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The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study Athanasios Vourvopoulos (Thanos) - PhD Candidate [email protected]

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Page 1: The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study

The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study

Athanasios Vourvopoulos (Thanos) - PhD [email protected]

Page 2: The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study

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• People regularly exposed to video-games have Improved :– Visual and Spatial attention (C. S. Green, D. Bavelier, Nature, 2003)

– Memory (J. Feng et al., Psychol. Sci., 2007)

– Mental rotation abilities– Enhanced sensorimotor learning (D. G. Gozli, et al.,Hum. Mov. Sci.,

2014)

• Extensive video-game practice has also been shown to improve the efficiency of – Movement control brain networks– Visuomotor skills (J. A. Granek, et al., Nerv. Syst. Behav., 2010)

Video Games and the Brain

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• Mental rotation• Motor imagery• Remembering familiar

facesetc…

How these type of skills are used in current mental tasks?

Important for UsingBrain-Computer Interfaces (BCIs)

Page 4: The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study

• Brain–Computer Interfaces (BCIs) are communication systems which translate brain activity into control signals in computers or external devices

Interfacing the Brain with the Computer

4

Signal Processing

Signal Acquisition

End Effector

Control SignalRaw EEG

Motor Imagery

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How/Why Motor Imagery (MI) Works?

• MI is relying on the same brain systems that would be used for actual performance of the task (Miller

et al., 2010).Miller, K. J., Schalk, G., Fetz, E. E., Nijs, M. den, Ojemann, J. G., & Rao, R. P. N. (2010). Cortical activity during motor execution and motor imagery. Proceedings of the National Academy of Sciences of the United States of America, 107(9),4430-5.

Movement Imagery

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• BCI’s used as primary input

• Excludes the use of traditional controllers

Neurogaming & Brain-Controlled Virtual Environments

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1. Long and repetitive training sessions can result in user fatigue and declining performance over time

2. No relationship between Videogame Practice and BCI Training

Current Limitations

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• Neurophysiological correlates of gaming experience reflected in MI-BCI training

• Designed an experimental setup including a standard BCI training paradigm and two different user groups based on their previous gaming experience

In this Study

Page 9: The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study

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Type of Acquired Data

Subjective Responses Electrophysiological Data Training Score

Questionnaires EEG Rhy

thm

s

Classification Percentage

Results

Demographics

Population data

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• 12 participants • Mean age of 28

yrs• 8 male, 4 female• 1 left handed

Methodology: Participants

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Methodology: Experimental Setup

• 8 Active Electrodeso Frontal-Central (FC3, FC4)o Central (C3, C4, C5, C6)o Central-Parietal (CP3, CP4 )

• Frequency: 256Hz

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Methodology: Experimental Setup

• Twin 640x480 LCD displays

• 32-degree field of view

2.74m

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Methodology: Experimental Setup

1,5 Sec 3,75 Sec

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Methodology: Questionaires

Edinburg Handedness Inventory

Vividness of Movement Imagery

Game Addiction

Gamer Dedication

• left handed (-100% to -40%)• ambidextrous (-40% to 40%)• right handed (40% to 100%)

• Kinaesthetic Imagery (KI) 1 (‘no kinesthetic sensation’/‘no image’) 5 (‘as clear as executing an action’/‘image as clear as seeing’)

• low: 0 – 20 points• moderate: 21 – 40 points• high: 41 – 60 points• very high: 61-80

• >30 non-gamers• 30-45 casual• 46-55 transitional/moderate• 56-70 hardcore,• >70 ultra-hardcore

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Methodology: Grouping Players

𝐺𝐷=∑𝑗=1

𝑛

𝑤 𝑗 𝑠 𝑗

∑𝑗=1

𝑛

5𝑤 𝑗

Where s = self-ranked score; and w = weight

0 2 4 6 8 10 12 140

10

20

30

40

50

60

70

80

90

Scor

e %

User ID

Moderate

Hardcore

Mean

Clustering users based on reported Gamer Dedication (GD)*

*Ernest Adams, Barry Ip, ”From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication”, 2002

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Methodology: Extracting the EEG Rhythms

Rhythms

Seconds

Alpha

Beta

Theta

Gamma

Raw EEG

ECG

EMG

7 - 14 Hz

15 - 30 Hz

4 - 7 Hz

30 - 100 Hz

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Methodology: Extracting the EEG Rhythms

Rhythms

Seconds

Alpha

Beta

Theta

Gamma

• Drowsiness, Concentration, Visual fixation, Sensorimotor rhythms (J. M. Stern, 2005)

• Active thinking, Active attention, Sensorimotor rhythms (S. Sanei, J. A. Chambers, 2008)

• Meditative, Relaxed and Creative states (S. Sanei, J. A. Chambers, 2008)

• Visual, Auditory, Somatic and Olfactory perception, Attention (J. T. Cacioppo et al., 2007)

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Results

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Results: Can different gamer groups modulate different EEG patterns?

