The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning
Abstract
:1. Introduction
- (1)
- A new BCI video game based on P300 called the MindGomoku: We propose and implement this game.
- (2)
- The introduction of a P300 interactive visual stimulation paradigm for BCI applications: We present a paradigm based on BCI user feedback.
- (3)
- A novel simplified Bayesian convolutional neural network (SBCNN) architecture for P300 detection.
- (4)
- An evaluation of our system on 10 naive subjects.
2. Methods
2.1. System Framework
2.2. Paradigm Design
2.3. EEG Data Acquisition and Preprocessing
2.4. SBCNN Architecture
Algorithm 1 The proposed character recognition algorithm |
Input: EEG Data, X with the size of (N × 150 × 30) |
Output: Predict Result C |
Initialize: i ← 0, P(N) ← 0 |
for each i ∈ [1, N] do |
Normalized Data: Ii ← BN(Xi) |
Extract spatial feature, filter size of(1 × 30): Cli ← ReLU(BN((Ii · Ws + bs)) |
Pooling, apply with stride(2 × 1): Mi ← maxpooling (C1i) |
Extract temporal feature, filter size of(20 × 1): C2i ← ReLU(BN((Mi · Ws + bs)) |
Fully connected: |
F1i ← fully connected(C2i), Fli ← Softmax(Fli) |
F2i ← fully connected(F2i) |
P(i) ← F2i[1] |
end for |
C ← max(P) |
3. Experiment and Result
3.1. Subjects
3.2. Experiment and Result
3.2.1. Training Session
3.2.2. Experiment I
3.2.3. Experiment II
4. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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BCI Game Studies | Subjects | Electrodes | Modality | Online Result (for N Subjects) |
---|---|---|---|---|
Martinez et al. [13] | N = 5 | 6 | Steady-state visually evoked potential (SSVEP) | 96.5% (medium frequency) 93% (low frequency) |
Martišius et al. [15] | N = 2 | 4 | SSVEP | 78.2% (linear discriminant analysis (LDA)) 79.3% (support vector machine (SVM), linear kernel)) 80.5% (SVM, radial basis function kernel) |
Bonnet et al. [14] | N = 20 | 8 | Motor imagery (MI) | 71.25% (single-player mode) 73.9% (two-player mode) |
Wang et al. [10] | N = 10 | 20 | SSVEP MI | 90.26% 87.01% |
Finke et al. [16] | N = 11 | NA | P300 | 66% |
Angeloni et al. [17] | N = 5 | 8 | P300 | 88.47% |
Subject | S1 | S2 | S3 | S4 | S5 | S6 | S7 | S8 | S9 | S10 | Avg. |
---|---|---|---|---|---|---|---|---|---|---|---|
Gender | M | F | M | M | F | F | M | M | F | F | / |
First sub-trial | 100% | 100% | 100% | 96% | 92% | 100% | 100% | 92% | 100% | 92% | 97.2% |
Second sub-trial | 92% | 100% | 85% | 96% | 100% | 92% | 96% | 88% | 96% | 84% | 92.9% |
Complete trial | 92% | 100% | 85% | 92% | 90% | 92% | 96% | 80% | 96% | 84% | 90.7% |
Subject | Trials | Valid Trials | Accuracy (%) | Total Time (min) | Time per Trial (s) | Win the Game |
---|---|---|---|---|---|---|
S1 | 18 | 14 | 94.4 | 11.8 | 25.3 | Yes |
S2 | 18 | 18 | 100 | 12.83 | 28.6 | No |
S3 | 17 | 14 | 100 | 11.61 | 26.9 | No |
S4 | 22 | 18 | 88.9 | 16.08 | 29.8 | No |
S5 | 20 | 20 | 100 | 13.1 | 25.3 | No |
S6 | 26 | 25 | 100 | 16.46 | 24.0 | Yes |
S7 | 21 | 19 | 100 | 13.11 | 23.5 | No |
S8 | 22 | 19 | 95.4 | 13.43 | 22.7 | Yes |
S9 | 26 | 24 | 100 | 15.65 | 22.1 | No |
S10 | 21 | 20 | 100 | 13.23 | 23.8 | Yes |
Avg | 21.1 | 19.1 | 97.8 | 13.73 | 22.9 | / |
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Li, M.; Li, F.; Pan, J.; Zhang, D.; Zhao, S.; Li, J.; Wang, F. The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning. Sensors 2021, 21, 1613. https://doi.org/10.3390/s21051613
Li M, Li F, Pan J, Zhang D, Zhao S, Li J, Wang F. The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning. Sensors. 2021; 21(5):1613. https://doi.org/10.3390/s21051613
Chicago/Turabian StyleLi, Man, Feng Li, Jiahui Pan, Dengyong Zhang, Suna Zhao, Jingcong Li, and Fei Wang. 2021. "The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning" Sensors 21, no. 5: 1613. https://doi.org/10.3390/s21051613
APA StyleLi, M., Li, F., Pan, J., Zhang, D., Zhao, S., Li, J., & Wang, F. (2021). The MindGomoku: An Online P300 BCI Game Based on Bayesian Deep Learning. Sensors, 21(5), 1613. https://doi.org/10.3390/s21051613