Schizophrenia is a serious chronic mental disorder that significantly affects daily life. Electroencephalography (EEG), a method used to measure mental activities in the brain, is among the techniques employed in the diagnosis of schizophrenia. The symptoms of the disease typically begin in childhood and become more pronounced as one grows older. However, it can be managed with specific treatments. Computer-aided methods can be used to achieve an early diagnosis of this illness. In this study, various machine learning algorithms and the emerging technology of quantum-based machine learning algorithm were used to detect schizophrenia using EEG signals. The principal component analysis (PCA) method was applied to process the obtained data in quantum systems. The data, which were reduced in dimensionality, were transformed into qubit form using various feature maps and provided as input to the Quantum Support Vector Machine (QSVM) algorithm. Thus, the QSVM algorithm was applied using different qubit numbers and different circuits in addition to classical machine learning algorithms. All analyses were conducted in the simulator environment of the IBM Quantum Platform. In the classification of this EEG dataset, it is evident that the QSVM algorithm demonstrated superior performance with a 100% success rate when using Pauli X and Pauli Z feature maps. This study serves as proof that quantum machine learning algorithms can be effectively utilized in the field of healthcare.
The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology.
The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and constraints engendered by the stimulation needed by the BCI. The main limitation is still the low transfer rate that can be achieved by current BCI technology. The goal of this paper is to review current limitations and to provide application creators with design recommendations in order to overcome them. We also overview current VR and BCI commercial products in relation to the design of video games. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user) appear the best candidates for designing an effective VR game enriched by BCI technology.
: A substantial amount of research has demonstrated the robustness and accuracy of the Riemannian minimum distance to mean (MDM) classifier for all kinds of EEG-based brain–computer interfaces (BCIs). This classifier is simple, fully deterministic, robust to noise, computationally efficient, and prone to transfer learning. Its training is very simple, requiring just the computation of a geometric mean of a symmetric positive-definite (SPD) matrix per class. We propose an improvement of the MDM involving a number of power means of SPD matrices instead of the sole geometric mean. By the analysis of 20 public databases, 10 for the motor-imagery BCI paradigm and 10 for the P300 BCI paradigm, comprising 587 individuals in total, we show that the proposed classifier clearly outperforms the MDM, approaching the state-of-the art in terms of performance while retaining the simplicity and the deterministic behavior. In order to promote reproducible research, our code will be released as open source.
Low transfer rates are a major bottleneck for brain–computer interfaces based on electroencephalography (EEG). This problem has led to the development of more robust and accurate classifiers. In this study, we investigated the performance of variational quantum, quantum-enhanced support vector, and hypergraph case-based reasoning classifiers in the binary classification of EEG data from a P300 experiment. On the one hand, quantum classification is a promising technology to reduce computational time and improve learning outcomes. On the other hand, case-based reasoning has an excellent potential to simplify the preprocessing steps of EEG analysis. We found that the balanced training (prediction) accuracy of each of these three classifiers was 56.95 (51.83), 83.17 (50.25), and 71.10% (52.04%), respectively. In addition, case-based reasoning performed significantly lower with a simplified (49.78%) preprocessing pipeline. These results demonstrated that all classifiers were able to learn from the data and that quantum classification of EEG data was implementable; however, more research is required to enable a greater prediction accuracy because none of the classifiers were able to generalize from the data. This could be achieved by improving the configuration of the quantum classifiers (e.g., increasing the number of shots) and increasing the number of trials for hypergraph case-based reasoning classifiers through transfer learning.