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INSTITUTO DE INFORMTICA
Porto Alegre
November 2016
ABSTRACT
Each day, human beings search for alternatives to communicate themselves with different
machines or systems. Motivated for overcoming the difficulties experienced by impaired
people or, simply, to develop comfortable interfaces, the Brain Computer Interface (BCI)
area was created. It employs brain signals (EEG) to control or communicate with many
devices. Indeed, BCI can be also used to measure, study and understand the brain behavior
in different conditions. Likewise, it is possible to evaluate mental health and cognition.
Techniques like the Electrooculography (EOG) have been used to quantify eye move-
ments, which can be used in visual perception and attention studies. Scenarios in virtual
reality (VR) are an important tool to study the mental states in many situations. VR is
employed to create brain stimulus in the user, simulating a realistic environment. These
responses are measured using EEG. This master research uses BCI to evaluate mental
workload in attention tasks and object recognition in virtual reality. The evaluation will
be done using the EOG as an eye-tracking system (attention) and the EEG signals to es-
timate the cognitive workload. This document presents the introduction and motivation
of the dissertation; its main objectives and the methodology with a revision of previous
works. Finally, a summary of tasks and the schedule is presented.
Brain Computer Interface (BCI) is a system that uses brain signals to communicate
with machines (Computers, Robots and so on). In recent years, these systems have been
focused on research due to the large amount of applications that could be developed,
manly, for disabled people. Indeed, it is a hot research topic due to the fact that the
BCI implies several research fields, such as Signal Processing, Pattern Recognition and
Machine Learning, Neuroscience, Real-Time Systems and others. The importance of this
emergent area can be visualized through the creation of the project BNCI Horizon 2020:
The Future of Brain/Neural Computer Interaction by the European Commission (EC).
This project comprises 12 European partners with a deep background in BCI. Figure 1.1
shows the partners. The main goal of the project is to make a road-map and sketch up the
future of BCI for the next 10 years (or more) (GRAZ, 2015).
Figure 1.1: BCNI Horizon 2020 project partners.
Brazil is not left behind. In 2009, it was created the National Institute for Brain-
Machine Interfaces (INCEMAQ) supported by the National Institutes Program of Science
and Technology of the National Council for Scientific and Technological Development
CNPq/MCT. The main goal was to establish and increase the scientific research in BCI,
involving around of 16 Universities from 9 states of the country. Figure 1.2 shows the
partners and its location in Brazil (IINN-ELS, 2011).
Currently, according to CNPqs Directory of Research Groups in Brazil, there are
10 research groups working in BCI (CNPQ, 2016). The research in BCI in Rio Grande
do Sul state is still beginning and there are not established research groups that work with
focus in this area. For this reason, is essential that Federal University of Rio Grande do
Sul (UFRGS) and its Informatics Institute begins formally with BCI research.
BCI systems have four main steps: signal acquisition; feature extraction; classi-
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fication and the application interface. Figure 1.3 describeds a BCI system to estimate
imagined hand movements (LOTTE, 2014). A little description of each stage will be
presented below.
The hardware to collect signals from brain depends of the technique that will be
used for that. The main non-invasive techniques are the Electroencephalography (EEG),
Magnetoencephalography (MEG), Functional magnetic resonance imaging (FMRI) and
Functional Near-Infrared Spectroscopy (fNIRS). The characteristics of acquisition meth-
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From the data collected, it becomes necessary to extract the relevant information
to identify the mental states of the user and rejected noise. For feature extraction, it is
necessary to make a pre-processing (filtering) from raw-EEG. With the data filtered, three
possible information can be extracted (LOTTE, 2014): a) Spatial data, that describes the
place of the headset where the signal activity occurred. b) Spectral data, which describes
the power of some specific frequency bands, and c) Temporal data, which consist of the
variation of signal values by time. The most relevant methods for feature extraction are
Common Spatial Filter (CSP), Fast Fourier Transform (FFT), Principal Component Anal-
ysis (PCA), Wavelet Decomposition (WD) and so on (VAID; PREETI; KAUR, 2015).
