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A Virtual Reality Application with a Brain

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1. Target stimulus animation 900 ms IT Interval 1100 ms Non target stimulus animation 900 ms Figure 5 5 Moving Head paradigm 4 avatars representation 5 1 PRELIMINARY EXPERIMENTS 44 project For this reason this experiment will be further detailed in description and results Each avatar looks away from the crowd on a random selection a stimuli with a fixed interval between stimuli The user chooses an avatar to be the target and keeps a mental count of the number of times he makes the movement The figure shows a representation of the stimulus Each paradigm was tested in the following settings e Inter Stimulus Interval ISI 1 1s e Stimulus Duration 0 9s e Trials 50 10 Target 40 Non Target 5 1 1 Results ID Gender Age 1F 24 2 F 2 3 M 25 4 M 24 2 M 22 6F 20 TM 26 Figure 5 6 Population of the preliminary experiences For validation of the success of those proof of concept experiments they were tested on 7 participants 4 male 3 female with an average age of 24 57 years old and a standard deviation of 2 06 years Figure shows the ages and genders of the population Participants names were ommited The EEG readings were conducted by Carlos Amaral After each experiment the raw EEG signal was filtered to the band of 1Hz 30Hz then segmented by one second after each stimuli The segments were divided in target and non target groups Then each group was averaged and plotte
2. Successful Completion The user reaches the end of the story Basic Flow of Events 1 The cover is shown to the user with the title and the image of the story 2 He navigates by chapter Each chapter contains a task associated 3 The user executes the task and moves to the next chapter until he reaches the end of the story Mockups A mockup for this use case is presented in figure Classify Neurological Signal e Actor System e Brief Description For the Brain Computer Interface the EEG signal cap tured in real time from the user must be analyzed in order to find an Event Related Potential the P300 which is the marker that the user wants to iden tify a specific target element his signal processing is a core component of the system and will be deeply covered in the design and architecture sections 94 APPENDIX B PROJECT DOCUMENTATION This is the chapter text It should also have an audio version Story Title Chapter Title Figure B 15 Play Story screen mockups e Assumptions The EEG system is well applied in the user and the channels are all connected with a good impedance e Pre Conditions The application is marking the EEG every time an element is activated e Post Conditions Successful Completion The signal is classified and the element was well identified Failure Completion The system detects a wrong element or cannot detect any element at all e Basic Flow of Events 1
3. H Cecotti and A Graser Convolutional neural networks for p300 detection with application to brain computer interfaces Pattern Analysis and Machine Intelligence IEEE Transactions on PP 99 1 2010 ISSN 0162 8828 doi 10 1109 TPAMI 2010 125 Centers for Disease Control and Prevention Autism spectrum disorders asds June 2011 URL http www cdc gov ncbddd autism index html Tony Charman Why is joint attention a pivotal skill in autism Philosophical transactions of the Royal Society of London Series B Biological sciences 358 1430 315 24 2008 S H Chen and V Bernard Opitz Comparison of personal and computer assisted instruction for children with autism Mental retardation 31 6 368 76 1993 L Citi R Poli C Cinel and F Sepulveda P300 based bci mouse with genetically optimized analogue control Neural Systems and Rehabilitation Engineering IEEE Transactions on 16 1 51 61 2008 ISSN 1534 4320 doi 10 1109 TNSRE 2007 913184 Alan Craig William R Sherman and Jeffrey D Will Developing Virtual Reality Applications Foundations of Effective Design Morgan Kaufmann 2009 ISBN 0123749433 Django Project Django the web framework for perfectionists with deadlines May 2011 URL https www djangoproject com 69 66 BIBLIOGRAPHY E Donchin K M Spencer and R Wijesinghe The mental prosthesis assessing the speed of a p300 based brain computer interface Rehabilitation Engineering IEEE Transa
4. Christopher J Group delay January 2007 URL https www cjs labs Willam O Tatum Handbook of Eeg Interpretation Demos Medical Publishing 2007 ISBN 1933864117 University of Haifa Virtual reality teaches autistic children street crossing study suggests January 2008 URL http www sciencedaily com releases 2008 01 080128113309 htm Christina Whalen Laura Schreibman and Brooke Ingersoll The collateral effects of joint attention training on social initiations positive affect imitation and spontaneous speech for young children with autism 2006 Haihong Zhang Cuntai Guan and Chuanchu Wang Asynchronous p300 based brain computer interfaces A computational approach with statistical models Biomedical Engineering IEEE Transactions on 55 6 1754 1763 2008 ISSN 0018 9294 doi 10 1109 TBME 2008 919128 Qibin Zhao Liging Zhang and Andrzej Cichocki Eeg based asynchronous bci con trol of a car in 3d virtual reality environments Chinese Science Bulletin 54 1 78 87 2009 Appendixes Appendix A Project Schedule The project had an agnostic start compared to the usual master projects from the Department of Informatics Engineering Usually every project has already been defined and as a work plan pre established In this chase the project was not defined on the beginning of September So as shown in figure A 1 the first months were spent in research and study about the different systems used in the project I
