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

Pasquale Arpaia, Antonio Esposito, Enza Galasso, Fortuna Galdieri, Angela Natalizio

Journal: Journal of neural engineering 2025;22(2):

PMID: 40101362

Abstract

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).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.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.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.

Creative Commons Attribution license.

Address: Augmented Reality for Health Monitoring Laboratory (ARHeMLab), DIETI, University of Naples Federico II, Naples, Italy.; Department of Electrical Engineering and Information Technology (DIETI), Università degli Studi di Napoli Federico II, Naples, Italy.; Centro Interdipartimentale di Ricerca in Management Sanitario e Innovazione in Sanità (CIRMIS), Università degli Studi di Napoli Federico II, Naples, Italy.; Augmented Reality for Health Monitoring Laboratory (ARHeMLab), DIETI, University of Naples Federico II, Naples, Italy.; Department of Electrical Engineering and Information Technology (DIETI), Università degli Studi di Napoli Federico II, Naples, Italy.; Augmented Reality for Health Monitoring Laboratory (ARHeMLab), DIETI, University of Naples Federico II, Naples, Italy.; Department of Chemical, Materials and Industrial Production Engineering (DICMaPI), Università degli Studi di Napoli Federico II, Naples, Italy.; Augmented Reality for Health Monitoring Laboratory (ARHeMLab), DIETI, University of Naples Federico II, Naples, Italy.; Department of Electronics and Telecommunications (DET),Polytechnic of Turin, Turin, Italy.

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