1.3 Classification
The features vector (obtained in the last step) is the input to the classifiers to be
used. The idea is to assign a class to a set of features that allows to identify the mental
state of user. The Machine Learning (ML) approach is used to recognise patterns in
the data. The main techniques are the Linear Discriminant Analysis (LDA), Support
Vector Machine (SVM), Neural Network (NN), Multilayer Perceptron (MLP), K-Nearest
Neighbors (KNN) and so on (LOTTE et al., 2007). The successfulness of BCI relies
on the accuracy of the classifiers used; The cited classifiers achieve more than 70% of
accuracy (ABDULKADER; ATIA; MOSTAFA, 2015). It is clear that the classification
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In the literature, there are many contributions about the use of BCI systems in dif-
ferent applications. Mainly, to provide the movement of people with disabilities(LOPES
et al., 2011; VIDAURRE et al., 2016; RAMLI et al., 2015), the robotics control (BI; FAN;
LIU, 2013; CHAE; JEONG; JO, 2012) and feedback in virtual reality (VR) (GERT et al.,
2011; VOURVOPOULOS; FERREIRA; BADIA, 2016). Indeed, neuroscience applica-
tions have been well done with BCI, since experiments to recognize mental states(JATUPAIBOON;
SETHA; PASIN, 2013), learning and attention (NANDAGOPAL et al., 2013; NUNEZ;
VANDEKERCKHOVE; SRINIVASAN, 2016), until sleep levels (MENSEN; RIEDNER;
TONONI, 2016).
On one side, the use of EOG and virtual reality have been very well considered
in physiological research. Courgeon et. al. (COURGEON et al., 2014) developed a joint
attention simulation for research and treatment of autism, with the premise that the inter-
action of the user with virtual humans can enhance the interaction in social behavior. The
authors used an eye-tracking approach so that a virtual human performs a joint attention
task in real-time. Thus, the user trains the gaze control before a social interaction.
the Mental Workload (MWL), which is defined as the relation between the costs to per-
form a task and the mental resources that the human operator employs for that (YOUNG
et al., 2015). Different secondary stimulus can increase MWL. In this sense, Scheer et. al.
(SCHEER; BLTHOFF; CHUANG, 2016) studied the amount of MWL that steering task
takes. For that, a steering task was performed while an irrelevant distraction is executed.
The authors used EEG and EOG to evaluate the overall workload and the event-related
potential (ERP), which is a typical metric in BCI systems.
Finally, in this way, the dissertation is aiming to evaluate the attention using EOG
as an eye-tracking system and the cognitive states with EEG signals. These evaluations
will be performed in a VR scenario that is not established yet. Initially, the possible sce-
nario will be a outdoor environment with natural navigation using a joystick, where the
user performs attention tasks and objects recognition. However, It is still being consid-
ered.
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2 OBJECTIVES
The main objective of this dissertation is to evaluate and measure MWL in atten-
tion and object recognition tasks in VR scenarios. To achieve this goal, it is proposes
to use EOG as an eye-tracking system (attention) and EEG to measure and identify the
mental states (cognition). We believe that the successfulness of this objective will be
completed performing the next specific tasks:
a) Review the state-of-art aiming to evaluate the best technique to perform an eye-tracking
with EOG and measure the cognitive workload with EEG;
d) Evaluation of MWL with EEG on a Graphic User Interface (GUI) and in virtual reality;
e) Data fusion of eye-tracking system and EEG to evaluate the cognitive workload in
virtual reality.
2. A real-time eye-tracker system with EOG for the Graphics, Visualization and Interac-
tion Laboratory of Institute of Informatics at UFRGS;
The last objectives are strongly dependent of equipment to acquire the data and
its successfulness will be done if it arrives on time. In this case, a EEG system called
Open-BCI that will be described in the next chapter.
