Krepki 2007
Krepki 2007
Abstract
The investigation of innovative Human–Computer Interfaces (HCI) provides a challenge for future interaction research and
development. Brain–Computer Interfaces (BCIs) exploit the ability of human communication and control bypassing the classical
neuromuscular communication channels. In general, BCIs offer a possibility of communication for people with severe neuromuscular
disorders, such as amyotrophic lateral sclerosis (ALS) or complete paralysis of all extremities due to high spinal cord injury. Beyond
medical applications, a BCI conjunction with exciting multimedia applications, e.g., a dexterity discovery, could define a new level of
control possibilities also for healthy customers decoding information directly from the user’s brain, as reflected in EEG signals which are
recorded non-invasively from the scalp.
This contribution introduces the Berlin Brain–Computer Interface (BBCI) and presents set-ups where the user is provided with
intuitive control strategies in plausible interactive bio-feedback applications. Yet at its beginning, BBCI thus adds a new dimension in
HCI research by offering the user an additional and independent communication channel based on brain activity only. Successful
experiments already yielded inspiring proofs-of-concept. A diversity of interactive application models, say computer games, and their
specific intuitive control strategies are now open for BCI research aiming at a further speed up of user adaptation and increase of learning
success and transfer bit rates.
BBCI is a complex distributed software system that can be run on several communicating computers responsible for (i) the signal
acquisition, (ii) the data processing and (iii) the feedback application. Developing a BCI system, special attention must be paid to the
design of the feedback application that serves as the HCI unit. This should provide the user with the information about her/his brain
activity in a way that is intuitively intelligible. Exciting discovery applications qualify perfectly for this role. However, most of these
applications incorporate control strategies that are developed especially for the control with haptic devices, e.g., joystick, keyboard or
mouse. Therefore, novel control strategies should be developed for this purpose that (i) allow the user to incorporate additional
information for the control of animated objects and (ii) do not frustrate the user in the case of a misclassification of the decoded brain
signal.
BCIs are able to decode different information types from the user’s brain activity, such as sensory perception or motor intentions and
imaginations, movement preparations, levels of stress, workload or task-related idling. All of these diverse brain signals can be
incorporated in an exciting discovery scenario. Modern HCI research and development technologies can provide BCI researchers with
the know-how about interactive feedback applications and corresponding control strategies.
r 2006 Elsevier Ltd. All rights reserved.
Keywords: Brain–Computer Interface; Scientific discovery; Electroencephalography; Digital Signal Processing; Machine learning; Bio-feedback; Control
strategy; Gaming; Virtual limbs
Corresponding author. Present address: Bergweg 6, D-61462 Königstein im Taunus, Germany. Tel.: +49 175 5766504; fax: +49 6173 94 46504.
E-mail address: [email protected] (R. Krepki).
1071-5819/$ - see front matter r 2006 Elsevier Ltd. All rights reserved.
doi:10.1016/j.ijhcs.2006.11.010
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Table 1 10
Frequency bands 0
Recorder M
bp
sE
Band Frequency (Hz) Occur while/indicate th
er
ne
t
d 0.5–3.5 Movement preparation
y 3.5–8 Memory 4 5
a (m) 8–13 Relaxation, sensory idling
b 13–22 Motor idling
g 22–40 Feature binding Database
Feature
Classification
Selection
Detection
Synchronization
Detection
Data
Acquisition Combination
RDA
Feature
Classification
Selection
Discrimination
Discrimination
Storage
optic cable (to avoid electromagnetic interferences) to the (EMG) signals, which detect muscle activity at both
recorder PC (4). The recorder performs some predefined forearms, as well as horizontal and vertical electrooculo-
simple preprocessing operations, i.e., subsampling to gram (EOG) signals, which reflect eye movements, were
1 kHz, optional low/high/band-pass or notch filters, and recorded. All signals were band-pass filtered between 0.05
stores the data in raw format for later offline analysis into and 200 Hz and sampled at 1000 Hz. For online analysis,
the database (5). Additionally it acts as Remote Data the data signals were then subsampled to 100 Hz to
Access (RDA) server, which allows up to 10 client minimize the data processing effort.