5. apontar o Ficheiro de voz instru es ts SOS C vic Figure B 36 Manage Stories screen Gestao de Historias Historias A Joana vai jogar a bola id 3 o Nome DDD imagem TI Figure B 37 Manage Stories screen Gestao de Capitulos Capitulo A Joana escolhe uma amiga id 5 Do N mero do Cap tulo or DD Historia 8 A Joana vagara A Tareta 7 taret 5 o Texto Ficheiro de voz instru es i SO S OCOC C zC Imagem S Figure B 38 Manage Chapters screen Bul REQUIREMENTS SPECIFICATION 117 End User Guide The End User interact directly in a story environment The first interface is com posed by the cover of the book with the title and image An avatar is also presented which is the partner who will tell the story He starts to tell the name of the story Figure B 39 shows an example of such interface Sair da Historia Figure B 39 Story book cover interface By clicking in the book the user jumps into the first chapter Here the screen is composed by the book opened having in the left page the chapter s title and its content and in the right page the chapter s image Figure B 40 shows this scheme The avatar reads the whole chapter Sair da Historia Escolher a Joana A Joana quer ir jogar bola Mas quem ser a Joana Ela est a apontar Clica na imagem para jogar
6. 1177 10883576040190010301 URL http foa sagepub com cgi content abstract 19 1 13 Emily A Jones Edward G Carr and Kathleen M Feeley Multiple effects of joint attention intervention for children with autism Behavior Modification 30 6 782 834 2006 M Kaper P Meinicke U Grossekathoefer T Lingner and H Ritter Bci compe tition 2003 data set iib support vector machines for the p300 speller paradigm Biomedical Engineering IEEE Transactions on 51 6 1073 1076 2004 ISSN 0018 9294 doi 10 1109 TBME 2004 826698 Connie Kasari Stephanny Freeman and Tanya Paparella Joint attention and sym bolic play in young children with autism a randomized controlled intervention study Journal of child psychology and psychiatry and allied disciplines 47 6 611 20 June 2006 Mehdi Khosrow Pour Encyclopedia of Information Science and Technology Infor mation Science Reference Hershey USA 2009 ISBN 1605660264 BIBLIOGRAPHY 67 Rolf Klein Moving Along a Street volume 553 pages 123 140 Springer Verlag 1991 Dean J Krusienski and Jerry J Shih Spectral components of the p300 speller response in electrocorticography In Neural Engineering NER 2011 5th Inter national IEEE EMBS Conference on pages 282 285 27 2011 may 1 2011 doi 10 1109 NER 2011 5910542 R Leeb R Scherer C Keinrath C Guger and Gert Pfurtscheller Exploring virtual environments with an eeg based bci through motor imagery Biomed Tech B
7. COMPUTER INTERFACES 13 VOLTAGE aid u 150 5 100 100 S00 500 Figure 3 3 An example of the P300 signal in the Pz channel of an EEG across their membranes When a neuron receives a signal from its neighbor via an action potential it responds by releasing ions into the space outside the cell Ions of the same charge repel each other and when many ions are pushed out of many neurons at the same time they can push their neighbors who push their neighbors and so on in a wave This process is known as volume conduction When the wave of ions reaches the electrodes on the scalp they can push or pull electrons on the metal on the electrodes Since metal conducts the push and pull of electrons easily the difference in push or voltage between any two electrodes can be measured by a voltmeter Recording these voltages over time gives us the EEG Tatum 2007 In conventional scalp EEG the recording is obtained by placing electrodes on the scalp with a conductive gel or paste Usually each electrode is attached to an individual wire Some systems use caps or nets into which electrodes are embedded This is particularly common when high density arrays of electrodes are needed The electrodes are then connected to an amplifier which augments the voltage between the active electrode and the reference typically 1 000 100 000 times or 60 100 dB of voltage gain Most EEG systems these days are digital and the amplified signal is digit
8. Feature Extraction Selection Some initial studies used the peak characteristics as features like latency area The first appearance of a P300 detection BCI system was the BCI speller in 1988 by Farwell et al Farwell and Donchin 1988 In its study it used as features the peak of the signal the area and the covariance between trials This types of features have disappeared from the literature in the last years The new approaches use wavelet feature extraction methods Salvaris and Sepulveda 2009 Donchin et al 2000 The purpose is to approximate the P300 signal by a Wavelet Transform and then use the wavelet coefficients as features Some works present methods like Principal Component Analysis for feature selec tion dimension reduction 2008 PCA is a mathematical procedure that uses an orthogonal transformation to convert a set of observations of possibly correlated variables into a set of values of uncorrelated variables called principal components The first principal component has the highest variance possible that is accounts for as much of the variability in the data as possible and each succeed ing component in turn has the highest variance possible under the constraint that it be orthogonal to uncorrelated with the preceding components The great majority of the studies use the signal itself after averaging as feature to the classifier The main focus on the P300 classification is on the signal pre
