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Optimizing Motor Imagery Neurofeedback through the Use of Multimodal Immersive Virtual Reality and Motor Priming Athanasios (Thanos) Vourvopoulos - John Edison Muñoz Cardona - Sergi Bermudez i Badia University of Madeira / M-ITI
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Optimizing Motor Imagery Neurofeedback through the Use of Multimodal Immersive Virtual Reality and Motor Priming

Aug 04, 2015

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Page 1: Optimizing Motor Imagery Neurofeedback through the Use of Multimodal Immersive Virtual Reality and Motor Priming

Optimizing Motor Imagery Neurofeedback through the Use of Multimodal Immersive Virtual Reality and Motor Priming

Athanasios (Thanos) Vourvopoulos - John Edison Muñoz Cardona - Sergi Bermudez i Badia

University of Madeira / M-ITI

Page 2: Optimizing Motor Imagery Neurofeedback through the Use of Multimodal Immersive Virtual Reality and Motor Priming

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• So far, the development of Brain–Computer Interfaces (BCIs) that translate brain activity into control signals in computers or external devices provide new strategies to overcome stroke-related motor limitations

Interfacing the Brain with the Computer

Signal Processing

Signal Acquisition

End Effector

Control SignalRaw EEG

Motor Imagery

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Why Is Motor Imagery (MI) Important?

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

et al., 2010).

• Repeated practice of MI can induce plasticity changes in the brain (Jackson et al., 2001)

• Combination of MI and BCI could augment rehabilitation gains (Ang et al., 2011)

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

Movement Imagery

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How can Motor Priming (MP) be utilized for neurorehabilitation?

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• Motor priming is a possible way to facilitate motor learning (Stoykov, ME et al., 2015)

• Priming of the motorcortex is associated with changes in neuroplasticity that are associated with improvements in motor performance (Stinear, CM et al., 2008)

• So far, MP has not been tested in BCI training

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BCI’s in Stroke Rehabilitation

Closed-Loop Robotic Control for Stroke Rehabilitation,Max Planck Institute for Intelligent Systems

Inclusion of patients with limited/no active movement

Boosts motor imagery practice during stroke recovery

Functional and structural plasticity and recovery

Long and repetitive training resulting in user fatigue

No standardized and accepted treatment for the use of BCIs

Little is known about how a BCI may affect brain plasticity through sensori-motor cortex oscillations

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How Can we Optimize Training

Maximize the engagement of:1. Users

2. Sensory-motor networks

Development of multimodal feedback, in an immersive VR environment

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Methodology - BCI Training Task Design

(a) Feedback level

(b) Instructions level (c) Task level

Incorporated all the necessary properties of a good instructional design (Lotte et al. 2013)

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Methodology - Experimental Setup

Clear Goals and FeedbackPositive reinforcementChallenging task Immersive VR

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Methodology - Experimental Setup

EEG Signal Acquisition

HMD

Hand Tracking

Stereo Sound

g.MOBIlab+Oculus Rift (DK1)Leap Motion

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Methodology - Experimental Conditions

VR-MP:Virtual Reality-Motor

Priming

VR:Virtual Reality

Control : Standard Motor

Imagery

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Methodology - Experimental Design

VR-MP:Virtual Reality-Motor Priming

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Methodology - Experimental Design

VR:Virtual Reality

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Methodology - Experimental Design

Control : Standard Motor

Imagery

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Methodology - Experimental Design

MI-BCI Training

MI-BCI Session

QuestionnairesRest

8 min 8 min15 min 10 min

Equipment Setup

10-15 min

Motor Priming

8 minutes

8 min

1 Condition/Day per User

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• 9 healthy participants (1 female)• Mean Age: 27 ± 2• 1 Left handed• Voluntary sample• No previous known neurological disorder• No previous experience in BCIs

Methodology - Participants

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Methodology - Data

QuestionnairesClassifier Score % (LDA)

Raw EEG (Rhythms)

Presence Questionnaire

(PQ)

Kinaesthetic Imagery (KI)

NASA TLX: workload

Alpha (8 - 12 Hz)

Beta (12 - 30 Hz)

Theta (4 - 7 Hz)

Gamma (25- 100 Hz)

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Methodology: Extracting the EEG Rhythms

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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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Results: Do conditions modulate brain activity patterns?

Is associated with• Drowsiness• Concentration• Visual fixation (J. M. Stern, 2005)

VR-MP VR Control

Mea

n Po

wer

(dB)

Alpha (α)

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Results: Do conditions modulate brain activity patterns?

Mea

n Po

wer

(dB) Is associated with

• Motor behavior• Active thinking• Active attention (S. Sanei, J. A. Chambers, 2008)

Beta (β)

VR-MP VR Control

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Results: Do conditions modulate brain activity patterns?

Mea

n Po

wer

(dB) Is associated with

• meditative, relaxed and creative states (S. Sanei, J. A. Chambers, 2008)

VR-MP VR Control

Theta (θ)

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Results: Do conditions modulate brain activity patterns?

Mea

n Po

wer

(dB) Is associated with

• visual, auditory, somatic and olfactory perception

• Attention (J. T. Cacioppo et al., 2007)

Gamma (γ)

VR-MP VR Control

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Results: Do conditions modulate brain activity patterns?

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Results: Do different conditions improve MI-BCI training performance?

MI-BCI Calibration Performance

• VR-MP provides the highest performance

• There is a trend in favor of multimodal setups

• No significant differences between groups

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Results: Is subjective experience modulated by condition?

NASA TLX : Reported workload during BCI

Mean Difference = 17.556 Std. Error = 3.575 Sig: 0.001

TLX questions

*Mental Demand (M=12, STD=5)Physical demand (M=7, STD=5)*Temporal demand (M=7, STD=3)Performance (M=10, STD=4)Effort (M=12, STD=4)*Frustration (M=11, STD=4)

* Significant difference

VR-MP VR Control

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Results: How realistic was the multimodal VR simulation?

70%Realism (M=73, STD=8)

Self-evaluation of performance (M=83, STD=9) Sounds (M=79, STD=12)

Quality of the interface (M=58 ,STD=13 )

Possibility to act (M=77 ,STD=14 )

Presence Questionnaire groups in % (perceived sense of presence during BCI, Cond A)

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Results: Relationship between subjective experience and brain activity

TLX: • Mental Demand

• Temporal Demand

• Kinaesthetic Imagery Kinaesthetic Imagery

TLX: • Effort• Frustration• Physical Demand

PQ: • Quality of Interface

TLX:• Physical Demand

PQ: • Realism• Sounds

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A trend suggesting that multimodal VR feedback and motor priming could increase training performance

Relationship between kinesthetic imagery and Beta band could play an important role as inclusion criteria in neurorehabilitation through MI-BCI paradigms

Discussion

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VR-MP is more mentally demanding task engaging additional neural circuits than in the other 2

conditions

Significant contributions of the VR-MP to the engagement of alpha and beta bands, related with MI practice

increased cortical activation in the affected somatosensory and motor areas

Discussion

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Extend the study with more participants

Design of a complete MI-BCI game with integrated task-related training

Clinical Validation with stroke survivors

Future Work

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Thank You !

http://neurorehabilitation.m-iti.org/