Combining BCI with Virtual Reality: Towards New Applications and Improved BCI
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Citations
Flaws in current human training protocols for spontaneous Brain-Computer Interfaces: lessons learned from instructional design
20 years of research on virtual reality and augmented reality in tourism context: a text-mining approach
Performance variation in motor imagery brain-computer interface: a brief review.
A research agenda for augmented and virtual reality in architecture, engineering and construction
Noninvasive Brain-Computer Interfaces Based on Sensorimotor Rhythms
References
Brain-computer interfaces for communication and control.
Event-related EEG/MEG synchronization and desynchronization: basic principles.
Virtual Reality Technology
Supersizing the Mind: Embodiment, Action, and Cognitive Extension
3D User Interfaces: Theory and Practice
Related Papers (5)
Frequently Asked Questions (13)
Q2. What are the future works in "Combining bci with virtual reality: towards new applications and improved bci" ?
Indeed, it would be interesting to study how BCI could be used more naturally, transparently and ecologically with virtual environments, in order to make the interactive experience even more immersive. In addition to the classical need for BCI with higher recognition performances, it would be interesting to study whether new mental states and neurophysiological signals could be used to drive a BCI more naturally within a VE. For instance, a study by Plass-Oude Bos et al suggested that visual spatial attention could be detected, to some extent, from EEG signals and could thus be used in the future to naturally look around in a VE [ 62 ]. Similarly, further research in the area of passive BCI [ 23, 76 ] could help to monitor different mental states of the user ( e. g., flow, presence, emotions, attention, etc. ) and dynamically adapt the content of the VE accordingly, thus providing an enhanced experience for the user.
Q3. What are the appropriate neurophysiological signals for BCI?
BCI could be used to select and manipulate virtual objects as well, for which evoked potentials (P300, SSVEP) seem to be the most used and probably the most appropriate neurophysiological signals.
Q4. Why did it become necessary to evaluate them outside laboratories?
Due to the huge potential of BCI-based VR applications, not only for patients but also for healthy users, it quickly became necessary to evaluate them outside laboratories, in close to real-life conditions.
Q5. How many times did the spheres appear over the objects?
3D spheres were randomly appearing over the objects that can be manipulated and the user could turn them on or off simply by counting the number of times a sphere appears over the desired object.
Q6. What is the effect of VR feedback on the heart rate?
The heart rate (HR) generally decreases during motor imagery in normal BCI conditions(without VR feedback) [38, 57] which is similar to that observed during preparation for a voluntary movement.
Q7. What was the effect of the induced beta oscillations on the patient?
(5) Finally, in the study with the tetraplegic patient [39], the analysis revealed that the induced beta oscillations were accompanied by a characteristic heart rate (HR) change in form of a preparatory HR acceleration followed by a short-lasting deceleration in the order of 10–20 bpm [55].
Q8. What other software and hardware can be used to design BCI-based VR applications?
various other software and hardware can also be used to design BCIbased VR applications, such as Matlab/Simulink for real-time EEG signal processing and XVR (eXtremeVR 3D software, VRMedia, Italy) for VE design and applications [28, 27].
Q9. What is the reason why Groenegress compared the P300 BCI with a?
Results suggested that the P300 BCI gives lower Presence scores which might be due to the lack of motor actions which are relevant for semantic tasks and more breaks in presence.
Q10. How many healthy volunteers were able to navigate an avatar in an asynchronous scenario?
In one of the scenarios, seven healthy volunteers successfully controlled an avatar to alternately push one of two buttons in an asynchronousparadigm.
Q11. What are the main challenges of using a BCI?
the BCI being used as an input device, it should be, ideally, as convenient and intuitive to use as other VR input devices.
Q12. Why is MI a popular neurophysiological signal for BCI?
This is probably due to the fact that MI is a popular and well-studied neurophysiological signal for BCI [60], and that, contrary to SSVEP and P300, MI does not require any external stimulus which could be more convenient and natural for the the user of a VR application.
Q13. What are the challenges of a BCI?
From the point of view of the VE design and rendering, the challenges include (1) to provide a meaningful VR feedback to the user, in order to enable him to control the BCI; (2) to integrate the stimuli needed for BCI based on evoked potentials as tightly and seamlessly as possible in order not to deteriorate the credibility and thus the immersiveness of the VE and (3) to design a VR application that is useful and usable despite the huge differences between a typical VE and the standard BCI training protocols.