9. Figure B 14 View User Statistics screen mockup Execute Task e Actor User e Brief Description The main use case to the user is to execute the tasks The task is presented as a Virtual Reality environment with human avatars and 3d objects as targets The system must provide an interaction system which for the base objectives of the application is a Brain Computer Interface but can also be a button press mechanism for instance The different elements of the task should be activated randomly at different times Then when the user s target element is activated he should specify it using the interaction device e Assumptions None e Pre Conditions None e Post Conditions B 1 REQUIREMENTS SPECIFICATION 93 Successful Completion The user identified correctly the target ele ment Failure Completion The user was not able to identify the target ele ment e Basic Flow of Events pus Show task instructions to the user Run the task User responds when watches target element activated Ee WwW N Show result to user Play Story Actor User Brief Description The user can play the stories created by the administra tor To do that a book like interface should be created from which the user navigates through the story and plays the tasks associated to the chapters Assumptions None Pre Conditions The story was previously created by the administrator Post Conditions
10. Read the signal for a complete trial Pre process the signal for noise removal e g Chunk the signal by element Classify the chunks in ERP or not ERP OUVE WwW N Send result to application System wide Requirements Functional Requirements Registering The system must keep track of users for later provide reports of performance There fore there must be a registration and identification module which are responsibility B 1 REQUIREMENTS SPECIFICATION 95 of the administrator This induces the necessity of a database to keep information independent of the executions of the application Reporting Being a rehabilitation system keeping track of the evolution of the users are crucial So there must be the possibility of reporting to the administrator the evolution statistics crossing the results of the different sessions of the same user Usability Requirements Ease of Learning and Understandability A user with Autistic Spectrum Disorder should be able to understand each task in short time This may vary from the cognitive level of the user which is a motivation to improve the response to this requirement The instructions must be visual and auditory to achieve a easier understanding by the user User Satisfaction The objective of this rehabilitation software is to be used frequently by the user so the rehabilitation can take effect A play like environment have to be created the play stories above describ
11. analysis and the Entity Relationship model from the database is presented in section Internal Architecture The internal architecture of the application can be divided into three layers Pre sentation Logic and Database Figure presents these architecture Presentation Logic Task Manager Administration Sensors w Middleware DELELE RIS Figure B 18 Internal Architecture of the application In a bottom up analysis the Database layer consists of the part of the software with connects the database to the application It includes the models of each element and the Databaselnterface classes which establishes a bridge between the logic applica tion and the database In the same layer is the Sensors Middleware responsible for receive and process input from external devices namely the EEG and the Virtual Reality Sensors The data after processed is passed up to the Task Manager from the Logic layer which creates the appropriate responses in the Presentation to re spond to the input The Logic layer consists of the brain of the application It can be split into two main modules the administration which is responsible to handle the addition edition and removal of the contents of the application In includes the validation of the content loaded for rendering and the Task Manager which creates the tasks executes them creates the 3D scene animate the avatars etc The Task Manager does the main processing in the Virtual Re
12. animation library written in C in a platform graphic API independent way Cal3D project homepage The avatar and its animations can be developed in any 3D modeling software and then exported to this format Cal3D The format definition divides the different parts of the character by different files having a configuration file specifying the files used in each function like the skeleton file the mesh file the materials and the animations the avatar performs Required Models This section describes the context in which the models are used in the application the formats and configurations required for each type e Environment scenarios The environment scenarios are used both in the Identify Joint Attention Clue and the Follow Joint Attention Clue tasks They represent the environment world in which the human avatars and the targets will appear Different scenarios may induce different levels of difficulty to the execution of the task The possibility of create and add new scenarios to the application assumes a preponderant role in the application B 1 REQUIREMENTS SPECIFICATION 109 The scenarios should be created in a 3D modeling software and exported to one of the supported formats referred in the section To add a new scenario to the application please refer to the section Animated Human Characters The human characters represent the social layer of the application Their realism is very important both in ph
