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Keywords = lab streaming layer (LSL)

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17 pages, 8105 KiB  
Article
Synchronization of Neurophysiological and Biomechanical Data in a Real-Time Virtual Gait Analysis System (GRAIL): A Proof-of-Principle Study
by Stefan A. Maas, Tim Göcking, Robert Stojan, Claudia Voelcker-Rehage and Dieter F. Kutz
Sensors 2024, 24(12), 3779; https://doi.org/10.3390/s24123779 - 11 Jun 2024
Cited by 4 | Viewed by 2313
Abstract
The investigation of gait and its neuronal correlates under more ecologically valid conditions as well as real-time feedback visualization is becoming increasingly important in neuro-motor rehabilitation research. The Gait Real-time Analysis Interactive Lab (GRAIL) offers advanced opportunities for gait and gait-related research by [...] Read more.
The investigation of gait and its neuronal correlates under more ecologically valid conditions as well as real-time feedback visualization is becoming increasingly important in neuro-motor rehabilitation research. The Gait Real-time Analysis Interactive Lab (GRAIL) offers advanced opportunities for gait and gait-related research by creating more naturalistic yet controlled environments through immersive virtual reality. Investigating the neuronal aspects of gait requires parallel recording of brain activity, such as through mobile electroencephalography (EEG) and/or mobile functional near-infrared spectroscopy (fNIRS), which must be synchronized with the kinetic and /or kinematic data recorded while walking. This proof-of-concept study outlines the required setup by use of the lab streaming layer (LSL) ecosystem for real-time, simultaneous data collection of two independently operating multi-channel EEG and fNIRS measurement devices and gait kinetics. In this context, a customized approach using a photodiode to synchronize the systems is described. This study demonstrates the achievable temporal accuracy of synchronous data acquisition of neurophysiological and kinematic and kinetic data collection in the GRAIL. By using event-related cerebral hemodynamic activity and visually evoked potentials during a start-to-go task and a checkerboard test, we were able to confirm that our measurement system can replicate known physiological phenomena with latencies in the millisecond range and relate neurophysiological and kinetic data to each other with sufficient accuracy. Full article
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36 pages, 21226 KiB  
Article
Brain Wearables: Validation Toolkit for Ear-Level EEG Sensors
by Guilherme Correia, Michael J. Crosse and Alejandro Lopez Valdes
Sensors 2024, 24(4), 1226; https://doi.org/10.3390/s24041226 - 15 Feb 2024
Cited by 5 | Viewed by 4516
Abstract
EEG-enabled earbuds represent a promising frontier in brain activity monitoring beyond traditional laboratory testing. Their discrete form factor and proximity to the brain make them the ideal candidate for the first generation of discrete non-invasive brain–computer interfaces (BCIs). However, this new technology will [...] Read more.
EEG-enabled earbuds represent a promising frontier in brain activity monitoring beyond traditional laboratory testing. Their discrete form factor and proximity to the brain make them the ideal candidate for the first generation of discrete non-invasive brain–computer interfaces (BCIs). However, this new technology will require comprehensive characterization before we see widespread consumer and health-related usage. To address this need, we developed a validation toolkit that aims to facilitate and expand the assessment of ear-EEG devices. The first component of this toolkit is a desktop application (“EaR-P Lab”) that controls several EEG validation paradigms. This application uses the Lab Streaming Layer (LSL) protocol, making it compatible with most current EEG systems. The second element of the toolkit introduces an adaptation of the phantom evaluation concept to the domain of ear-EEGs. Specifically, it utilizes 3D scans of the test subjects’ ears to simulate typical EEG activity around and inside the ear, allowing for controlled assessment of different ear-EEG form factors and sensor configurations. Each of the EEG paradigms were validated using wet-electrode ear-EEG recordings and benchmarked against scalp-EEG measurements. The ear-EEG phantom was successful in acquiring performance metrics for hardware characterization, revealing differences in performance based on electrode location. This information was leveraged to optimize the electrode reference configuration, resulting in increased auditory steady-state response (ASSR) power. Through this work, an ear-EEG evaluation toolkit is made available with the intention to facilitate the systematic assessment of novel ear-EEG devices from hardware to neural signal acquisition. Full article
(This article belongs to the Special Issue Biomedical Electronics and Wearable Systems)
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14 pages, 826 KiB  
Article
Evaluation of the User Adaptation in a BCI Game Environment
by Kosmas Glavas, Georgios Prapas, Katerina D. Tzimourta, Nikolaos Giannakeas and Markos G. Tsipouras
Appl. Sci. 2022, 12(24), 12722; https://doi.org/10.3390/app122412722 - 12 Dec 2022
Cited by 10 | Viewed by 2802
Abstract
Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which [...] Read more.
Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which consists of 2 brain commands, imagining moving forward and blinking. The goal of the game is to jump over static or moving “zombie” characters in order to complete the level. To record the raw EEG data, a Muse 2 headband is used, and the OpenViBE platform is employed to process and classify the brain signals. The Unity engine is used to build the game, and the lab streaming layer (LSL) protocol is the connective link between Muse 2, OpenViBE and the Unity engine for this BCI-controlled game. A total of 37 subjects tested the game and played it at least 20 times. The average classification accuracy was 98.74%, ranging from 97.06% to 99.72%. Finally, playing the game for longer periods of time resulted in greater control. Full article
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