R, Willett Francis R, Henderson Jaimie M
bioRxiv. 2024 Feb 8:2024.02.06.578107. doi: 10.1101/2024.02.06.578107.
People with paralysis express unmet needs for peer support, leisure activities, and sporting activities. Many within the general population rely on social media and massively multiplayer video games to address these needs. We developed a high-performance finger brain-computer-interface system allowing continuous control of 3 independent finger groups with 2D thumb movements. The system was tested in a human research participant over sequential trials requiring fingers to reach and hold on targets, with an average acquisition rate of 76 targets/minute and completion time of 1.58 ± 0.06 seconds. Performance compared favorably to previous animal studies, despite a 2-fold increase in the decoded degrees-of-freedom (DOF). Finger positions were then used for 4-DOF velocity control of a virtual quadcopter, demonstrating functionality over both fixed and random obstacle courses. This approach shows promise for controlling multiple-DOF end-effectors, such as robotic fingers or digital interfaces for work, entertainment, and socialization.
瘫痪患者表示在同伴支持、休闲活动和体育活动方面存在未得到满足的需求。普通人群中的许多人依靠社交媒体和大型多人在线视频游戏来满足这些需求。我们开发了一种高性能手指脑机接口系统,通过二维拇指运动实现对3个独立手指组的连续控制。该系统在一名人类研究参与者身上进行了测试,通过连续试验要求手指触及并抓住目标,平均采集率为每分钟76个目标,完成时间为1.58±0.06秒。尽管解码自由度(DOF)增加了两倍,但该系统的性能优于先前的动物研究。然后,手指位置被用于对虚拟四轴飞行器进行四自由度速度控制,展示了在固定和随机障碍课程上的功能。这种方法在控制多自由度末端执行器方面显示出前景,例如用于工作、娱乐和社交的机器人手指或数字接口。