13. bet on the frequency falled off the usual techniques which consider only the temporal characteristics of the signal The results were not the best but they represent a new approch which need more time to be refined A system for rehabilitation would benefit to integrate a less invasive EEG The setup of the device preparation of the scalp channel placement conductivity verification etc is a limitation to use the system very often With the evolution of the engineer ing with wireless amplifiers and dry electrodes such systems will start to emerge Some solutions are emerging already for commercial use In future work it would be interesting to study its applicability in the setup of the project 63 Bibliography DSM IV TR symptom index American Psychiatric Publishing Inc 2010 S Andrews Ramaswamy Palaniappan Andrew Teoh and Loo chu Kiong Enhanc ing p300 component by spectral power ratio principal components for a single trial brain computer interface American Journal of Applied Sciences 5 6 639 644 2008 ISSN 1546 9239 doi 10 3844 ajassp 2008 639 644 J D Bayliss Use of the evoked potential p3 component for control in a virtual apart ment Neural Systems and Rehabilitation Engineering EEE Transactions on 11 2 113 116 june 2003 ISSN 1534 4320 doi 10 1109 TNSRE 2003 814438 Jessica D Bayliss and Dana H Ballard Single Trial P300 Recognition in a Virtual Environment Environment 14627 1998
14. content in the correspondent paths and its consistency Besides from that the main functionalities are covered by the tests which address user oriented functionalities 4 8 3 Synchronization Testing The synchronization between the stimuli and the trigger is a major issue If they are not synchronized the validation of the EEG is flawless once we are looking for 36 CHAPTER 4 VR APPLICATION FOR AUTISM a wrong time spectrum For example if one is looking for the average of the epochs after triggers in case of desynchronization the signals will be dislocated and the average will destroy signal components which might be important features for P300 Figure shows the test configuration it was created a circuit where the screen changes its colour and at the same instant a signal is sent through the parallel port trigger The trigger is connected directly to one input of the digital oscilloscope and the colour change in the screen is capture by a fotodiode which is connected to the second channel of the oscilloscope The screen was configured at 60Hz This system montage and data acquisition was done by Carlos Amaral Fotodiode A ee Trigger mi Digital Oscilloscope Figure 4 14 Set up for the synchronization testing The experiment was run several times and the data was gatherer and exported by the oscilloscope Then the delay between both channels were analysed The possibilities for analyzing the delay can be wra
15. dataset The specificity and sensibility of each method are provided in figures and The specificity and sensibility of the system s dataset is higher than the BCI com petition III dataset This means that although these kind of stimulus were never used their are more easily classified in single trial than the BCI competition I dataset 5 4 Conclusions The development of a new paradigm on P300 stimulation was successfully achieved Preliminary tests were preformed in order to obtain the confidence to incorporate the BCI in the system After the apparent success of P300 elicitation by those stimulus the system paradigm was experimented with 4 methods for the signal classification two state of the art and two new approaches The signal was positively classified with state of the art results for single trial clas sification The methods were compared and statistically validated not only in the acquired signal but in the BCI competition III dataset which works as a benchmark for P300 classification algorithms The proposed methodologies do not have better results than the state of the art ones However we believe there is place for further exploration of frequency domain approaches on P300 classification Chapter 6 Conclusions and Future Work This project leaves an important contribution for the social rehabilitation under Vir tual Reality environments using BCI techniques The most remarkable achievement is the validat
16. making the attention clue towards E g an avatar is pointing to a ball in the middle of a row where are several toys The user has to be able to identify the correct toy the ball between the others To a better modularity the administrator can create this tasks specifying the scenario the avatars the clue the targets etc This use case defines how the administrator can do it e Assumptions None Bul REQUIREMENTS SPECIFICATION So Manage Clues Clue Info gt O w DA Directions A Back EE Insert the direction 0 180 Lo e EE Figure B 7 Manage clues screen mockup e Pre Conditions None e Post Conditions Successful Completion The tasks were updated in the database Failure Completion The taks information remains the same e Basic Flow of Events Create task 1 1 Choose type 1 in the type droplist 2 Fill the remaining task fields like name clue scenario instructions etc 3 Insert avatars by clicking Add New on avatars 4 Click on create button Create task 2 1 Choose type 2 in the type droplist 2 Fill the remaining task fields like name clue scenario instructions avatar etc 3 Insert targets by clicking Add New on targets 4 Click on create button Remove Task 1 Select the task from the tasks dropdown list 86 APPENDIX B PROJECT DOCUMENTATION 2 Click on remove button Edit Ta
