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Auditory BCI for Navigation
using ERP classification

By Mario Vivero

1
Outline
•
•
•
•
•

Description
Methodology
Results
Summary and Conclusion
Questions

2
AMUSE paradigm

AMUSE
paradigm
Stimulation
Setup

Characters chosen
in two rounds. 6class selection

Adapted from: http://www.tobiproject.org/sites/default/files/public/Public
ations/TOBI-159.pdf

3
Navigational Environment
Upper Perspective

Custom designed maze. All textures and 3D
objects were downloaded from:
http://www.turbosquid.com

4
Auditory Navigational BCI based
on the AMUSE paradigm

Speaker #1
Speaker #5

Navigational Setup
for Acoustic
Stimulation

Speaker #4

Speaker #2

Speaker #3

1.- Forward Movement. 2.- Forward Right
Movement. 3.- Turn Right. 4.- Turn Left.
5.- Forward Left Movement
5
Experimental Conditions
Discrete Condition
Auditory
Stimulation (5
Full Rounds)

Signal
Processing &
Classification

Control
Strategy

Discrete
Movement

…

Auditory
Stimulation
(5 Rounds)

Signal
Processing &
Classification

6
Experimental Conditions
Discrete Condition
Auditory
Stimulation (5
Full Rounds)

Signal
Processing &
Classification

Control
Strategy

Discrete
Movement

…

Auditory
Stimulation
(5 Rounds)

Signal
Processing &
Classification

Continuous Condition
Continuous
Stimulation

Signal
Processing &
Classification

Control
Strategy

Continuous
Movement

…

Continuous
Stimulation

Signal
Processing &
Classification

7
Experimental Conditions
Discrete Condition
Auditory
Stimulation (5
Full Rounds)

Signal
Processing &
Classification

Control
Strategy

Discrete
Movement

…

Auditory
Stimulation
(5 Rounds)

Signal
Processing &
Classification

Continuous Condition
Continuous
Stimulation

Signal
Processing &
Classification

Control
Strategy

Continuous
Movement

…

Continuous
Stimulation

Signal
Processing &
Classification

Joystick - Benchmark Condition
Input
Movement

Control
Strategy

Continuous
Movement

8
Auditory Stimulation and
Signal Processing
Each stimulus lasted 40 ms. SOA
was set to 175 ms.

The calibration phase consisted of an auditory
oddball task without visual feedback.

Binary classification of target and non-target epochs was
performed using a Linear Discriminant Analysis (LDA). Due
to the data high dimensionality a shrinkage method was
also applied.

9
Control Strategy
D ∈ R CXB
W ∈ R CXB
Penalization

D’ = D ⊙ W

W=

Continuous

No Penalization - Discrete

10
Control Strategy
D ∈ R: C X B
W ∈ R: C X B
Penalization

Sigmoid Function
Transformation

D’ = D ⊙ W

Continuous

W=

No Penalization - Discrete

D’’ = f (D’, a, c)

11
Control Strategy
D ∈ R CXB
W ∈ R CXB
Penalization

D’ = D ⊙ W

Continuous

W=

No Penalization - Discrete

D’’ = f (D’, a, c)

Sigmoid Function
Transformation

Re-mapping
Out =

V=

-

Forward
Forward-Right
Right Turn
Left Turn
Forward-Left

12
Performance
Continuous Condition

Discrete Condition

Custom designed maze. All textures and 3D objects were downloaded from: http://www.turbosquid.com.
Full Videos can be found on: http://www.youtube.com/watch?v=DUbqThGLykg
http://www.youtube.com/watch?v=dOcuLeYRzxE

13
ERP Comparison
Calibration Data ERP Grand Average
Cz

Calibration
Mean of
Accuracy: 71%
according to
crossvalidation

14
Path Lengths and Times
First room

15
Data Spread at 37 seconds

16
Summary and Conclusions
• The Discrete condition has a more
optimal trajectory.
• Time spent in rooms is the same
for both conditions
• According to subject feedback the
continuous condition was found
more enjoyable
17
A more intelligent control strategy
algorithm will improve the overall
performance.
18
Thank you

19
20
• D = Data = 5*5 matrix stored in buffer
5 X 5 matrix of ones
• W = Window
If discrete
If continuous
• m = number of classes / speakers
• n = desired dimensions = 2 for X and Y
• Sigmoid membership function(z, a, c) = g(z, a, c) =

V=

-

Forward
Forward-Right
Right Turn
Left Turn
Forward-Left

OUTPUT =
OUTPUT =
21
Continuous Control Strategy
Penalization
ELEMENTWISE
MULTIPLICATION
X

Classes /
Speakers

=
Penalized Buffered Data

Iterations
22
Continuous Control Strategy
(cont. 2)
Sigmoid Function
Transformation
Sigmoid
membership
function
ELEMENTWISE

=
Class
Iter.
23
Continuous Control Strategy
(cont. 3)
Re-mapping

MATRIX
MULTIPLICATION

.

Forward
Forward-Right
Right Turn
Left Turn
Forward-Left

OUTPUT
Class

=

=

Iter.
24

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Navigational BCI Using Acoustic Stimulation

Editor's Notes

  1. establish a communication pathway which does not rely on muscular activity. This is a promising tool for patients suffering from neurodegen-erative diseases as well as for patients with locked-in syndrome. Neural degenerative diseases such as Amyotrophic Lateral Sclerosis (ALS) Other field of application is in the design of BCI controlled virtual exploration or remote exploration as other studies have shown.6 class auditory paradigm: 6 directions with a different tone at each directionStimulus duration: 40ms, ISI: 175msStimulus presentation with a ring of 6 speakersSpelling procedure is analog to Hex-O-Spell [5]21 healthy subjects, two sessionsEarly stopping in the second sessionAn adapted version of the hex-o-spell speller [5] was created in which characters can be se-lected in a two step process. First a group of letters is selected (example: A-E) by focusingon the corresponding direction. In the second step, the characters are divided over five ofthe directions and an individual letter can be selected. Choosing the sixth direction returnsthe user back to the first selection step.
  2. The procedure was meant to resemble every technical specificationtechnical specications by Schreuder et. al (2010, 2011).The calibration phase consisted of an auditory oddball task where the participants were asked to focus on target speakers while ignoring all non-target stimuli.
  3. All the free parameters were set based on test runs of the experiment
  4. Even though the discrete condition is more accurate