connections and serves one data block of acquired EEG The labels of electrodes are composed of some letters
and auxiliary information, e.g., control signals or event and a number. The letters refer to anatomical structures
markers, each 40 ms. A second computer (6) runs a (Frontal, Parietal, Occipital, Temporal lobes and Central
corresponding client, which performs, after data acquisi- sulcus), while the numbers denote sagittal (anterior–pos-
tion, some preprocessing steps for feature selection (details terior) lines. Odd numbers correspond to the left hemi-
in Section 3.4) in a parallel manner. For the detection and sphere, while even numbers to the right; small ‘z’ marks
the discrimination of user actions two separate non- electrodes on the central sagittal line. Labels with 1 or 2
blocking threads were employed. Each is followed after an capital letters correspond to the 64 electrodes of the
optional synchronization by a classification step of the extended international 10–20-system as defined in Shar-
current extracted feature vector (details in Section 3.5). brough et al. (1991) while labels with three capital letters
Finally, a combiner joins the two-classifier results and were composed from the neighbouring electrode labels and
produces a control command. Fig. 2 illustrates the parallel denote additional channels in a 128-channel set-up. EEG
approach of data processing. The online classifier (6) acts activity is measured against the reference electrode (Ref)
as a server for various feedback clients (7) and serves each mounted on the nasion, while the ground electrode (Gnd)
40 ms the control command that has been produced by the is mounted on the forehead. Locations of the electrodes
combiner. and corresponding labels are illustrated in Fig. 3.
The feedback client is an interactive application that may The voltage measured by the electrodes is very low and
run on a separate computer and acquires the control fluctuates rapidly within the range of 7100 mV around a
commands produced by the combiner module of the data baseline. Electrical noise from the surrounding environ-
processing server. It is conceived to rely on simple control, ment (mainly 50 Hz, resp., 60 Hz power outlet frequency)
e.g., left/right movements, which may be expressed by a interferes with the data via connecting wires, which act as
small command set, and should give the user a feeling of small ‘‘antennas’’. To assure low impedances between the
being inside the simulation. Currently, we employed simple electrodes and the scalp (desired below 5 kO), electrolyte
computer games like Pacman or Tele-Tennis, however, gel is filled into each electrode before experiments start.
other more sophisticated and challenging applications, like
Tetris or manoeuvreing through a Virtual Reality (VR) 3.2. Task and its neurophysiology
maze are conceivable.
We let our subjects (all without neurological deficits)
3.1. Data acquisition take a binary (left/right hand) decision coupled to a motor
output, i.e., self-paced typewriting on a computer key-
We recorded brain activity with multi-channel EEG board. Using multi-channel scalp EEG recordings, we
amplifiers (Brain ProductsTM, Munich) using 128 channels analyse the single-trial differential potential distributions of
from a cap with Ag/AgCl Electrodes (+ of the contact the Bereitschaftspotential (BP/Readiness potential) preced-
region is 5 mm). Additionally, surface electromyogram ing voluntary (right or left hand) finger movements over
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R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477 465
Ref
Gnd
Fp1 AF AF FP2
p1 p2
AF7 AF8
T7 C5 C3 C1 Cz C2 C4 C6 T8
CCP CCP CCP CCP CCP CCP
CCP 1 2 CCP
7 5 3 4 6 8
CP1 CPz CP2
CP5 CP3 CP4 CP6
TP7 PCP PCP PCP PCP TP8
TP9 PCP 1 2 PCP TP10
3 4
PCP 5 6 PCP
PCP 7 P1 Pz P2 8 PCP
9 P3 P4 10
P5 PPO PPO P6
P7 1 2 P8
PPO POz PPO
P9 5 6 P10
PPO PO3 PO4 PPO
9 OPO OPO 10
PO7 1 2 PO8
PO9
O1 O2
Oz
O9 O10
Iz
the corresponding (left/right) primary motor cortex. As we about 1 s prior to the actual movement onset; it is assumed
study brain signals from healthy subjects executing real to reflect mainly the growing neuronal activation (apical
movements, our paradigm requires a capability to predict dendritic polarization) in a large ensemble of pyramidal
the laterality of imminent hand movements prior to any cells. Previous studies of Lang et al., 1989 and Cui et al.
