Automatic emotion recognition is one of the most challenging tasks. To detect emotion from nonstationary EEG signals, a sophisticated learning algorithm that can represent high-level abstraction is required. This study proposes the utilization of a deep learning network (DLN) to discover unknown feature correlation between input signals that is crucial for the learning task. The DLN is implemented with a stacked autoencoder (SAE) using hierarchical feature learning approach. Input features of the network are power spectral densities of 32-channel EEG signals from 32 subjects. To alleviate overfitting problem, principal component analysis (PCA) is applied to extract the most important components of initial input features. Furthermore, covariate shift adaptation of the principal components is implemented to minimize the nonstationary effect of EEG signals. Experimental results show that the DLN is capable of classifying three different levels of valence and arousal with accuracy of 49.52% and 46.03%, respectively. Principal component based covariate shift adaptation enhances the respective classification accuracy by 5.55% and 6.53%. Moreover, DLN provides better performance compared to SVM and naive Bayes classifiers.
We propose to use real‐time EEG signal to classify happy and unhappy emotions elicited by pictures and classical music. We use PSD as a feature and SVM as a classifier. The average accuracies of subject‐dependent model and subject‐independent model are approximately 75.62% and 65.12%, respectively. Considering each pair of channels, temporal pair of channels (T7 and T8) gives a better result than the other area. Considering different frequency bands, high‐frequency bands (Beta and Gamma) give a better result than low‐frequency bands. Considering different time durations for emotion elicitation, that result from 30 seconds does not have significant difference compared with the result from 60 seconds. From all of these results, we implement real‐time EEG‐based happiness detection system using only one pair of channels. Furthermore, we develop games based on the happiness detection system to help user recognize and control the happiness.
For future healthcare applications, which are increasingly moving towards out-of-hospital or home-based caring models, the ability to remotely and continuously monitor patients’ conditions effectively are imperative. Among others, emotional state is one of the conditions that could be of interest to doctors or caregivers. This paper discusses a preliminary study to develop a wearable device that is a low cost, single channel, dry contact, in-ear EEG suitable for non-intrusive monitoring. All aspects of the designs, engineering, and experimenting by applying machine learning for emotion classification, are covered. Based on the valence and arousal emotion model, the device is able to classify basic emotion with 71.07% accuracy (valence), 72.89% accuracy (arousal), and 53.72% (all four emotions). The results are comparable to those measured from the more conventional EEG headsets at T7 and T8 scalp positions. These results, together with its earphone-like wearability, suggest its potential usage especially for future healthcare applications, such as home-based or tele-monitoring systems as intended.
One of the most promising applications for electroencephalogram (EEG)-based brain computer interface is for stroke rehabilitation. Implemented as a standalone motor imagery (MI) training system or as part of a rehabilitation robotic system, many studies have shown benefits of using them to restore motor control in stroke patients. Hand movements have widely been chosen as MI tasks. Although potentially more challenging to analyze, wrist and forearm movement such as wrist flexion/extension and forearm pronation/supination should also be considered for MI tasks, because these movements are part of the main exercises given to patients in conventional stroke rehabilitation. This paper will evaluate the effectiveness of such movements for MI tasks. Three hand and wrist movement tasks which were hand opening/closing, wrist flexion/extension and forearm pronation/supination were chosen as motor imagery tasks for both hands. Eleven subjects participated in the experiment. All of them completed hand opening/closing task session. Ten subjects completed two MI task sessions which were hand opening/closing and wrist flexion/extension. Five subjects completed all three MI tasks sessions. Each MI task comprised 8 sessions spanning a 4 weeks period. For classification, feature extraction based on common spatial pattern (CSP) algorithm was used. Two types were implemented, one with conventional CSP (termed WB) and one with an increase number of features achieved by filtering EEG data into five bands (termed FB). Classification was done by linear discriminant analysis (LDA) and support vector machine (SVM). Eight-fold cross validation was applied on EEG data. LDA and SVM gave comparable classification accuracy. FB achieved significantly higher classification accuracy compared to WB. The accuracy of classifying wrist flexion/extension task were higher than that of classifying hand opening/closing task in all subjects. Classifying forearm pronation/supination task achieved higher accuracy than classifying hand opening/closing task in most subjects but achieved lower accuracy than classifying wrist flexion/extension task in all subjects. Significant improvements of classification accuracy were found in nine subjects when considering individual sessions of experiments of all MI tasks. The results of classifying hand opening/closing task and wrist flexion/extension task were comparable to the results of classifying hand opening/closing task and forearm pronation/supination task. Classification accuracy of wrist flexion/extension task and forearm pronation/supination task was lower than those of hand movement tasks and wrist movement tasks. High classification accuracy of the three MI tasks support the possibility of using EEG-based stroke rehabilitation system with these movements. Either LDA or SVM can equally be chosen as a classifier since the difference of their accuracies is not statistically significant. Significantly higher classification accuracy made FB more suitable for classifying MI task compared to WB. More training sessions could potentially lead to better accuracy as evident in most subjects in this experiment.
