Impact of Virtual Reality on Brain–Computer Interface Performance in IoT Control—Review of Current State of Knowledge
Abstract
:Featured Application
Abstract
1. Introduction
1.1. EEG Signal Acquisition
1.2. Brain–Computer Interface Fundamentals
1.3. BCI Applications
- Education and Training:
- Neuromarketing:
- Measuring consumer responses to products and advertisements [43];
- Security and Authentication:
1.4. Virtual Reality Fundamentals
2. Material and Methods
2.1. Data Set
2.2. Methods
2.3. Research on VR-BCI Systems
- Electroencephalography [52,53] constitutes the most common method due to its non-invasiveness, portability, and affordability. Researchers analyze brainwave patterns such as the following:
- Brain rhythms: Alpha waves (8–12 Hz)—elevated can be used to signal relaxation or lack of engagement, while decreased can indicate increased attention or mental effort; Beta waves (13–30 Hz)—increased beta activity can be used to detect states of increased attention or engagement;
- P300 event-related potential—a characteristic brain response to a rare or unexpected stimulus (positive, 300 ms delayed), used for selection tasks;
- Steady-state visually evoked potentials—elicited by flickering stimuli at specific frequencies, allowing for control by focusing attention;
- Functional magnetic resonance imaging (fMRI) [56]—provides high spatial resolution images of brain activity but is expensive, immobile, and not suitable for real-time BCI-VR applications.
- Desktop VR [57]—less immersive but more accessible and affordable;
- CAVE systems—highly immersive, multi-projection VR environments, but expensive and less common.
- Motor imagery—participants imagine performing movements to control virtual objects or navigate environments [52];
- Visual attention—participants control the VR environment by focusing their attention on specific stimuli [58];
- Cognitive tasks—BCI systems can be used to assess cognitive function in VR environments, such as memory, attention, and decision-making [54].
- Performance metrics—measuring task accuracy, completion time, and other objective indicators of system performance [4].
3. Results
3.1. Neurorehabilitation
3.2. IoT
3.3. Cognitive Enhancement
4. Discussion
4.1. User Experience
4.2. Currently Available Commercial Products and Computational Methods Used in BCI
- MindMaze—offers VR-based neurorehabilitation games controlled by EEG signals, targeting cognitive and motor skills;
- Neofect—develops VR games and rehabilitation programs for stroke patients, incorporating sensors for movement tracking and feedback;
- SyncThink—provides VR-based assessments and training programs for visual and vestibular function, utilizing eye-tracking technology.
- Emotiv—offers EEG headsets and software development kits for integrating brainwave data into games and applications;
- NextMind—developed a non-invasive neural interface that allows users to control digital experiences with their thoughts, but the company has shut down;
- Neurosky—manufactures EEG-enabled headsets for consumer and research applications, including gaming and entertainment.
- OpenBCI—provides open-source hardware and software platforms for BCI research and development, enabling researchers to create custom BCI-VR applications;
- g.tec—offers a range of BCI systems and software for research and clinical applications, including VR integration options;
- Varjo—develops high-end VR headsets with advanced eye-tracking capabilities, which could be leveraged for BCI applications;
- HP Reverb G2 Omnicept Edition—features integrated eye-tracking, heart rate, and facial expression sensors, offering the potential for developing more immersive and responsive BCI-VR experiences.
4.3. Limitations and Directions of Further Studies
- Signal Quality: A primary challenge in BCI research is obtaining high-quality, reliable brain signals. Factors such as electrode placement, signal interference, and individual neurophysiological variations can significantly impact signal fidelity, which is crucial for accurate decoding and control. Advancements in sensor technologies, signal processing algorithms, and personalized calibration methods are necessary to improve signal quality and robustness [86].
- User Training: Effective control of BCI systems often requires extensive training and learning for users to develop the necessary cognitive skills and mental strategies. The ability to modulate specific brain activity patterns, such as steady-state visual evoked potentials or motor imagery, can be highly individual and needs to be cultivated through dedicated practice and feedback. Developing user-friendly training protocols and adaptive learning algorithms is crucial for enhancing BCI control and accessibility [87].
- Ethical Considerations: The integration of BCI technology into virtual environments and personal devices raises important ethical concerns that require careful consideration. Issues of privacy, data security, and informed consent must be addressed to ensure the responsible and ethical development and deployment of these systems. Additionally, potential risks, such as unintended cognitive or neural impacts, should be thoroughly investigated and mitigated to protect the well-being of BCI users [88,89].
