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Fabien Lotte
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2010) 19 (1): 35–53.
Published: 01 February 2010
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This paper describes the OpenViBE software platform which enables researchers to design, test, and use brain–computer interfaces (BCIs). BCIs are communication systems that enable users to send commands to computers solely by means of brain activity. BCIs are gaining interest among the virtual reality (VR) community since they have appeared as promising interaction devices for virtual environments (VEs). The key features of the platform are (1) high modularity, (2) embedded tools for visualization and feedback based on VR and 3D displays, (3) BCI design made available to non-programmers thanks to visual programming, and (4) various tools offered to the different types of users. The platform features are illustrated in this paper with two entertaining VR applications based on a BCI. In the first one, users can move a virtual ball by imagining hand movements, while in the second one, they can control a virtual spaceship using real or imagined foot movements. Online experiments with these applications together with the evaluation of the platform computational performances showed its suitability for the design of VR applications controlled with a BCI. OpenViBE is a free software distributed under an open-source license.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2010) 19 (1): 54–70.
Published: 01 February 2010
Abstract
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Brain–computer interfaces (BCI) are interaction devices that enable users to send commands to a computer by using brain activity only. In this paper, we propose a new interaction technique to enable users to perform complex interaction tasks and to navigate within large virtual environments (VE) by using only a BCI based on imagined movements (motor imagery). This technique enables the user to send high-level mental commands, leaving the application in charge of most of the complex and tedious details of the interaction task. More precisely, it is based on points of interest and enables subjects to send only a few commands to the application in order to navigate from one point of interest to the other. Interestingly enough, the points of interest for a given VE can be generated automatically thanks to the processing of this VE geometry. As the navigation between two points of interest is also automatic, the proposed technique can be used to navigate efficiently by thoughts within any VE. The input of this interaction technique is a newly-designed self-paced BCI which enables the user to send three different commands based on motor imagery. This BCI is based on a fuzzy inference system with reject options. In order to evaluate the efficiency of the proposed interaction technique, we compared it with the state of the art method during a task of virtual museum exploration. The state of the art method uses low-level commands, which means that each mental state of the user is associated with a simple command such as turning left or moving forward in the VE. In contrast, our method based on high-level commands enables the user to simply select its destination, leaving the application performing the necessary movements to reach this destination. Our results showed that with our interaction technique, users can navigate within a virtual museum almost twice as fast as with low-level commands, and with nearly half the commands, meaning with less stress and more comfort for the user. This suggests that our technique enables efficient use of the limited capacity of current motor imagery-based BCI in order to perform complex interaction tasks in VE, opening the way to promising new applications.