17. pages 658 661 2008 doi 10 1109 TEMBS 2008 4649238 A Plienis Analyses of performance behavior and predictors for severely disturbed children A comparison of adult vs computer instruction Analysis and Interven tion in Developmental Disabilities 5 4 345 356 1985 M Salvaris and F Sepulveda Wavelets and ensemble of flds for p300 classification In Neural Engineering 2009 NER 09 4th International IEEE EMBS Confer ence on pages 339 342 2009 doi 10 1109 NER 2009 5109302 68 BIBLIOGRAPHY A E Selim M A Wahed and Y M Kadah Machine learning methodologies in p300 speller brain computer interface systems In Radio Science Conference 2009 NRSC 2009 National pages 1 9 2009 H Serby E Yom Tov and G F Inbar An improved p300 based brain computer interface Neural Systems and Rehabilitation Engineering IEEE Transactions on 13 1 89 98 2005 ISSN 1534 4320 doi 10 1109 TNSRE 2004 841878 Ranganatha Sitaram Andrea Caria Ralf Veit Tilman Gaber Giuseppina Rota Andrea Kuebler and Niels Birbaumer fmri brain computer interface A tool for neuroscientific research and treatment Computational intelligence and neuro science 1 25487 2007 Kenneth C Squires Nancy K Squires and Steven A Hillyard Vertex evoked po tentials in a rating scale detection task relation to signal probability Behavioral Biology 13 1 21 34 1975 ISSN 0091 6773 doi DOI 10 1016 S50091 6773 75 90748 8 Struck
18. processing and not in the feature extraction selection Pires et al 2009 performs channel selection using the Signal Coherence between channels Coherence gives a linear correlation between two signals as a function of the frequency In the context of neurophysiology it is used to measure the linear dependence and functional interaction between different brain regions The purpose is to select the most coherent channels to then apply the Common Spatial Patterns algorithm 3 4 4 Classification There are several classifiers used in the literature to the P300 A significant part of the studies uses linear discriminant classifiers The original work from Farwell used a Step Wise Linear Discriminant Analysis SWLDA method Several studies use linear discriminant classifiers Fisher Linear Discriminant Selim et al 2009 3 5 RESEARCH CHALLENGES 21 Statistical classifiers are also used in the bibliography like Bayesian classifier Pires Selim et al Neural Networks have also been used in some works Cecotti and Graser 2010 Recently the use of Support Vector Machine classifiers have become more frequent since it is a powerful approach for pattern recognition especially for high dimensional problems Selim et al 2009 2004 Using the entire signal as features makes this type of classifier very suitable to the problem 3 5 Research Challenges The P300 signal classification provides some chall
19. represents the dis plays of the applications the interfaces The interfaces present informations about the models so they have a direct access to that part Finally the Controller part represents the logic of the application It directly changes the View and the Model 102 APPENDIX B PROJECT DOCUMENTATION 2 1 Controller Figure B 22 Model View Controller pattern diagram parts like changing the information about a user model part or displaying the avatars in a scene view part The View part includes the the classes responsible for what the final user sees the Scene class and all its children including the menus the story and the tasks which contemplates scenarios avatars and elements This module accesses the Model module from where it gathers information for example about the task to design which scenario to present which avatars to load etc The class diagram for the scenes is presented in figure B 23 The Model part includes the classes for the models The class diagram for this part is not presented because it strictly follows the E R model structure Each class represents a table with the respect fields as attributes The Controller part is the brain of the application It is responsible to display the views and react to the user interactions This way it is this module which creates the tasks and manages the user responses to them The design of the tasks and IO module is presented in figure To achiev
20. techniques like fMRI Sitaram et al 2007 Figure illustrates the relation between the invasion and the EEG quality More Invasive Better Signal Quality Less Invasive Worse Signal Quality Figure 3 2 Inverse relation between the method level of invasion and the signal quality 3 2 1 1 BCI Neuromechanisms Current BCI systems use mainly four different neuromechanisms Pires et al 2008 slow cortical potentials SCP event related synchronization and desynchronization ERD ERS of u and 8 rhythms usually through motor imagery visual evoked potentials VEP and steady VEP and P300 The first two approaches require the subjects to acquire control of its brain rhythms which usually take much time and some subjects cannot perform that task in a satisfactory level The other two approaches do not need a learning phase from the user since they are natural brain responses to the visual stimuli In these mechanisms users only have to pay attention to the stimuli The BCI neuromechanism used in this project is the P300 figure 3 3 The oddball paradigm fits the structure of the virtual reality software to develop and it relation to attention is a great feature for the social development rehabilitation in the autism 3 2 1 2 Electroencephalography EEG The brain s electrical charge is responsible of billions of neurons which are elec trically charged or polarized by membrane transport proteins that pump ions 3 2 BRAIN
