
Brain-Computer Interfaces 2
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Foreword xv José DEL R. MILLÁN
Introduction xvii Maureen CLERC, Laurent BOUGRAIN and Fabien LOTTE
Part 1. Fields of Application 1
Chapter 1. Brain-Computer Interfaces in Disorders of Consciousness 3 Jérémie MATTOUT, Jacques LUAUTÉ, Julien JUNG and Dominique MORLET
1.1. Introduction 3
1.2. Altered states of consciousness: etiologies and clinical features 4
1.3. Functional assessment of patients with altered states of consciousness (passive paradigms) 6
1.4. Advanced approaches to assessing consciousness (active paradigms) 12
1.5. Toward the real-time use of functional markers 15
1.6. Conclusion and future outlook 19
1.7. Bibliography 21
Chapter 2. Medical Applications: Neuroprostheses and Neurorehabilitation 29 Laurent BOUGRAIN
2.1. Motor deficiencies 30
2.2. Compensating for motor deficiency 32
2.3. Conclusions 39
2.4. Bibliography 39
Chapter 3. Medical Applications of BCIs for Patient Communication 43 François CABESTAING and Louis MAYAUD
3.1. Introduction 43
3.2. Reactive interfaces for communication 49
3.3. Active interfaces for communication 53
3.4. Conclusions 59
3.5. Bibliography 60
Chapter 4. BrainTV: Revealing the Neural Bases of Human Cognition in Real Time 65 Jean-Philippe LACHAUX
4.1. Introduction and motivation 65
4.2. Toward first person data accounting 66
4.3. Bringing subjective and objective data into the same space: conscious experience of the subject 69
4.4. Technical aspects: the contribution of brain-computer interfaces 70
4.5. The BrainTV system and its applications 75
4.6. BrainTV limitations 81
4.7. Extension to other types of recordings 82
4.8. Conclusions 82
4.9. Bibliography 83
Chapter 5. BCIs and Video Games: State of the Art with the OpenViBE2 Project 85 Anatole LÉCUYER
5.1. Introduction 85
5.2. Video game prototypes controlled by BCI 88
5.3. Industrial prototypes: the potential for very different kinds of games 93
5.4. Discussion 96
5.5. Conclusion 98
5.6. Bibliography 98
Part 2. Practical Aspects of BCI Implementation 101
Chapter 6. Analysis of Patient Need for Brain-Computer Interfaces 103 Louis MAYAUD, Salvador CABANILLES and Eric AZABOU
6.1. Introduction 103
6.2. Types of users 108
6.3. Interpretation of needs in BCI usage contexts 113
6.4. Conclusions 117
6.5. Bibliography 119
Chapter 7. Sensors: Theory and Innovation 123 Jean-Michel BADIER, Thomas LONJARET and Pierre LELEUX
7.1. EEG electrodes 125
7.2. Invasive recording 128
7.3. Latest generation sensors 130
7.4. Magnetoencephalography 137
7.5. Conclusions 139
7.6. Bibliography 140
Chapter 8. Technical Requirements for High-quality EEG Acquisition 143 Emmanuel MABY
8.1. Electrodes 144
8.2. Montages . 145
8.3. Amplifiers 147
8.4. Analog filters 152
8.5. Analog-to-digital conversion 152
8.6. Event synchronization with the EEG 155
8.7. Conclusions 159
8.8. Bibliography 160
Chapter 9. Practical Guide to Performing an EEG Experiment 163 Emmanuel MABY
9.1. Study planning 163
9.2. Equipment 166
9.3. Experiment procedure 170
9.4. Bibliography 177
Part 3 . Step by Step Guide to BCI Design with OpenViBE 179
Chapter 10. OpenViBE and Other BCI Software Platforms 181 Jussi LINDGREN and Anatole LECUYER
10.1. Introduction 181
10.2. Using BCI for control 183
10.3. BCI processing stages 184
10.4. Exploring BCI 187
10.5. Comparison of platforms 189
10.6. Choosing a platform 195
10.7. Conclusion 196
10.8. Bibliography 197
Chapter 11. Illustration of Electrophysiological Phenomena with OpenViBE 199 Fabien LOTTE and Alison CELLARD
11.1. Visualization of raw EEG signals and artifacts 200
11.2. Visualization of alpha oscillations 201
11.3. Visualization of the beta rebound 203
11.4. Visualization of the SSVEP 206
11.5. Conclusions 208
11.6. Bibliography 209
Chapter 12. Classification of Brain Signals with OpenViBE 211 Laurent BOUGRAIN and Guillaume SERRIÈRE
12.1. Introduction 211
12.2. Classification 212
12.3. Evaluation 216
12.4. Conclusions 224
12.5. Bibliography 224
Chapter 13. OpenViBE Illustration of a P300 Virtual Keyboard 227 Nathanaël FOY, Théodore PAPADOPOULO and Maureen CLERC
13.1. Target/non-target classification 228
13.2. Illustration of a P300 virtual keyboard 235