EMG activity to exclude a possible confound with afferent (1999) showed that in most subjects the spatial scalp
feedback from muscle and joint receptors contingent upon distribution of the averaged BP correlates consistently with
an executed movement. the moving hand (focus of brain activity is contralateral to
The basic BBCI idea is focusing on control applications, the performing hand).
such as ‘‘virtual keyboard typing’’, that can be conceived as The upper part of Fig. 4 shows Laplace filtered EEG
potentially resulting from a natural sequence of motor around the left and right hand motor cortices (electrodes
intention, followed by preparation and completing by the C3 and C4) within a time range of [450:200] ms relative to
execution. Accordingly, our neurophysiological approach the key tap, averaged selectively for left-hand vs. right-
aims to capture EEG indices of preparation for an hand taps. The grey bars indicate a 100 ms baseline
immediately upcoming motor action. At present, we correction. The lateralization of BP is clearly specific for
exploit the BP, i.e., a slow negative EEG shift, which left, resp., right finger movements. Four potential maps
develops over the activated motor cortex during a period of show the scalp topographies of the BP averaged over time
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466 R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477
C4 laplacian C3 laplacian
windows (upper) before movement preparation and (lower) arms, legs or the whole body. These would induce
when BP reaches its maximum negativation, again electromyographic (EMG) noise activity that interferes
averaged over left-hand and right-hand taps separately. with EEG signals, such that the signal-to-noise-ratio
Bold crosses mark electrode positions C3 and C4. (SNR) decreases. Eye movements are to be minimized for
We would like to emphasize that the paradigm is shaped the same reason. To prevent possible (involuntarily)
presently for fast classifications in normally behaving cheating, e.g., producing eye movements correlated with
subjects and thus could open interesting perspectives for the performed tasks, vertical and horizontal EOG are
a BCI assistance of action control in time-critical recorded, which can also be used for artifact correction,
behavioural contexts. Notably, also a possible transfer to i.e., cleaning up EEG signals of interfering EOG by a
BCI controlled by paralyzed patients appears worthwhile weighted subtraction.
to be studied further because these patients were shown to The training is performed in 3–4 sessions, each of about
retain the capability to generate BPs with partially 7 min, as illustrated in Fig. 5. Tasks are performed for a
modified scalp topographies (Green et al., 1999). period of 6 min repeatedly with an interval of 0.5–2 s. All
training sessions may be performed in two experimental
3.3. Training procedure kinds: (i) imagined, i.e., queried, (ii) executed, i.e., self-paced:
In the executed task experiment we acquire response markers
The Leitmotiv of BBCI is: ‘‘Let the machines learn!’’, via keyboard, while the user determines her-/himself which
thus the user should invest only a minimum of time for movement to perform next. During the imagined task
training the BBCI algorithms: The training procedure experiment a visual cue indicates the movement, which has
described here serves for ‘‘teaching the machine’’ and to be executed on the next auditory beat produced by a
adjusting its model parameters to better match the user and digital metronome. Both stimuli place corresponding mar-
her/his brain signal’s properties. During the training kers into the data, stored with a time stamp.
procedure we acquire example EEG from the user while To train the learning machine and adjust its parameters,
performing a certain task, e.g., execution or imagination of we select time series of EEG activity acquired within a
left vs. right hand movement of the index or pinky fingers. certain time region before the marker, which gives the
During the training session the user is instructed to sit training sample its label. We search for event markers in
comfortably and, as far as possible, to omit any muscular the acquired data; these markers are (i) keyboard taps as
artifacts, like biting, gulping, yawning, moving the head, responses for executed movements, or (ii) a combination of
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R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477 467
the visual cue with the metronome beat stimuli for be paid in fast-pace experiments to the issue that samples of
imagined experiments. We then examine each marker for the rest class do not intersect with action class samples of
affiliation to one of the classes of interest. Each class of the preceding event marker, as they should not include any
interest covers its own sample-selection parameter set information about action.
