Marijn Van Vliet

Marijn Van Vliet

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Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 December 2019 in Journal of Open Source Software
Verified
Journal Article
Open access
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SAStefan Appelhoff
Stefan Appelhoff
MSMatthew Sanderson
Matthew Sanderson
TBTeon L. Brooks
Teon L. Brooks
MVMarijn Van Vliet
Marijn Van Vliet
RQRomain Quentin
Romain Quentin
MJMainak Jas
Mainak Jas
The development of the Brain Imaging Data Structure (BIDS; Gorgolewski et al., 2016) gave the neuroscientific community a standard to organize and share data. BIDS prescribes file naming conventions and a folder structure to store data in a set of already existing file formats. Next to rules about organization of the data itself, BIDS provides standardized templates to store associated metadata in the form of Javascript Object Notation (JSON) and tab separated value (TSV) files. It thus facilitates data sharing, eases metadata querying, and enables automatic data analysis pipelines. BIDS is a rich system to curate, aggregate, and annotate neuroimaging databases.

18 April 2013 in Journal of Neural Engineering
Verified
Journal Article
Closed access
NMNikolay Manyakov
Nikolay Manyakov
NCNikolay Chumerin
Nikolay Chumerin
ARArne Robben
Arne Robben
ACAdrien Combaz
Adrien Combaz
MVMarijn Van Vliet
Marijn Van Vliet
Marc Van HulleMarc Van Hulle
Marc Van Hulle
The performance and usability of brain-computer interfaces (BCIs) can be improved by new paradigms, stimulation methods, decoding strategies, sensor technology etc. In this study we introduce new stimulation and decoding methods for electroencephalogram (EEG)-based BCIs that have targets flickering at the same frequency but with different phases. The phase information is estimated from the EEG data, and used for target command decoding. All visual stimulation is done on a conventional (60-Hz) LCD screen. Instead of the 'on/off' visual stimulation, commonly used in phase-coded BCI, we propose one based on a sampled sinusoidal intensity profile. In order to fully exploit the circular nature of the evoked phase response, we introduce a filter feature selection procedure based on circular statistics and propose a fuzzy logic classifier designed to cope with circular information from multiple channels jointly. We show that the proposed visual stimulation enables us not only to encode more commands under the same conditions, but also to obtain EEG responses with a more stable phase. We also demonstrate that the proposed decoding approach outperforms existing ones, especially for the short time windows used. The work presented here shows how to overcome some of the limitations of screen-based visual stimulation. The superiority of the proposed decoding approach demonstrates the importance of preserving the circularity of the data during the decoding stage.

18 October 2012 in IEEE Transactions on Computational Intelligence and AI in Games
Verified
Journal Article
Closed access
NCNikolay Chumerin
Nikolay Chumerin
NMNikolay Manyakov
Nikolay Manyakov
MVMarijn Van Vliet
Marijn Van Vliet
ARArne Robben
Arne Robben
ACAdrien Combaz
Adrien Combaz
Marc Van HulleMarc Van Hulle
Marc Van Hulle
In this paper, we introduce a game in which the player navigates an avatar through a maze by using a brain-computer interface (BCI) that analyzes the steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG) on the player's scalp. The four-command control game, called The Maze, was specifically designed around an SSVEP BCI and validated in several EEG setups when using a traditional electrode cap with relocatable electrodes and a consumer-grade headset with fixed electrodes (Emotiv EPOC). We experimentally derive the parameter values that provide an acceptable tradeoff between accuracy of game control and interactivity, and evaluate the control provided by the BCI during gameplay. As a final step in the validation of the game, a population study on a broad audience was conducted with the EPOC headset in a real-world setting. The study revealed that the majority (85%) of the players enjoyed the game in spite of its intricate control (mean accuracy 80.37%, mean mission time ratio 0.90). We also discuss what to take into account while designing BCI-based games.