21. the application and with some insight about the users e Pre Conditions None e Post Conditions Successful Completion The users were updated in the database Failure Completion The users information remains the same e Basic Flow of Events Bul REQUIREMENTS SPECIFICATION Administrator System e AA i EEE Feote ra lt lt Includez gt Goan ro ler a eae ceExtend gt gt lt lt Include gt Figure B 1 Use case diagram of the application 7 18 APPENDIX B PROJECT DOCUMENTATION Create User 1 Fill the fields about the user 2 Click on create button Remove User 1 Select the user from the users dropdown list 2 Click on remove button Edit User l 2 3 4 Select the user from the users dropdown list Click on load button Change the user s information fields Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this use case are presented in figure Manage Users User Info o C O DO ee Evaluation Results a vsu Figure B 2 Manage users screen mockup B 1 REQUIREMENTS SPECIFICATION 79 Manage Scenarios e Actor Administrator e Brief Description The administrator must be provided of a
22. the children followed showed interesting levels of technology usage For example after a child failed to do a cognitive test with the therapist see figure 3 1 the parents stated that the child plays that same game in the TV set up box for hours when at home with the remote This is a clear example where the social impairments made him fail in a task he is able to execute and also expresses the predisposition of the child to computerized learning aids 3 2 BRAIN COMPUTER INTERFACES 11 Figure 3 1 An example of the cognitive test performed to the autistic child 3 2 Brain Computer Interfaces A Brain Computer Interface BCI also called Direct Neural Interface or Brain Machine Interface is a direct pathway between the brain and an external device The idea is to interpret the brain waves in order to allow communication through the simple thoughts of a person Farwell and Donchin 1988 The applicability of such technology is wide The game community has early under stood the value of this technology in gaming and some products have already been released that use it NeuroSky Nijholt Anton 2009 The military directed the research towards a telepathic communication device where soldiers could communicate with each others just by thinking of it 2009 But the large research field has been the neuro scientific towards augmenting the capabilities of handicapped people such as power muscle implants and restore partia
23. the need of using few EEG channels providing a fast set up for the experiences eliminating this difficulty with the children 3 6 Conclusions The benefits of virtual reality environments in autism are gaining expression in the bibliography However the studies approaching this solution are still few The combination of virtual reality and brain computer interfaces have been studied recently Some studies reflect that it is possible but they only try low level mini malistic stimulus Studies do not try high level stimulus as motions from avatars 22 CHAPTER 3 STATE OF ART None study was found that combines virtual reality and brain computer interfaces in patients with autism The usage of a BCI system has several advantages to validate the subjects atten tion but it also raises several challenges The classification process of P300 in a dynamic virtual environment based on a social movement as stimuli was not yet tried and the resulting signal of such stimuli can have some differences from tradi tional approaches Also there is the need of trying a channel reduction to fasten the set up of the EEG system on the autistic children A last point is the research of single trial classification techniques which still few explored in the bibliography Chapter 4 VR Application for Autism This chapter presents the software application the objectives of the application the requirements architecture design construction and t
24. using their own eye contact and gestures to show or direct the attention of the people around them Sci entists refer to this skill as joint attention Joint attention is an early developing social communicative skill in which two people use gestures and gaze to share at tention with respect to interesting objects or events It involves the ability to gain maintain and shift attention For example one person is gazing at another and then points to an object The other person looks to the object and then back to the person In this case the pointing person is initiating joint attention by trying to get the other to look at the object The person who looks to the referenced object is responding to joint attention Joint attention is referred to as a triadic skill meaning that it involves two people and an object or event outside of the duo This skill plays a critical role in social and language development Figure 2 1 shows a two step example of joint attention Identify Attention Clue Follow Attention Clue A 4 a Gaze ra Qe q O Figure 2 1 Joint attention example The left child sees that the right child is staring to some object and follows his gaze Both of them end up looking for the object The attention of the right child was successfully shared with the left one Here is an example of a real life joint attention experience from Jones and Carr 2004 Sam and his mother were playing in the park when an airpla
25. 4 Figure B 40 Story chapter interface 118 APPENDIX B PROJECT DOCUMENTATION To execute the task associated with the chapter the user should click on the task image He is then transported to the Virtual Reality world where he executes the task The navigation between tasks is performed by clicking in the bottom corners of the book simulating a page flip