SSP ¼ ({mrk}, n, td, ti), where a set of marker labels mrk
identifies the affiliation of markers to classes, n gives the 3.4. Preprocessing and feature selection
number of training samples to be selected from the data, td
and ti are time constants indicating the delay of the initial To extract relevant spatiotemporal features of slow brain
sample and the inter-sample interval. Beside the classes potentials we subsample signals from all or a subset of all
indicating action, e.g., execution or imagination of a available channels and take them as high-dimensional
movement, which in Fig. 6 provide samples 1a, 2a and feature vectors. We apply a special treatment because in
3a, an additional class indicating rest is introduced. This pre-movement trials most information is expected to
provides in an analogue manner (incorporating t0 d and t0 i appear at the end of the given interval. Starting point of
time constants that indicate the delay of the initial rest- this treatment are epochs of 128 data points (width of a
sample and the inter-sample interval) training samples 1r sample window) of raw EEG data, corresponding to
and 2r that are used together with action samples for 1280 ms as it is depicted in Fig. 7(a) for a single EEG
determining the detection of the task accomplishment, channel from 1400 to 120 ms (td) relative to the
though we use action samples only, for determining the timestamp of the desired event marker. To emphasize the
discrimination of which task has been completed. For late signal content, we first multiply the signal by a one-
sample selection in the training procedure, negative time sided cosine function (1), as shown in Fig. 7(b).
constants are preferred, positive are allowed, however, they np
make no sense for online analysis. Special attention must 8n ¼ 0; . . . ; 127 : wðnÞ :¼ 0:5 1 cos . (1)
128
A Fast Fourier Transformation (FFT) filtering techni-
relax perform task repeatedly relax
que is applied to the windowed signal. From the complex-
valued FFT coefficients all are discarded but the ones in the
40 sec 6 min 20 sec pass-band (including the negative frequencies, which are
not shown); cf. Fig. 7(c). Transforming the selected bins
Fig. 5. Set-up of a single training session. back into the time domain gives the smoothed signal of
which the last 200 ms are subsampled at 20 Hz by
t i' t d' calculating means of consecutive non-overlapping inter-
...
... ti td vals, each of 5 samples, resulting in 4 feature components
t per channel, see Fig. 7(d).
#1r ... #1a
Marker
#2r #2a (Stim./Resp.) 3.5. Linear methods for classification
#3a
In BCI research it is very common to use linear
Fig. 6. Selection procedure for training samples. classifiers, but although linear classification already uses a
40
20
µV at C4
max
-20
min
-40 min
-60 y0
-80 -60 -40 -20 0 20 40
µV at C3
Fig. 9. Principal separation procedure by the Regularized Fisher’s Discriminant (RFD) for a 2-class problem.
a b c
Fig. 10. The problem of finding a maximum margin ‘‘hyper-plane’’ on reliable data (a), data with an outlier (b) and with a mislabelled pattern (c). From
Rätsch et al. (2001).
3.5.3. Regularization and non-robust classifiers complexity of the classifier (e.g., to avoid Fig. 10c) and
Linear classifiers are generally more robust than their (iii) the raggedness of the decision surface (e.g., to avoid
nonlinear counterparts, since they have only limited Fig. 10c).
flexibility (less free parameters to tune) and are thus less The cross-validation procedure that is employed for
prone to over-fitting. Note, however, that in the presence of regularization purposes in the BBCI system is discussed in
strong noise and outliers even linear systems can fail. In more detail at the beginning of Section 4.
Fig. 10, one can clearly observe that one outlier or strong
noise event can change the decision surface drastically, if 3.6. Bio-feedback
the influence of single data points on learning is not
limited. The solid line in Fig. 10 shows the resulting Finally, an interactive application, running on a separate
decision line, whereas the dashed lines mark the margin computer, receives combined results of classification via an
area. In the middle and on the right the original decision asynchronous client–server interface based on the User
line is plotted grey. Illustrated is the noise sensitivity: only Datagram Protocol (UDP) and acquires them in a
one strong noise/outlier pattern can spoil the whole temporal queue. It examines the queue repeatedly for
estimation of the decision line. stationary past signals persisting for a certain time length,
Although this effect can yield strongly decreased i.e., a Command Activation Term (CAT), and emits the
classification results for linear learning machines, it can command corresponding to the class label of the classifica-
be even more devastating for nonlinear methods. A more tion result (left/right/rest). After a command has been
formal way to control one’s mistrust in the available emitted, it then falls into ‘‘relaxation’’ for a certain
training data is to use regularization, as it is proposed in time period, i.e., Command Relaxation Term (CRT),
Poggio and Girosi (1990) and Orr and Müller (1998) and which should be at least as long as the CAT. During this
elsewhere. Regularization helps to limit (i) the influence of period combiner outputs remain being collected in the
outliers or strong noise (e.g., to avoid Fig. 10b), (ii) the queue, but further command emissions are suppressed.
