A wearable brain-computer interface to play an endless runner game by self-paced motor imagery

<i>Objective.</i>A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI).<i>Approach.</i>Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience.<i>Main results.</i>The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty.<i>Significance.</i>The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use.

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Publication Details

Journal
Journal of Neural Engineering
Published
2025-03-18
DOI
https://doi.org/10.1088/1741-2552/adc205
Citations
3
Primary Topic
EEG and Brain-Computer Interfaces
Type
article
Field-Weighted Citation Impact
4.29
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article

A wearable brain-computer interface to play an endless runner game by self-paced motor imagery

Angela Natalizio, Antonio Espósito, Pasquale Arpaïa, Fortuna Galdieri et al.
3 citations
Journal of Neural Engineering
EEG and Brain-Computer Interfaces
4.29
article

A wearable brain-computer interface to play an endless runner game by self-paced motor imagery

Angela Natalizio, Antonio Espósito, Pasquale Arpaïa, Fortuna Galdieri, Enza Galasso
article en
3 citations

Abstract

<i>Objective.</i>A wearable brain-computer interface is proposed and validated experimentally in relation to the real-time control of an endless runner game by self-paced motor imagery(MI).<i>Approach.</i>Electroencephalographic signals were recorded via eight wet electrodes. The processing pipeline involved a filter-bank common spatial pattern approach and the combination of three binary classifiers exploiting linear discriminant analysis. This enabled the discrimination between imagining left-hand, right-hand, and no movement. Each mental task corresponded to an avatar horizontal motion within the game. Twenty-three healthy subjects participated to the experiments and their data are made publicly available. A custom metric was proposed to assess avatar control performance during the gaming phase. The game consisted of two levels, and after each, participants completed a questionnaire to self-assess their engagement and gaming experience.<i>Main results.</i>The mean classification accuracies resulted 73%, 73%, and 67% for left-rest, right-rest, and left-right discrimination, respectively. In the gaming phase, subjects with higher accuracies for left-rest and right-rest pair exhibited higher performance in terms of the custom metric. Correlation of the offline and real-time performance was investigated. The left-right MI did not correlate to the gaming phase performance due to the poor mean accuracy of the calibration. Finally, the engagement questionnaires revealed that level 1 and level 2 were not perceived as frustrating, despite the increasing difficulty.<i>Significance.</i>The work contributes to the development of wearable and self-paced interfaces for real-time control. These enhance user experience by guaranteeing a more natural interaction with respect to synchronous neural interfaces. Moving beyond benchmark datasets, the work paves the way to future applications on mobile devices for everyday use.

Journal of Neural EngineeringVol. 22(2)
CSI Piemonte (IT), Turin Polytechnic University (UZ), University of Naples Federico II (IT)
Peace, Justice and strong institutions, Reduced inequalities
Openalex Percentile: Top 7%
EEG and Brain-Computer Interfaces
4.29
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