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abstract

P300-Based 3D Brain Painting in Virtual Reality

Published: 02 May 2019 Publication History

Abstract

Brain Painting is a brain-computer interface (BCI) application that gives users the ability to paint on a virtual canvas without requiring physical movement [1-2]. Brain Painting has shown to improve the Quality of Life (QOL) of patients with Amyotrophic lateral sclerosis (ALS), by giving patients a way to express themselves and affect society through their art [1]. Although there is currently no known cure for ALS, through such outlets we can help mitigate the physical and psychological impairments of those living with ALS. This paper discusses the development and testing of an immersive Brain Painting application using a Google brush-like tool in a 3D Environment, for able-bodied users. It also discusses how it can help provide a more immersive medium for users to express themselves creatively. In addition, we also discuss feedback received from a preliminary study on how the brush and application can be improved to better allow users to paint in VR using their brain.

References

[1]
Münßinger, J. I., Halder, S., Kleih, S. C., Furdea, A., Raco, V., Hösle, A., & Kübler, A. (2010). Brain Painting: First Evaluation of a New Brain--Computer Interface Application with ALS-Patients and Healthy Volunteers. Frontiers in Neuroscience, 4.
[2]
Botrel, L., Holz, E., & Kübler, A. (2015). Brain Painting V2: Evaluation of P300-based brain-computer interface for creative expression by an end-user following the user-centered design. Brain-Computer Interfaces, 2(2--3), 135--149.
[3]
Study protocol for the World Health Organization project to develop a Quality of Life assessment instrument (WHOQOL). (1993). Quality of Life Research, 2(2), 153--159.
[4]
Koo, B., & Choi, S. (2015). SSVEP response on Oculus Rift. The 3rd International Winter Conference on Brain-Computer Interface.
[5]
Koo, B., Lee, H., Nam, Y., & Choi, S. (2015). Immersive BCI with SSVEP in VR head-mounted display. 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC).
[6]
Chun, J., Bae, B., & Jo, S. (2016). BCI based hybrid interface for 3D object control in virtual reality. 2016 4th International Winter Conference on Brain-Computer Interface (BCI).
[7]
Bevilacqua, V., Tattoli, G., Buongiorno, D., Loconsole, C., Leonardis, D., Barsotti, M., . . . Bergamasco, M. (2014). A novel BCI-SSVEP based approach for control of walking in Virtual Environment using a Convolutional Neural Network. 2014 International Joint Conference on Neural Networks (IJCNN).
[8]
Manyakov, N. V., Chumerin, N., Combaz, A., & Hulle, M. M. (2011). Comparison of Classification Methods for P300 Brain-Computer Interface on Disabled Subjects. Computational Intelligence and Neuroscience, 2011, 1--12.
[9]
Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: the PANAS scales. Journal of personality and social psychology, 54(6), 1063.

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  • (2024)Exploring Potential of Electromyography-based Avatar Operation Using Residual Muscles of ALS Individuals: Case Study on Avatar DJ PerformanceExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650857(1-7)Online publication date: 11-May-2024
  • (2024)A systematic review of wearable biosensor usage in immersive virtual reality experiencesVirtual Reality10.1007/s10055-024-00970-928:2Online publication date: 8-Mar-2024
  • (2024)A Brain-Computer Interface for Controlling a Wheelchair Based Virtual Simulation Using the Unicorn EEG Headset and the P300 Speller BoardSmart Technologies for a Sustainable Future10.1007/978-3-031-61905-2_41(423-435)Online publication date: 13-Jun-2024
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cover image ACM Conferences
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
3673 pages
ISBN:9781450359719
DOI:10.1145/3290607
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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New York, NY, United States

Publication History

Published: 02 May 2019

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Author Tags

  1. P300
  2. brain painting
  3. brain-computer interface
  4. electroencephalography (EEQ)
  5. event-related potentials (ERP)
  6. virtual reality (VR)

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Cited By

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  • (2024)Exploring Potential of Electromyography-based Avatar Operation Using Residual Muscles of ALS Individuals: Case Study on Avatar DJ PerformanceExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650857(1-7)Online publication date: 11-May-2024
  • (2024)A systematic review of wearable biosensor usage in immersive virtual reality experiencesVirtual Reality10.1007/s10055-024-00970-928:2Online publication date: 8-Mar-2024
  • (2024)A Brain-Computer Interface for Controlling a Wheelchair Based Virtual Simulation Using the Unicorn EEG Headset and the P300 Speller BoardSmart Technologies for a Sustainable Future10.1007/978-3-031-61905-2_41(423-435)Online publication date: 13-Jun-2024
  • (2023)Optimization of SSVEP-BCI Virtual Reality Stereo Stimulation Parameters Based on Knowledge GraphBrain Sciences10.3390/brainsci1305071013:5(710)Online publication date: 24-Apr-2023
  • (2023)Leveraging Sensorimotor Realities for Assistive Technology Design Bridging Smart Environments and Virtual WorldsProceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3594806.3594834(247-253)Online publication date: 5-Jul-2023
  • (2023)EEG-Based Brain-Computer Interactions in Immersive Virtual and Augmented Reality: A Systematic ReviewProceedings of the ACM on Human-Computer Interaction10.1145/35932267:EICS(1-33)Online publication date: 19-Jun-2023
  • (2023)Evaluation of Hands-Free VR Interaction Methods During a Fitts’ Task: Efficiency and EffectivenessIEEE Access10.1109/ACCESS.2023.329305711(70898-70911)Online publication date: 2023
  • (2023)Exploring the user experience of hands-free VR interaction methods during a Fitts’ taskComputers and Graphics10.1016/j.cag.2023.10.005117:C(1-12)Online publication date: 1-Dec-2023
  • (2022)A review on Virtual Reality and Augmented Reality use-cases of Brain Computer Interface based applications for smart citiesMicroprocessors & Microsystems10.1016/j.micpro.2021.10439288:COnline publication date: 1-Feb-2022
  • (2022)A BCI painting system using a hybrid control approach based on SSVEP and P300Computers in Biology and Medicine10.1016/j.compbiomed.2022.106118150:COnline publication date: 1-Nov-2022
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