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470 R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477
This procedure, for three classes: left (black), right (grey) 3.7. On erroneously emitted commands
and rest (dashed) is illustrated in Fig. 11. Here the
combiner yields the class label (denoted as colour of bars) It is a well-known finding in human psychophysics, that
and the fuzzy values P~ max ¼ maxi P~ i of the most likely a subject’s recognition of having committed a response
recognized class (depicted as amplitude) distributed over error is accompanied by specific EEG variations that can
time at a frequency of 25 Hz. CAT is set to 10 periods easily be observed in averaged ERPs. Blankertz et al.
(400 ms), and CRT is set to 14 periods (560 ms). (2002a, b) present a pattern recognition approach that
This flexible set-up allows individual adjustments for allows for a robust single trial detection of this error
the user and the control strategy of the bio-feedback potential from multi-channel EEG signals. It is an elegant
application: (i) long CAT helps to avoid false-positively approach to overcome the problem of low classifi-
emitted commands; (ii) short CAT, in contrast, allows fast cation accuracy by a response checking mechanism that
emission of commands, i.e., before the real movement is is based on the subject’s brain signals themselves, such
executed; (iii) intraindividually adjusted CRT prevents that those persons benefit most who otherwise can only
erroneous emissions and, respectively, allows volitional reach a modest BCI control because of a substantial
successive emissions of the last command. These para- fraction of classification errors. The ERP after an error
meters depend strongly on the user and should be set trial is characterized by two components: a negative wave
initially to values calculated from the results of the (NE) with a fronto-central maximum, and a following
application of trained classifier to the training data. broader positive peak (PE) with a centro-parietal max-
At starting point CAT0 may be set to the median length imum. NE seems to initiate some kind of comparison
of the stable signal containing a marker of the same process since it is present also in most correct trials, while
action class, and CRT0 to a value larger than CAT0 by PE seems to indicate brain’s reaction of recognizing that
twice the amount of the standard deviation of the the subject’s action was erroneous. Fig. 12 shows average
distribution of lengths of stable signals. The values of miss-minus-hit EEG-traces at electrodes along the vertex
CAT and CRT should then be adjusted according to the and the scalp EEG potential topographies around that
user’s demand. region.
The underlying interactive feedback application should To assess the potential value of error detection for
be intuitive, simple to understand, and the control strategy improving BCI transmission rates we calculate the amount
should give the user a feeling of natural acting; however, it of information that can be read out from a 2-class decision
should require a small (at present: binary) control set of experiment (N ¼ 2) with a BCI providing an accuracy of
commands, i.e., left-turn/right-turn, avoid fast animation 85% (p ¼ 0.85) using Shannon’s information criterion (3):
and high-contrast changes to prevent or at least to
minimize spoiling of data affected by artifacts, e.g., brisk 1p
IðpÞ :¼ log2 N þ p log2 p þ ð1 pÞlog2 , (3)
movements of eye, head or body. An issue of particular N 1
importance for a fast pacing of control commands is a
‘‘natural mapping’’ of the action required in the virtual I(0.85) ¼ 0.39 bits per selection for the system alone,
reality scenario to the ‘‘action space’’ of the human however, it can be improved by more than 75% to 0.69 bits
operator, which is coded in egocentric coordinates. To this per selection in a system involving an error correction
end the on-screen environmental perspective must con- method working with 20% false-negative (FN ¼ 0.2) and
tinuously represent the viewing direction of the human 3% false positive (FP ¼ 0.03), where the accuracy of the
operator, so that, e.g., a selection of the option of right- improved system can be calculated by
turn can be addressed by the intention to move the right
hand and vice versa. p0 ðp; FP; FNÞ ¼ p ð1 FPÞ þ ð1 pÞ ð1 FN Þ
¼ 0:94; and Iðp0 Þ ¼ 0:69 bit ð4Þ
Fig. 12. Averaged miss-minus-hit error-related potentials and the corresponding scalp topographies.
