He has authored more than 160 articles in peer-reviewed international journals. His current research interests include neuroelectromagnetics and computational neuroengineering, especially brain-computer interfaces, diagnosis of neuropsychiatric diseases, noninvasive brain stimulation, and dynamic neuroimaging.
Owing to the increased public interest in passive brain–computer interface (pBCI) applications, many wearable devices for capturing electroencephalogram (EEG) signals in daily life have recently been released on the market. However, there exists no well-established criterion to determine the electrode configuration for such devices. Herein, an overall procedure is proposed to determine the optimal electrode configurations of wearable EEG devices that yield the optimal performance for intended pBCI applications. We utilized two EEG datasets recorded in different experiments designed to modulate emotional or attentional states. Emotion-specialized EEG headsets were designed to maximize the accuracy of classification of different emotional states using the emotion-associated EEG dataset, and attention-specialized EEG headsets were designed to maximize the temporal correlation between the EEG index and the behavioral attention index. General purpose electrode configurations were designed to maximize the overall performance in both applications for different numbers of electrodes (2, 4, 6, and 8). The performance was then compared with that of existing wearable EEG devices. Simulations indicated that the proposed electrode configurations allowed for more accurate estimation of the users’ emotional and attentional states than the conventional electrode configurations, suggesting that wearable EEG devices should be designed according to the well-established EEG datasets associated with the target pBCI applications.
Recent studies on brain-computer interfaces (BCIs) based on the steady-state visual evoked potential (SSVEP) have demonstrated their use to control objects or generate commands in virtual reality (VR) environments. However, most SSVEP-based BCI studies performed in VR environments have adopted visual stimuli that are typically used in conventional LCD environments without considering the differences in the rendering devices (head-mounted displays (HMDs) used in the VR environments). The proximity between the visual stimuli and the eyes in HMDs can readily cause eyestrain, degrading the overall performance of SSVEP-based BCIs. Therefore, in the present study, we have tested two different types of visual stimuli—pattern-reversal checkerboard stimulus (PRCS) and grow/shrink stimulus (GSS)—on young healthy participants wearing HMDs. Preliminary experiments were conducted to investigate the visual comfort of each participant during the presentation of the visual stimuli. In subsequent online avatar control experiments, we observed considerable differences in the classification accuracy of individual participants based on the type of visual stimuli used to elicit SSVEP. Interestingly, there was a close relationship between the subjective visual comfort score and the online performance of the SSVEP-based BCI: most participants showed better classification accuracy under visual stimulus they were more comfortable with. Our experimental results suggest the importance of an appropriate visual stimulus to enhance the overall performance of the SSVEP-based BCIs in VR environments. In addition, it is expected that the appropriate visual stimulus for a certain user might be readily selected by surveying the user’s visual comfort for different visual stimuli, without the need for the actual BCI experiments.
Over the past decades, brain-computer interfaces (BCIs) have been developed to provide individuals with an alternative communication channel toward external environment. Although the primary target users of BCI technologies include the disabled or the elderly, most newly developed BCI applications have been tested with young, healthy people. In the present study, we developed an online home appliance control system using a steady-state visual evoked potential (SSVEP)-based BCI with visual stimulation presented in an augmented reality (AR) environment and electrooculogram (EOG)-based eye tracker. The performance and usability of the system were evaluated for individuals aged over 65. The participants turned on the AR-based home automation system using an eye-blink-based switch, and selected devices to control with three different methods depending on the user's preference. In the online experiment, all 13 participants successfully completed the designated tasks to control five home appliances using the proposed system, and the system usability scale exceeded 70. Furthermore, the BCI performance of the proposed online home appliance control system surpassed the best results of previously reported BCI systems for the elderly.
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