10 March 2022 in NeuroImage
Verified
Journal Article
Open access
GNGuiomar Niso
Guiomar Niso
LKLaurens R. Krol
Laurens R. Krol
ÉCÉtienne Combrisson
Étienne Combrisson
ADA. Sophie Dubarry
A. Sophie Dubarry
MEMadison A. Elliott
Madison A. Elliott
MCMaximilien Chaumon
Maximilien Chaumon
Good scientific practice (GSP) refers to both explicit and implicit rules, recommendations, and guidelines that help scientists to produce work that is of the highest quality at any given time, and to efficiently share that work with the community for further scrutiny or utilization. For experimental research using magneto- and electroencephalography (MEEG), GSP includes specific standards and guidelines for technical competence, which are periodically updated and adapted to new findings. However, GSP also needs to be regularly revisited in a broader light. At the LiveMEEG 2020 conference, a reflection on GSP was fostered that included explicitly documented guidelines and technical advances, but also emphasized intangible GSP: a general awareness of personal, organizational, and societal realities and how they can influence MEEG research. This article provides an extensive report on most of the LiveMEEG contributions and new literature, with the additional aim to synthesize ongoing cultural changes in GSP. It first covers GSP with respect to cognitive biases and logical fallacies, pre-registration as a tool to avoid those and other early pitfalls, and a number of resources to enable collaborative and reproducible research as a general approach to minimize misconceptions. Second, it covers GSP with respect to data acquisition, analysis, reporting, and sharing, including new tools and frameworks to support collaborative work. Finally, GSP is considered in light of ethical implications of MEEG research and the resulting responsibility that scientists have to engage with societal challenges. Considering among other things the benefits of peer review and open access at all stages, the need to coordinate larger international projects, the complexity of MEEG subject matter, and today's prioritization of fairness, privacy, and the environment, we find that current GSP tends to favor collective and cooperative work, for both scientific and for societal reasons.

1 January 2012
Verified
Conference Paper
Closed access
MVMarijn Van Vliet
Marijn Van Vliet
ARArne Robben
Arne Robben
NCNikolay Chumerin
Nikolay Chumerin
NMNikolay Manyakov
Nikolay Manyakov
ACAdrien Combaz
Adrien Combaz
Marc Van HulleMarc Van Hulle
Marc Van Hulle
This paper describes our first attempt to port a brain-computer interface (BCI), created in a research lab and running on expensive equipment, to consumer grade equipment, allowing one to reach a much broader audience and raise public awareness of this new technology. With the BCI, the user can perform a complicated task through mind control only: playing a tactical video-game. Reliable control is accomplished by adapting a Steady-State Visual Evoked Potential (SSVEP) classifier to be robust enough to cope with the signal quality of the consumer grade electroencephalography (EEG) device used, i.e. the Emotiv EPOC. The difference in performance of the game running on research grade EEG equipment versus the Emotiv EPOC is examined. The game was tested by a broad audience during a public event and was well received.

14 August 2015 in IEEE Transactions on Biomedical Engineering
Verified
Journal Article
Closed access
MVMarijn Van Vliet
Marijn Van Vliet
NCNikolay Chumerin
Nikolay Chumerin
SDSimon De Deyne
Simon De Deyne
JWJan Roelf Wiersema
Jan Roelf Wiersema
WFWim Fias
Wim Fias
Marc Van HulleMarc Van Hulle
Marc Van Hulle
Goal: For statistical analysis of event-related potentials (ERPs), there are convincing arguments against averaging across stimuli or subjects. Multivariate filters can be used to isolate an ERP component of interest without the averaging procedure. However, we would like to have certainty that the output of the filter accurately represents the component. Methods: We extended the linearly constrained minimum variance (LCMV) beamformer, which is traditionally used as a spatial filter for source localization, to be a flexible spatiotemporal filter for estimating the amplitude of ERP components in sensor space. In a comparison study on both simulated and real data, we demonstrated the strengths and weaknesses of the beamformer as well as a range of supervised learning approaches. Results: In the context of measuring the amplitude of a specific ERP component on a single-trial basis, we found that the spatiotemporal LCMV beamformer is a filter that accurately captures the component of interest, even in the presence of both structured noise (e.g., other overlapping ERP components) and unstructured noise (e.g., ongoing brain activity and sensor noise). Conclusion: The spatiotemporal LCMV beamformer method provides an accurate and intuitive way to conduct analysis of a known ERP component, without averaging across trials or subjects. Significance: Eliminating averaging allows us to test more detailed hypotheses and apply more powerful statistical models. For example, it allows the usage of multilevel regression models that can incorporate between subject/stimulus variation as random effects, test multiple effects simultaneously, and control confounding effects by partial regression.