Cl 1 Tst
Cl 2 Tst
Cl 3 Tst
Cl n Tst
50 0
classification error [%]
40
To enable the classifier training, we initially let the user Fig. 15. Classification errors based on EEG (brain activity) vs. EMG
(muscles activity) estimated by the 10 10-fold cross-validation proce-
execute or imagine the required movement repeatedly. For dure.
real movements, which can be monitored, the user may
perform tasks ‘‘self-paced’’. For imagined movements, or
in paralyzed patients, the lateralization of each action (left/ error would indicate that the model is too complex for the
right) is queried by an auditory and/or visual cue. We given data, such that the risk of over-training is high due to
extract training samples, preprocess each as described in bad generalization ability. Notably, test errors of the cross-
Sections 3.3 and 3.4, calculate a set of optimal classifiers on validation procedure depend on the choice of the delay
a selection of 90% of the markers and test each on time td in the pre-processing procedure. Obviously
remaining 10% as it is described in Section 3.5. classification is ambiguous for large values of td and
This procedure is repeated 10 times with all non-over- mostly correct for td ¼ 0. Fig. 15 shows the cross-
lapping test-sets, which is called 10-fold cross-validation, validation test-error of classification of EEG single trials
cf. Fig. 14. In a 10 10-fold cross-validation the whole as a function of td for a single subject performing in a self-
procedure is repeated 10 times with random foldings of the paced experiment with 30 taps/min.
data set. The right ordinate enumerates the theoretical informa-
By calculating means of training and test errors, we tion transfer rate in bits per minute that can be extracted
obtain a measure for effectiveness of a particular classifier from the classification results. Compared to the errors of
model. A test error essentially higher than the training classification based on EMG (upper curve), which reflects
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472 R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477
patterns that are fed into the learning machine. However, control strategy has only a virtual ‘‘rest’’-class for which
during application sessions with feedback, the user may fuzzy value may be calculated from the combination of the
become greedy and at some point generate different brain results of the ‘‘left’’- and ‘‘right’’-class fuzzy values. The
patterns induced by an additional effort to re-seize control outward racket deflections are calculated each time a new
over the feedback. To conclude, the user puts her/himself result data block is received from the classifiers, i.e., at a
in a conflicting situation by applying more effort to gain frequency of 25 Hz. Each deflection is proportional to the
control; the effort induces an immediate change in the difference between the momentary graded values of the two
brain pattern feature space, spanned by the training data action classes if and only if the graded value of the virtual
and thus recognizable by the classifier, which results even ‘‘rest’’-class is below a certain (usually low) threshold;
more in losing control. ‘‘Brain Gamers’’ further report that otherwise, it is set to zero, such that the racket is almost
when control performance worsens significantly (subjec- always on the move. The value of the ‘‘rest’’-class threshold
tively measured), simply adopting a relaxed state or controls the trigger sensitivity for the displacement activa-
indifferent attitude to the game helps to re-gain control tion and can be adjusted, together with the constant of
over the machine. proportionality for the racket outward deflection, depend-
ing on the individual user’s experience and demand.