26. B 3 Manage scenarios screen mockup Manage Avatars Actor Administrator Brief Description The human characters used by the application are cre ated in a 3D modeling software and then exported to the Cal3D format see sections B 1 The application must provide a way for the administrator to add new avatars to the application remove or edit the existent ones The most important info to include is a name to the avatar and a reference to its configuration file in the system Assumptions The avatars are not moved from place after added to the application Pre Conditions When adding a new avatar it is already in the Cal3D for mat Post Conditions Successful Completion The avatars were updated in the database Failure Completion The avatars information remains the same Basic Flow of Events Create Avatar 1 Fill the fields about the avatar name and file 2 Click on create button Remove Avatar 1 Select the avatar from the avatars dropdown list 2 Click on remove button Bul REQUIREMENTS SPECIFICATION 81 Edit Avatar 1 Select the avatar from the scenarios dropdown list 2 Click on load button 3 Change the avatar s information fields 4 Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this us
27. Bayes Cohere FLO 9187 2 5635 2 6837 Asymp Sig tailed O10 a Based on negative ranks b Based on positive ranks c Wilcoxon Signed Ranks Test Figure 5 16 The significance result from the 2 related Wilcoxon test Innerlahere Eaves fFLD flohere Descriptive Statistics AR SF A Bayes FLD cohere 24064 014371 22405 Ube 5 025001 andar andar 000155 0693185 065497 0599649 ongs 64865 Sh s946 5 3 SIGNAL PROCESSING AND CLASSIFICATION 5909667 3575613 oddooT rr ora rr 0596185043 03993210 Dad 16180936 10850552 0123569695 013218849 013882043 012268542 1013096751 ot fhnerlohere 12065 ood Valid N flistwise mas 5055 1011962179 Figure 5 17 Specificity description Descriptive Statistics eres Std Deviation Bayes FLO Cohere Innercohere Haves fF LE Tlohere Tnnerlohere Valid N listwise 107143 Moto 114206 AOO000 125000 55556 55556 BOBO 464206 addon addnio SDS 300000 212500 A030330 264706 26529270 sur ases 2259 Pe 13943330 2fo2so1es 18011543 17053110 16451867 Figure 5 18 Sensitivity description 0r9302a1r 597 20084 BOS1 S246 DESBIDE Mpdb4 das DED 400 064517984 057712316 08 CHAPTER 5 EXPERIMENTAL ANALYSIS 5 19 The average age is 22 with a standard deviation of 3 ID Gender Age 1 F 17 2 M 23 3M 23 4 M 25 Figure 5 19 Population of the experiments of the system A normality test was preformed wh
28. EOE Stimulus Duration SNR sae abr a Signal to Noise Ratio TO carare Structured Query Language SWEDA soretes Step Wise Linear Discriminant Analysis POD aeres Transmission Control Protocol Internet Protocol NSE EEPE E EE Virtual Environment WH A Visual Evoked Potentials MR se TENi Virtual Reality vil Chapter 1 Introduction Autism Spectrum Disorders ASD represent a spectrum of neurodevelopmental disorders characterized by widespread abnormalities of social interactions and com munication as well as restricted interests and repetitive behavior The main deficits in autism are related to social interaction Children with ASD avoid human inter actions and present a low level of social attention The prevalence of this disorders is hard to establish but the reports from the Center for Disease Control and prevention CDC of the United States show a exponential increase in the reported cases see figure 1 1 There is much controversy around the causes of such growth but it is usually associated to the advances in diagnosis and a greater awareness of the population However environmental causes have not been discarded lin 110 1in 5000 Figure 1 1 Evolution of reported cases of ASD in US Centers for Disease Control 201 It has not been found a cure to autism yet This means that both patients and bystanders must change their lives to adapt to this circumstances Having no cure the therapies gain focus Studies ha
29. Masters Degree in Informatics Engineering Dissertation A Virtual Reality Application with a Brain Computer Interface for Rehabilitation of Social Development in Autism Marco Antonio Machado Simoes msimoesQstudent dei uc pt Advisors Professor Miguel Castelo Branco IBILI Institute for Biomedical Research in Light and Image Professor Paulo de Carvalho DEI Department of Informatics Engineering July 15 2011 FCTUC DEPARTAMENTO DE ENGENHARIA INFORM TICA FACULDADE DE CI NCIAS E TECNOLOGIA UNIVERSIDADE DE COIMBRA Acknowledgments I hereby acknowledge the guidance provided by both of my supervisors Professor Miguel Castelo Branco and Professor Paulo de Carvalho Their time and advices were have a fundamental importance in this work I show my gratitude to Gabriel Pires from who I gather much insight on Brain Computer Interfaces I thank his availability and care To my colleague Carlos Amaral who worked with me in some parts of the project and to Joao Castelhano who was always available and guide me through the EEG acquisitions my sincere thanks Susana Mouga was my bridge to autism My insights on that matter would not be half they are without her In the same area I acknowledge Professor Doctor Guiomar Oliveira and Doctor Frederico Duque who gave me the opportunity to follow some autism child assessments in the Pediatric Hospital of Coimbra To all the participants in my experiments either in the Encephal