Background: The aging population is one of the major challenges affecting societies worldwide. As the proportion of older people grows dramatically, so does the number of age-related illnesses such as dementia-related illnesses. Preventive care should be emphasized as an effective tool to combat and manage this situation. Objective: The aim of this pilot project was to study the benefits of using neurofeedback-based brain training games for enhancing cognitive performance in the elderly population. In particular, aiming for practicality, the training games were designed to operate with a low-cost consumer-grade single-channel electroencephalogram (EEG) headset that should make the service scalable and more accessible for wider adoption such as for home use. Methods: Our training system, which consisted of five brain exercise games using neurofeedback, was serviced at 5 hospitals in Thailand. Participants were screened for cognitive levels using the Thai Mental State Examination and Montreal Cognitive Assessment. Those who passed the criteria were further assessed with the Cambridge Neuropsychological Test Automated Battery (CANTAB) computerized cognitive assessment battery. The physiological state of the brain was also assessed using 16-channel EEG. After 20 sessions of training, cognitive performance and EEG were assessed again to compare pretraining and posttraining results. Results: Thirty-five participants completed the training. CANTAB results showed positive and significant effects in the visual memory (delayed matching to sample [percent correct] P=.04), attention (median latency P=.009), and visual recognition (spatial working memory [between errors] P=.03) domains. EEG also showed improvement in upper alpha activity in a resting state (open-eyed) measured from the occipital area (P=.04), which similarly indicated improvement in the cognitive domain (attention). Conclusions: Outcomes of this study show the potential use of practical neurofeedback-based training games for brain exercise to enhance cognitive performance in the elderly population.
Electroencephalography (EEG)-based brain—computer interface (BCI) is a non-invasive technology with potential in various healthcare applications, including stroke rehabilitation and neuro-feedback training. These applications typically require multi-channel EEG. However, setting up a multi-channel EEG headset is time-consuming, potentially resulting in patient reluctance to use the system despite its potential benefits. Therefore, we investigated the appropriate number of electrodes required for a successful BCI application in wearable devices using various numbers of EEG channels. EEG multi-frequency features were extracted using the “filter bank” feature extraction technique. A support vector machine (SVM) was used to classify a left/right-hand opening/closing motor imagery (MI) task. Nine electrodes around the center of the scalp (F3, Fz, F4, C3, Cz, C4, P3, Pz, and P4) provided high classification accuracy with a moderate setup time; hence, this system was selected as the minimal number of required channels. Spherical spline interpolation (SSI) was also applied to investigate the feasibility of generating EEG signals from limited channels on an EEG headset. We found classification accuracies of interpolated groups only, and combined interpolated and collected groups were significantly lower than the measured groups. The results indicate that SSI may not provide additional EEG data to improve classification accuracy of the collected minimal channels. The conclusion is that other techniques could be explored or a sufficient number of EEG channels must be collected without relying on generated data. Our proposed method, which uses a filter bank feature, session-dependent training, and the exploration of many groups of EEG channels, offers the possibility of developing a successful BCI application using minimal channels on an EEG device.