4.2.1. Control strategies
Basically, we have implemented two different control 4.3. Feedback scenario ‘‘Pacman’’
strategies for the racket, while both appear appropriate in
this scenario; in other applications one might be preferred Finally, the well-known Pacman video game has been
over the other. adapted to serve as bio-feedback. The idea is to combine
In the ‘‘stepwise displacement’’ strategy the racket is the information, available from the ‘‘jumping-cross’’ feed-
moved by a fixed displacement step (e.g., defined as back with an aim-gain inventively in a discovery applica-
percentage of the window width) into the direction tion. A random labyrinth is generated in a full-screened
indicated by the class label (left or right) if one particular window, which has exactly one shortest way (without
command class is recognized for at least one CAT detours) from the entry (in the left wall) to the exit (in the
duration. The racket remains stationary if a ‘‘rest’’ right wall). This path is marked with grey track marks. The
command is detected (a stable signal for at least the CAT player may also decide to run the Pacman through the rest
duration) or if no stable signal is present (if combined of the labyrinth, e.g., to receive additional credits for
classifier result indicates more than one class label within a harvesting some apples.
single CAT duration). Each step is followed by a relaxation As control strategy we use the following approach: The
period (CRT), which, for this control strategy, is set just Pacman makes one step each 1.5–2 s and moves always
slightly longer than CAT. Thus, the racket could be moved straight ahead until it reaches a wall or a right- or left-turn
into the same direction by more than one step, with the command is received. The direction the Pacman is intended
minimal inter-step interval given by CRT+1. to make in the next step is pointed by its yellow nose. When
Notably, although the Lateralized Readiness Potential the system recognizes a turn-command for at least one
(LRP) can indicate the preparation for one particular CAT duration, Pacman turns its head indicating the
movement, a series of movements (and movement repeti- recognition of the command and takes the next crossing
tions in particular) need not necessarily be linked with possibility in the maze. After a turn command is acknowl-
LRPs of the same strength for every single movement; edged, the Pacman does not accept any further commands
rather, the LRP might index primarily the start of the for at least CRT. The simulation is finished when the
whole series, invoking subcortico-cortical routines for the Pacman reaches the exit of the labyrinth, cf. Fig. 19.
execution of the repeated actions. This points to a potential A healthy subject will be able to navigate the Pacman
limitation of the ‘‘stepwise displacement’’ strategy: if a fast through the presented labyrinth within 40 s (20 steps, each
racket transition from one side of the screen to the other is of 2 s) using a conventional keyboard or a mouse. Using
required, the user has to emit a series of identical brain control it takes considerably longer, however, the
commands. The identification of optimal EEG correlates ‘‘fun-factor’’ of navigating just by intentions of the own
for such a hyper-command will require further neurological brain turned out to be very appealing. Moreover, it is
studies. highly interesting that when immersed into the BCI-game
A second control strategy utilizes a ‘‘graded displace- scenario the user has sometimes the feeling that the
ment’’ code which exploits the strength of the recognized Pacman moves in the correct direction though the user
command signal, e.g., a measure of BP amplitude, instead was consciously not aware of his decision, sometimes
of just the command emission time point identified by the consciously not even ready for a decision.
combiner. From its initial location at the screen center, the
racket can be deflected laterally (outward), but, as it is 4.4. Feedback scenario ‘‘Virtual Arm’’
attached to an imaginary spring, it will be returned to its
initial point (inward) whenever the fuzzy values of neither The ‘‘Virtual Arm’’ feedback scenario is based on a
the ‘‘left’’ nor the ‘‘right’’ classes are significantly high. This Virtual Reality (VR) platform X-Rooms (www.x-rooms.de).
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Fill line:
Indication of the
Intention to turn
Nose:
Proxim.
move
direction
Discrimination Line:
Indication of competing
laterality intentions
Fig. 19. Feedback scenario ‘‘Pacman’’ and the construction of Pacman’s head.
Experiments with patients are still to be conducted within respective neural correlate, but no means for an actual
the scope of future BBCI research. movement.
Another issue with pioneering appeal is the thrilling
5. Conclusion and discussion possibility that, because the BBCI bypasses the conduction
delays from brain to muscles, it could speed up the
BCIs have traditionally been conceived and used in initiation of actions in competitive, dual-player scenarios
assistance systems for the disabled, e.g., Wolpaw et al. or applications that require ultra-fast actions, like emer-
(1991, 2002) and Birbaumer et al. (1999) and many more. gency braking. However, the experimental design of this
We have shown in this contribution that our BBCI kind of application must differ to some extent from those
discovers also the interesting path towards interactive performed previously and presented within the scope of
applications; exemplified here as gaming and robotic arm this work. The conceptual scheme, design and implementa-
control. tion of such competitive scenarios as a feedback applica-
The field of HCI research is expanding to encompass tion will require considerable innovation.
