The devices that can read Electroencephalography (EEG) signals have been widely used for Brain-Computer Interfaces (BCIs). Popularity in the field of BCIs has increased in recent years with the development of several consumer-grade EEG devices that can detect human cognitive states in real-time and deliver feedback to enhance human performance. Several studies are conducted to understand the fundamentals and essential aspects of EEG in BCIs. However, the significant issue of how can consumer-grade EEG devices be used to control mechatronic systems effectively has been given less attention. In this paper, we have designed and implemented an EEG BCI system using the OpenBCI Cyton headset and a user interface running a game. We employ real-world participants to play a game to gather training data that was later put into multiple machine learning models, including a linear discriminant analysis (LDA), k-nearest neighbours (KNN), and a convolutional neural network (CNN). After training the machine learning models, a validation phase of the experiment took place where participants tried to play the same game but without direct control, utilising the outputs of the machine learning models to determine how the game moved. We find that a CNN trained to the specific user playing the game performed with the highest activation accuracy from the machine learning models tested, allowing for future implementation with a mechatronic system.
翻译:能够读取脑电图信号的装置被广泛用于脑电图界面(BCI),近年来,随着一些消费者级的EEG装置的开发,能够实时检测人类认知状态和提供反馈以提高人类性能,一些研究是为了了解BCI的EEG基本原理和基本方面。然而,消费者级的EEG装置如何有效控制机能系统这一重大问题受到的关注较少。在本论文中,我们利用Open BCI Cyton headet和一个运行游戏的用户界面设计和实施了EEEG BCI系统。我们利用现实世界参与者玩游戏来收集培训数据,这些数据后来被引入多个机器学习模型,包括线性磁力分析(LDA)、K远邻(KNNN)和一个革命神经网络(CNN)。在培训机能学习模型后,实验的验证阶段已经展开,参与者试图玩同样的游戏,但没有直接控制。我们利用真实世界级的参与者来收集后来被输入到多个机器学习模型的模型。我们用最精明的游戏机能去学习如何学习最精准的游戏模型。