13.3. Bibliography 240
Chapter 14. Recreational Applications of OpenViBE: Brain Invaders and Use-the-Force 241 Anton ANDREEV, Alexandre BARACHANT, Fabien LOTTE and Marco CONGEDO
14.1. Brain Invaders 241
14.2. Implementation 248
14.3. Use-The-Force! 251
14.4. Conclusions 256
14.5. Bibliography 257
Part 4. Societal Challenges and Perspectives 259
Chapter 15. Ethical Reflections on Brain-Computer Interfaces 261 Florent BOCQUELET, Gaëlle PIRET, Nicolas AUMONIER and Blaise YVERT
15.1. Introduction 262
15.2. The animal 264
15.3. Human beings 267
15.4. The human species 274
15.5. Conclusions 279
15.6. Bibliography 281
Chapter 16. Acceptance of Brain-machine Hybrids: How is Their Brain Perceived In Vivo? 289 Bernard ANDRIEU
16.1. Ethical problem 289
16.2. The method 291
16.3. Ethics of experimentation: Matthew Nagle, the first patient 293
16.4. Body language in performance 296
16.5. Ethics of autonomous (re)socialization 297
16.6. Conclusions . 303
16.7. Bibliography 304
16.8. Appendix (verbatim video retranscriptions) 304
Chapter 17. Conclusion and Perspectives 311 Maureen CLERC, Laurent BOUGRAIN and Fabien LOTTE
17.1. Introduction 311
17.2. Reinforcing the scientific basis of BCIs 314
17.3. Using BCI in practice 316
17.4. Opening up BCI technologies to new applications and fields 318
17.5. Concern about ethical issues 321
17.6. Conclusions 321
17.7. Bibliography 322
List of Authors 325
Index 329
Contents of Volume 1 333
Introduction
A Brain-Computer Interface (BCI) is a system that translates a user's brain activity into messages or commands for an interactive application. BCIs represent a relatively recent technology that is experiencing a rapid growth. The objective of this introductory chapter is to briefly present an overview of the history of BCIs, the technology behind them, the terms and classifications used to describe them and their possible applications. The book's content is presented, and a reading guide is provided so that you, the reader, can easily find and use whatever you are searching for in this book.
I.1. History
The idea of being able to control a device through mere thought is not new. In the scientific world, this idea was proposed by Jacques Vidal in 1973 in an article entitled "Toward Direct Brain-Computer Communications" [VID 73]. In this article, the Belgian scientist, who had studied in Paris and taught at the University of California, Los Angeles, describes the hardware architecture and the processing he sought to implement in order to produce a BCI through electroencephalographic signals. In 1971, Eberhard Fetz had already shown that it was possible to train a monkey to voluntarily control cortical motor activity by providing visual information according to discharge rate [FET 71]. These two references show that since that time, BCIs could be implemented in the form of invasive or non-invasive brain activity measurements, that is, measurements of brain activity at the neural or scalp levels. For a more comprehensive history of BCIs, the reader may refer to the following articles: [LEB 06, VAA 09].
Although BCIs have been present in the field of research for over 40 years, they have only recently come to the media's attention, often described in catchy headlines such as "writing through thought is possible" or "a man controls a robot arm by thinking". Beyond announcements motivated by journalists' love for novelty or by scientists and developers' hopes of attracting the attention of the public and of potential funding sources, what are the real possibilities for BCIs within and outside research labs?
This book seeks to pinpoint these technologies somewhere between reality and fiction, and between super-human fantasies and real scientific challenges. It also describes the scientific tools that make it possible to infer certain aspects of a person's mental state by surveying brain activity in real time, such as a person's interest in a given element of a computer screen or the will to make a certain gesture. This book also details the material and software elements involved in the process and explores patients' expectations and feedback and the actual number of people using BCIs.