brain signal-based communication and interaction. That Let us finally discuss how much information we can
trend had its onset when, among other factors, BCIs expect to transmit in such a new BCI channel. Invasive
introduced a new technique for reliably decoding technologies, like those proposed in Nicolelis and
brain signals and converting these into control commands, Chapin (2002) can achieve bit-rates that are high enough
which can be used for appealing interaction. Currently, the for, e.g., an online 3-D robot control (as discussed earlier),
two most prominent and promising paths of BBCI but require hundreds of microelectrodes implanted
application are rehabilitation, discovery and gaming, into the brain’s cortex, which is an unlikely condition for
although further application fields are conceivable, such healthy subjects. For non-invasive techniques our own
as the monitoring of the mental state of a patient or vehicle earlier studies have shown that in a pseudo-online
driver. The latter could be used to prevent overfatigue of idealized evaluation (i.e., data are recorded and analysed
truck drivers and guard against accidents. The bio- later as if online) record bit-rates of up to 50 bits per
feedback signals introduced in this contribution hold minute are possible (Blankertz et al., 2003). Our recent
potentials for further optimization, but already now allow experiments have shown that even higher transfer-bit
a user who has taken a ‘‘cold-start’’ to explore and discover rates can be achieved if several data processing models
her/his individual possibilities in using the new commu- are combined (Dornhege et al., 2004a, b). In spelling task
nication channel. Concerning rehabilitation the most experiments conducted by Wolpaw et al. (1991),
promising perspectives, e.g., for quadriplegic patients, are Pfurtscheller et al. (1993) and Birbaumer et al. (1999)
the intuitive use of mental motor commands to trigger that are truly online with bio-feedback, single subjects
goal-directed actions of mechanical devices, such as a can reach a level of 2–3 letters/min. A recent BBCI
motorized wheel-chair, or to use a ‘‘mental keyboard’’ for study even achieves 37 bits/min in a real-time feedback
typing messages. set-up (Blankertz et al., 2006). At first sight, this
In general, the question surrounding an ideal bio- might appear rather slow for a communication device, as
feedback signal for BBCI will find different answers other communication devices, e.g., a computer mouse can
appropriate for each new application. However, we achieve 300–350 bits/min (MacKenzie, 1991). Yet, one
propose that bio-feedback in an exciting gaming scenario should realize that a BCI communication channel is
(Pacman), or within a native VR environment (Virtual largely independent of other channels and offers a unique
Arm), can be realized more naturally and thus more feature of ultra-fast action emissions for each single
successfully. Eventually such bio-feedback can enable the reaction trial.
user to adapt to the classification engine and vice versa; the Finally, there is a strong agreement that BCI research
classification engine might find it easier to classify correctly will seek to develop new and more natural feedback modi
in the course of mutual adaptation (Krepki, 2004). and feedback applications rather than re-developing and
While most BCIs (except VEP or P300-based) require adapting well-known applications to be controlled by brain
extensive training (4200 h) from their users, it is one signals. The reason for that is because the latter were
distinctive feature of the BBCI that it employs advanced designed to rely on classical communication and control
signal processing and machine learning technology for strategies. Moreover, the field of human–computer inter-
training the computer rather than the human subject, such action will be increasingly in demand and will be called on,
that the user can start ‘‘communicating’’ without extensive in particular, to provide new techniques and communica-
prior training. There are several aspects for further tion protocols that can serve as a basis for BCI-based
improvement of BBCI: so far we have used a paradigm, communication. In conclusion, we discussed state-of-the-
where the user actually implements or imagines the art BCI research and presented recent results that could be
accomplishment of a movement, i.e., typing with the left achieved by providing interactive feedback to the user.
or right index or pinky fingers. In ongoing research we BCIs are able to open up new vistas for exploring own
transfer this paradigm to assistance systems where a brain skills and discovering new ways in human–computer
disabled person still has movement intentions and their communication.
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476 R. Krepki et al. / Int. J. Human-Computer Studies 65 (2007) 460–477
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