Event-related potential (ERP)-based brain-computer interfaces (BCIs) employ differences in brain responses to attended and ignored stimuli. Typically, visual stimuli are used. Tactile stimuli have recently been suggested as a gaze-independent alternative. Bimodal stimuli could evoke additional brain activity due to multisensory integration which may be of use in BCIs. We investigated the effect of visual-tactile stimulus presentation on the chain of ERP components, BCI performance (classification accuracies and bitrates) and participants' task performance (counting of targets). Ten participants were instructed to navigate a visual display by attending (spatially) to targets in sequences of either visual, tactile or visual-tactile stimuli. We observe that attending to visual-tactile (compared to either visual or tactile) stimuli results in an enhanced early ERP component (N1). This bimodal N1 may enhance BCI performance, as suggested by a nonsignificant positive trend in offline classification accuracies. A late ERP component (P300) is reduced when attending to visual-tactile compared to visual stimuli, which is consistent with the nonsignificant negative trend of participants' task performance. We discuss these findings in the light of affected spatial attention at high-level compared to low-level stimulus processing. Furthermore, we evaluate bimodal BCIs from a practical perspective and for future applications.
Incongruency in control-display mapping reduces task performance. In this study, brain responses, task and system performance are related to (in)congruent mapping of command options and the corresponding stimuli in a brain-computer interface (BCI). Directional congruency reduces task errors, increases available attentional resources, improves BCI performance and thus facilitates human-computer interaction.
The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.