7.7%

-1%

3.7%

-4.3% -4.7% -3.66% -3.4%

-1.13%

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Results: Can different gamer groups modulate different EEG patterns?

7.7%

-1%

3.7%

-4.3% -4.7% -3.66% -3.4%

-1.13%

Alpha +12.4% Beta +2.64% Theta +7.09% Gamma -3.17%

Hardcore vs Moderate

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• Hardcore -> 3.16%

• Moderate ->1.53%

Results: Can experienced gamers increase their performance faster?

LDA Classification

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• Beta (r=0.7848)• Theta (r=0.6111)• Gamma (r=0.6302)

• Alpha (r=-0.5642)

Results: Relationship between demographics and EEG pattern modulation

Higher modulation -> women

Gender

Age

Higher modulation -> older people

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Results: Relationship between subjective reports and brain activity

Alpha Beta Theta Gamma

• Game Genre

• Gamer Dedication:- Discuss games with friends/bulletin boards

• Game Addiction:- Stay up late to play video games

• Gender

• Game Addiction : - Unsuccessful reduction of video games duration- Eat meals while playing video games- Headaches, red eyes, etc. from playing video games

• Handedness

• Gamer Dedication:

- Play games over many long sessions

• Game Addiction :

- Active member in activities or clubs

• Kinesthetic Imagery:

- Kicking a stone

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Gaming experience leading to increased Alpha activity can be the reason that older participants had higher Alpha

Gamers with favorite genre the Action games, had increased Alpha activity

Increased in Hardcore group

Past research showed positive correlations between good game performance (less time to complete a task) and, on average, the production of Alpha waves

Summarizing: Alpha Activity

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Gamers that unsuccessfully tried to reduce the amount of time they play video games, and get headaches, red eyes, etc, have increased Beta activity.

Participants with higher level of right-handedness and females had increased modulation.

Decrease on Moderate group but more stable on Hardcore

So far we know that, voluntary movement results in a desynchronization in alpha and beta band oscillations, localized over sensorimotor areas Therefore high levels of addiction could result into higher sensorimotor activation

Summarizing: Beta Activity

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Participants which play games over many long sessions have increased Theta modulation during training.

Increased in Hardcore group

Cortical theta is observed frequently during meditative or relaxing states, but also it has been shown that the level of theta brainwave activity in the prefrontal cortex predicts whether people will be able to overcome ingrained biases - choosing an action that is counter to habit - when is required to achieve a goal.

Summarizing: Theta Activity

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High addiction users produce higher Gamma. Participants with high kinaesthetic imagery

related with “kicking a stone” visualization, have increased Gamma activity

Participants of the “Hardcore” group had decreased activity compared with the “Moderate” group.

binding of different neurons together into a for carrying out a certain cognitive or motor function

Summarizing: Gamma Activity

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So far, with current results:

We can distinguish a trend between the two gamer groups A strong gaming profile could possibly enhance the ability to use

a BCI system Differences between all EEG bands Classification percentages increased performance faster over

time for Hardcore users

Overall

Enhanced sensorimotor capability of experienced gamers is partially reflected in MI-BCI training

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Stimulate the areas responsible for high motor

control during training

How to Use Current Results

Use electrophysiological+subjective data to classify

gamers

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User-base needs to be extended to generalize the findings

Use of additional electrodes to gain higher spatial resolution over the somatosensory area

Immersive VR environment for training

What’s Next

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Thank You !

Publication:

• Vourvopoulos, A., Liarokapis, F., and Chen, M. “The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study”. 7th International Conference on Games and Virtual Worlds for Serious Applications. (VS-Games’15), IEEE Computer Society, Skövde, Sweden, 16-18 September, (2015)