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Training to use a commercial brain-computer interface as access technology: a case study
Authors:Sarvnaz Taherian  Dmitry Selitskiy  James Pau  T. Claire Davies  R. Glynn Owens
Affiliation:1. Department of Psychology, University of Auckland, Auckland, New Zealand, stah008@aucklanduni.ac.nz;3. Thought-Wired LTD, Auckland, New Zealand, and;4. Thought-Wired LTD, Auckland, New Zealand, and;5. Department of Mechanical Engineering, University of Auckland, Auckland, New Zealand;6. Department of Mechanical Engineering, University of Auckland, Auckland, New Zealand;7. Department of Psychology, University of Auckland, Auckland, New Zealand,
Abstract:Purpose: This case study describes how an individual with spastic quadriplegic cerebral palsy was trained over a period of four weeks to use a commercial electroencephalography (EEG)-based brain-computer interface (BCI). Method: The participant spent three sessions exploring the system, and seven sessions playing a game focused on EEG feedback training of left and right arm motor imagery and a customised, training game paradigm was employed. Results: The participant showed improvement in the production of two distinct EEG patterns. The participant’s performance was influenced by motivation, fatigue and concentration. Six weeks post-training the participant could still control the BCI and used this to type a sentence using an augmentative and alternative communication application on a wirelessly linked device. Conclusions: The results from this case study highlight the importance of creating a dynamic, relevant and engaging training environment for BCIs.
  • Implications for Rehabilitation
  • Customising a training paradigm to suit the users’ interests can influence adherence to assistive technology training.

  • Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface.

  • Commercial brain-computer interfaces, which require little set up time, may be used as access technology for individuals with severe disabilities

Keywords:Assistive technology  customisation  game design  mastery  motivation  motor imagery  skill development
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