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3 METHODOLOGY
The eyes are our main receptors of information about the world, with their move-
ment we can process relevant information of a visual scene in real-time (perception). This
is used to perform different tasks, such as reading, writing, detection of objects, learning
and so on (AL-RAHAYFEH; FAEZIPOUR, 2013). In recent years, the increase of assis-
tive technology allowed the measurent of eye movements. Thus, Eye Tracker (ET) sys-
tems were created. Initially, preliminary techniques used a video-based system. After, the
Electrooculography (EOG) was used. A revision of methods to detect the eye-movements
is presented in (AL-RAHAYFEH; FAEZIPOUR, 2013; MAJARANT; BULLING, 2014).
The EOG works recording the potential difference of polarization in the cornea and retina
area. This can be taken as an electrical dipole. Figure 3.1 shows the response (electrical
signal) for an eye movement (BAREA et al., 2012).
Figure 3.1: Electrical response of an eye movement. a) Ocular dipole. b) EOG signal
To collect the EOG signal, an EEG electrode can be used and placed near the
ocular zone. The system that will be used is a 16-channel Biosensing 32bit & Daisy
Open BCI Board. It is an Open Source Arduino-compatible component that can be used
to measure the brain activity (EEG), heart activity (EKG) and muscle activity (EMG). For
EOG, the gold cup electrodes could be adapted. Figure 3.2 shows the features of Open
BCI are described (BCI, 2016).
Vidal et. al. (VIDAL et al., 2012) performed a review about the ET equipments
and their importance in experimental psychology research, focused in the link between
eye movements and cognition. The review yields that ET is a powerful tool for men-
tal health monitoring in daily life settings. Also, Flad et. al. (FLAD; BLTHOFF;
CHUANG, 2015) presented a study of EEG data combined with ET to understand visual
information processing. In that work, different methods and approaches were proposed
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to perform the analysis of EEG and EOG data. Finally, Flad et. al (FLAD et al., 2016)
performed a comparison between two methods of EOG-based ET and optical-based ET.
The results showed that the performance of EOG methods is better, because to the light
conditions and display dynamics are a limitation for optical ETs. Also, they established
that their studied methods could be used to study simultaneous eye movements and men-
tal activity with EEG. With this initial revision, it was demonstrated that it is feasible to
perform the ET system to develop the study proposed in the dissertation. All methods
presented here will be evaluated to establish the best technique for the application.
For virtual reality, the possible scenarios will be developed on Unity. As base to
begin the experiments we can use the work of Chun. et. al. (CHUN; BAE; JO, 2016)
where a BCI approach was used with an optical ET to performed a 3D object control
in virtual reality. Following this work, it is possible to develop the same application with
EOG-based ET. Another approach is the work of Karacan et al (KARACAN; CAGILTAY;
TEKMAN, 2010) which may be used to start the studies of cognition in virtual reality.
The authors performed a study of attention and its relationship with learning using a vir-
tual model of a natural scene. For the evaluation, it was measured the gaze time from
video analyzes which were used to evaluate the attention. The study reveals that the users
have a familiarity with the environment and the change of objects. Also it was demon-
strated how the gaze direction is an important factor for cognitive actions. However, the
approach does not work in real-time and the gaze direction could be inaccurate to measure
the attention because it does not yield information about the eye movements.
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Finally, a recent work performed by (DAN; REINER, 2016) shows a similar study
like the presented master research. They examined the cognitive load of simple and com-
plex tasks of learning in a visual system (2D and stereo 3D displays). They calculated the
cognitive load index (CLI) which is made whit a EEG-system. The results show measure-
ments of average power on alpha and betha bands for each subject. It was demonstrated
that CLI is higher for 2D than 3D tasks. Also, the power is different for some electrodes
and bands. These results are well and recent to start with the setup up the experiments of
this dissertation.
In summary, Figure 3.3 shows the path to achieve the masters thesis (including
the tasks to make) and finally Table 3.1 presents the schedule.
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