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Area | Application |
---|---|
Neurorehabilitation | Stroke rehabilitation [11,12] |
Spinal cord injury rehabilitation [13] | |
Traumatic brain injury rehabilitation [14] | |
Cerebral palsy treatment [15] | |
Assistive Technology | Communication devices for people with locked-in syndrome [16] |
Wheelchair control [9,17,18,19] | |
Prosthetic limb control [16] | |
Environmental control (e.g., controlling lights, appliances) [20] | |
Diagnosis and Monitoring | Epilepsy detection and prediction [21] |
Sleep disorder diagnosis [22] | |
Brain tumor detection [23,24] | |
Monitoring consciousness in coma patients [25,26] | |
Treatment of Neurological and Psychiatric Disorders | Neurofeedback for ADHD, anxiety, and depression [27] |
Deep brain stimulation for Parkinson’s disease and essential tremor [28] | |
Treatment of chronic pain [29] |
Area | State of the Art |
---|---|
BCI Paradigms | Motor Imagery: Users imagine movements to generate brain signals. Widely used but requires training and has limitations in accuracy and speed; SSVEP: Users focus on flickering stimuli at specific frequencies. High accuracy and speed but can be visually fatiguing; P300: Users focus on a target stimulus within a flashing array. Requires minimal training but has lower information transfer rates; Hybrid Paradigms: Combining multiple paradigms to leverage their strengths and mitigate weaknesses is gaining traction. |
EEG Signal Acquisition | Electroencephalography: Non-invasive, portable, and affordable, making it dominant in BCI-VR research; High-Density EEG: Using more electrodes for improved spatial resolution and signal quality; Dry Electrodes: Enhancing user comfort and reducing setup time, though signal quality can be a concern. |
Feature Extraction | Time-Frequency Analysis: Wavelet Transform and Short-Time Fourier Transform are commonly used to extract relevant features from EEG signals; Spatial Filtering: Techniques like Common Spatial Patterns are used to enhance signal-to-noise ratio and extract spatially relevant features; Deep Learning: Convolutional Neural Networks and Recurrent Neural Networks are increasingly used for automatic feature extraction and classification; |
Classification | Machine Learning: Support Vector Machines and Linear Discriminant Analysis are popular for classifying EEG patterns; Deep Learning: Deep Neural Networks, particularly CNNs and RNNs, are showing promise in achieving higher accuracy; Transfer Learning: Utilizing pre-trained models to reduce training time and improve performance is an active area of research. |
VR Simulation and Feedback | Realistic Environments: Creating immersive and engaging VR experiences to enhance user motivation and task performance; Adaptive Environments: Tailoring VR scenarios based on user performance and brain activity for personalized training and rehabilitation; Multimodal Feedback: Integrating visual, auditory, and haptic feedback to provide a richer and more intuitive user experience. |
VR Control Signal | Discrete Control: Selecting objects or triggering events in the VR environment using specific brain patterns; Continuous Control: Navigating or manipulating objects in the VR environment using continuous brain activity modulation; Shared Control: Combining BCI control with traditional input methods or assistive technologies to enhance usability and performance. |
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Piszcz, A.; Rojek, I.; Mikołajewski, D. Impact of Virtual Reality on Brain–Computer Interface Performance in IoT Control—Review of Current State of Knowledge. Appl. Sci. 2024, 14, 10541. https://doi.org/10.3390/app142210541
Piszcz A, Rojek I, Mikołajewski D. Impact of Virtual Reality on Brain–Computer Interface Performance in IoT Control—Review of Current State of Knowledge. Applied Sciences. 2024; 14(22):10541. https://doi.org/10.3390/app142210541
Chicago/Turabian StylePiszcz, Adrianna, Izabela Rojek, and Dariusz Mikołajewski. 2024. "Impact of Virtual Reality on Brain–Computer Interface Performance in IoT Control—Review of Current State of Knowledge" Applied Sciences 14, no. 22: 10541. https://doi.org/10.3390/app142210541
APA StylePiszcz, A., Rojek, I., & Mikołajewski, D. (2024). Impact of Virtual Reality on Brain–Computer Interface Performance in IoT Control—Review of Current State of Knowledge. Applied Sciences, 14(22), 10541. https://doi.org/10.3390/app142210541