I.2. Introduction to BCIs
Designing a BCI is a complex and difficult task that requires knowledge of several disciplines such as computer science, electrical engineering, signal processing, neuroscience and psychology. BCIs, whose architecture is summarized in Figure 1.1, are closed loop systems usually composed of six main stages: brain activity recording, preprocessing, feature extraction, classification, translation into a command and feedback:
- - Brain activity recording makes it possible to acquire raw signals that reflect the user's brain activity [WOL 06]. Different kinds of measuring devices can be used, but the most common one is electroencephalography (EEG) as shown in Figure I.1;
- - Preprocessing consists of cleaning up and removing noise from measured signals in order to keep only the relevant information they contain [BAS 07];
- - Feature extraction consists of describing signals in terms of a small number of relevant variables called "features" [BAS 07]; for example, an EEG signal's strength on some sensors and on certain frequencies may count as a feature;
- - Classification associates a class to a set of features drawn from the signals within a certain time window [LOT 07]. This class corresponds to a type of identified brain activity pattern (for example the imagined movement of the left or right hand). A classification algorithm is known as a "classifier";
- - Translation into a command associates a command with a given brain activity pattern identified in the user's brain signals. For example, when imagined movement of the left hand is identified, it can be translated into the command: "move the cursor on the screen toward the left". This command can then be used to control a given application, such as a text editor or a robot [KÜB 06];
- - Feedback is then provided to the user in order to inform him or her about the brain activity pattern that was observed and/or recognized. The objective is to help the user learn to modulate brain activity and thereby improve his or her control of the BCI. Indeed, controlling a BCI is a skill that must often be learned [NEU 10].
Figure I.1. Architecture of a BCI working in real time, with some examples of applications
Two stages are usually necessary in order to use a BCI: (1) an offline calibration stage, during which the system settings are determined, and (2) an online operational stage, during which the system recognizes the user's brain activity patterns and translates them into application commands. The BCI research community is currently searching for solutions to help avoid the costly offline calibration stage (see, for example, [KIN 14, LOT 15]).
I.2.1. Taxonomy of BCIs
BCIs can often be classified into different categories according to their properties. In particular, they can be classified as active, reactive or passive; as synchronous or asynchronous; as dependent or independent; and as invasive, non-invasive or hybrid. We will review the definition of those categories, which can be combined when describing a BCI (for example a BCI can be active, asynchronous and non-invasive at the same time):
- - Active/reactive/passive [ZAN 11b]: an active BCI is a BCI whose user is actively employed by carrying out voluntary mental tasks. For example, a BCI that uses imagined hand movement as mental command is an active BCI. A reactive BCI employs the user's brain reactions to given stimuli. BCIs based on evoked potentials are considered reactive BCIs. Finally, a BCI that is not used to voluntarily control an application through mental commands, but that instead passively analyzes the user's mental state in real time, is considered a passive BCI. An application monitoring a user's mental load in real time to adapt a given interface is also a passive BCI;
- - Synchronous/asynchronous [MAS 06]: user-system interaction phases may be determined by the system. In such a case, the user can only control a BCI at specific times. That kind of system is considered a synchronous BCI. If interaction is allowed at any time, the interface is considered asynchronous;
- - Dependent/independent [ALL 08]: a BCI is considered independent if it does not depend on motor control. It is considered dependent in the opposite case. For example, if the user has to move his or her eyes in order to observe stimuli in a reactive BCI, then BCI is dependent (it depends on the user's ocular montricity). If the user can control a BCI without any movement at all, even ocular, the BCI is independent;
- - Invasive/non-invasive: as specified above, invasive interfaces use data measured from within the body (most commonly from the cortex), whereas non-invasive interfaces acquire surface data, that is, data gathered on or around the head;
- - Hybrid [PFU 10]: different neurophysiological markers may be used to pilot a BCI. When markers of varied natures are combined in the same BCI, it is considered hybrid. For example, a BCI that uses both imagined hand movement and brain responses to stimuli is considered hybrid. A system that combines BCI commands and non-cerebral commands (e.g. muscular signals) or more traditional interaction mechanisms (for example a mouse) is also considered hybrid. In sum, a hybrid BCI is a BCI that combines brain signals with other signals (that may or may not emanate from the brain).
I.2.2. BCI applications
Throughout the last decade, BCIs have proven to be extremely promising, especially for handicapped people (in particular for quadriplegic people suffering from locked-in syndrome and stroke patients), since several international scientific results have shown that it is possible to produce written text or to control prosthetics and wheelchairs with brain activity. More recently, BCIs have also proven to be interesting for people in good health, with, for example, applications in video games, and more generally for interaction with any automated system (robotics, home automation, etc.). Finally, researchers have shown that it is also possible to use BCIs passively in order to measure a user's mental state (for example stress, concentration or tiredness) in real time and regulate or adapt their environment in response to that state.
I.2.3. Other BCI systems
Let us now examine some systems that are generally related to BCIs. Neuroprostheses are systems that link an artificial device to the nervous system. Upper limb myoelectric prostheses analyze electric neuromuscular signals to identify movements that the robotic limb will carry out. Neuroprostheses are not BCIs if they...
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