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Showing papers by "Fabien Lotte published in 2010"


Journal ArticleDOI
TL;DR: The OpenViBE software platform is described which enables researchers to design, test, and use braincomputer interfaces (BCIs) and its suitability for the design of VR applications controlled with a BCI is shown.
Abstract: This paper describes the OpenViBE software platform which enables researchers to design, test, and use brain--computer interfaces (BCIs). BCIs are communication systems that enable users to send commands to computers solely by means of brain activity. BCIs are gaining interest among the virtual reality (VR) community since they have appeared as promising interaction devices for virtual environments (VEs). The key features of the platform are (1) high modularity, (2) embedded tools for visualization and feedback based on VR and 3D displays, (3) BCI design made available to non-programmers thanks to visual programming, and (4) various tools offered to the different types of users. The platform features are illustrated in this paper with two entertaining VR applications based on a BCI. In the first one, users can move a virtual ball by imagining hand movements, while in the second one, they can control a virtual spaceship using real or imagined foot movements. Online experiments with these applications together with the evaluation of the platform computational performances showed its suitability for the design of VR applications controlled with a BCI. OpenViBE is a free software distributed under an open-source license.

687 citations


Proceedings ArticleDOI
14 Mar 2010
TL;DR: An algorithm to regularize the Common Spatial Patterns (CSP) and Linear Discriminant Analysis (LDA) algorithms based on the data from a subset of automatically selected subjects is proposed.
Abstract: A major limitation of Brain-Computer Interfaces (BCI) is their long calibration time, as much data from the user must be collected in order to tune the BCI for this target user. In this paper, we propose a new method to reduce this calibration time by using data from other subjects. More precisely, we propose an algorithm to regularize the Common Spatial Patterns (CSP) and Linear Discriminant Analysis (LDA) algorithms based on the data from a subset of automatically selected subjects. An evaluation of our approach showed that our method significantly outperformed the standard BCI design especially when the amount of data from the target user is small. Thus, our approach helps in reducing the amount of data needed to achieve a given performance level.

161 citations


Journal ArticleDOI
TL;DR: A new interaction technique to enable users to perform complex interaction tasks and to navigate within large virtual environments (VE) by using only a BCI based on imagined movements (motor imagery) is proposed.
Abstract: Brain--computer interfaces (BCI) are interaction devices that enable users to send commands to a computer by using brain activity only. In this paper, we propose a new interaction technique to enable users to perform complex interaction tasks and to navigate within large virtual environments (VE) by using only a BCI based on imagined movements (motor imagery). This technique enables the user to send high-level mental commands, leaving the application in charge of most of the complex and tedious details of the interaction task. More precisely, it is based on points of interest and enables subjects to send only a few commands to the application in order to navigate from one point of interest to the other. Interestingly enough, the points of interest for a given VE can be generated automatically thanks to the processing of this VE geometry. As the navigation between two points of interest is also automatic, the proposed technique can be used to navigate efficiently by thoughts within any VE. The input of this interaction technique is a newly-designed self-paced BCI which enables the user to send three different commands based on motor imagery. This BCI is based on a fuzzy inference system with reject options. In order to evaluate the efficiency of the proposed interaction technique, we compared it with the state of the art method during a task of virtual museum exploration. The state of the art method uses low-level commands, which means that each mental state of the user is associated with a simple command such as turning left or moving forward in the VE. In contrast, our method based on high-level commands enables the user to simply select its destination, leaving the application performing the necessary movements to reach this destination. Our results showed that with our interaction technique, users can navigate within a virtual museum almost twice as fast as with low-level commands, and with nearly half the commands, meaning with less stress and more comfort for the user. This suggests that our technique enables efficient use of the limited capacity of current motor imagery-based BCI in order to perform complex interaction tasks in VE, opening the way to promising new applications.

63 citations


Proceedings ArticleDOI
23 Aug 2010
TL;DR: SRCSP is an extension of the famous CSP algorithm which includes spatial a priori in the learning process, by adding a regularization term which penalizes spatially non smooth filters, which suggests that SRCSP leads to more physiologically relevant filters than CSP.
Abstract: In this paper, we propose a new algorithm for Brain-Computer Interface (BCI): Spatially Regularized Common Spatial Patterns (SRCSP). SRCSP is an extension of the famous CSP algorithm which includes spatial a priori in the learning process, by adding a regularization term which penalizes spatially non smooth filters. We compared SRCSP and CSP algorithms on data of 14 subjects from BCI competitions. Results suggested that SRCSP can improve performances, around 10% more in classification accuracy, for subjects with poor CSP performances. They also suggested that SRCSP leads to more physiologically relevant filters than CSP.

62 citations


Posted Content
TL;DR: Results obtained show that the novel features introduced can lead to BCI designs with improved classification performance, notably when using and combining the three kinds of feature (band-power, multifractal cumulants, predictive complexity) together.
Abstract: In this paper, we introduce two new features for the design of electroencephalography (EEG) based Brain-Computer Interfaces (BCI): one feature based on multifractal cumulants, and one feature based on the predictive complexity of the EEG time series. The multifractal cumulants feature measures the signal regularity, while the predictive complexity measures the difficulty to predict the future of the signal based on its past, hence a degree of how complex it is. We have conducted an evaluation of the performance of these two novel features on EEG data corresponding to motor-imagery. We also compared them to the most successful features used in the BCI field, namely the Band-Power features. We evaluated these three kinds of features and their combinations on EEG signals from 13 subjects. Results obtained show that our novel features can lead to BCI designs with improved classification performance, notably when using and combining the three kinds of feature (band-power, multifractal cumulants, predictive complexity) together.

5 citations


21 Jul 2010
TL;DR: An algorithm to design a fully interpretable Brain-Computer Interfaces that can explain what power in which brain regions and frequency bands corresponds to which mental state using "if-then" rules expressed with simple words is presented.
Abstract: Most Brain-Computer Interfaces (BCI) are based on machine learning and behave like black boxes, ie, they cannot be interpreted However, designing interpretable BCI would enable to discuss, verify or improve what the BCI has automatically learnt from brain signals, or possibly gain new insights about the brain In this paper, we present an algorithm to design a fully interpretable BCI It can explain what power in which brain regions and frequency bands corresponds to which mental state, using "if-then" rules expressed with simple words Evaluations showed that this algorithm led to a truly interpretable BCI as the automatically derived rules were consistent with the literature They also showed that we can actually verify and correct what an interpretable BCI has learnt so as to further improve it

4 citations