30. P300 is elicited after the objects animates and the system can check if the subject identified the right target This scenario presented in figure has the objective of evaluate if the subject is available to respond to joint attention following the clue and identifying the target object A gaming style environment is created by giving rewards when the user correctly detects the targets and penalties when he does not The attention clues may vary from more explicit to more discrete so it allows us to understand how expressive must the clue be to be detected by the user and so we can catalog the users in different rehabilitation levels For a more interesting user experience the tasks are encapsulated in stories Each story has several chapters the user plays literally Another important use case is related to the setup of the executions Each execution can be assigned with a specific scenario and can be configured with the number of 26 CHAPTER 4 VR APPLICATION FOR AUTISM Look to the object the girl is looking O A I 4 D ve Congratulations Try again Figure 4 4 Task 2 Identify joint attention target mockup human characters or the target objects with respect to task 1 and 2 The remaining use cases are related to the user creation and edition the trial results saving and consult 4 2 1 System wide Requirements On the system wide requirements level the synchronization is a
31. PENDIX B PROJECT DOCUMENTATION Start Task 1 Start Task 2 e Actor Administrator e Brief Description The administrator must be provided of a way to execute a task without playing a story An interface is provided so he can choose a task and execute it specifying the number of trials and repetitions e Assumptions None e Pre Conditions None e Post Conditions Successful Completion The task executed successfully Failure Completion The task did not run e Basic Flow of Events 1 Select the task 2 Insert the number of trials and repetitions 3 Click the button start e Mockups A mockup for this use case is presented in figure Start Task Task John picks a toy iv Trials C Repetitions C Figure B 12 Start task screen mockup Identify User e Actor Administrator e Brief Description This use case describes the need of the administrator identify the user which will be interacting with the application To ease this process there should be the possibility of search by name and by ID e Assumptions None e Pre Conditions The user to identify already exists in the database e Post Conditions Bul REQUIREMENTS SPECIFICATION 91 Successful Completion The user identified is used as reference for all the application tasks statistics etc Failure Completion The previous user or none remains identified e Basic Flow of Events Search by ID 1 Insert user ID
32. The attention clues are specific animations the avatars must have Each animation has two main properties the name and the directions The name is an unique identifier to the animation The directions correspond to the different angles from the left of the avatar in which the animation is performed The figure shows an example of five directions 0 45 90 135 and 180 If a clue example requires this five directions there must be on the avatar s configu ration file five animation files with the names example 0 example 45 example 90 example 135 and example 180 1909 Figure B 33 Sample directions for user animations The figure B 34 presents the interface to manage the clues It is responsibility of the user to ensure the animations are made respecting these directions The application validates the existence of animations with the names required but is impossible to verify the animation itself Manage Targets The management of the targets is similar to the management of scenarios See figure to a display of the management interface To add a new target the user is encouraged to follow the procedure bellow Bul REQUIREMENTS SPECIFICATION 115 Gest o de Pistas de Aten o Pistas de Aten o apontar id 1 Carregar Remover Di Nome Dire es Remover Adicionar Nova Figure B 34 Manage Clues screen 1 Create a folder to the path resources art targ
33. The requirements that are transversal to the application are covered in the system wide requirements This include requirements like performance scalability etc that cannot be specified directly in a use case 19 16 APPENDIX B PROJECT DOCUMENTATION Actors User The User is the target of the rehabilitation intervention The User is embed in the virtual environment interacts through a Brain Computer Interface BCI and in the ultimate level corresponds to a child with an Autism Spectrum Disorder ASD Administrator This actor represents the user that configures the experiment This configuration that is done before each experiment is done by a third party user This actor is usual a therapist or a pediatric medical doctor System This actor represents the application itself which has some specific use cases Use Cases This section will enumerate the use cases of the application from the use case diagram displayed in figure Manage Users e Actor Administrator e Brief Description The administrator has the responsibility of manage the users of the application This includes creation edition and elimination of users from the application database The user information must include name age development quotient intelligence quotient diagnosis principal and secondary evaluation results for ADR R ADOS and DSM IV and an observations field e Assumptions The administrator is someone responsible for
34. Vizard toolkit from WorldViz This toolkit provides an interface for virtual reality 30 CHAPTER 4 VR APPLICATION FOR AUTISM Figure 4 9 V amp Picture from BrainProducts environments development in python This toolkit provides an Integrated Develop ment Environment that eases the management of the Virtual Reality project Some features provided by this software Extensive 3D model formats wrl VRML2 97 flt Open Flight 3ds 3D Studio Max txp multi threaded TerraPage loader geo Carbon Graphics bsp Quake3 world layers md2 Quake animation models ac AC3D obj Alias Wavefront lwo lw Light Wave pfb Performer the OSG s native osg ive format DirectX x format and 3dc point cloud Character human biped formats 3D Max Character Studio via 3rd party exporter and Cal3D cfg files Raster image formats include rgb rgba dds tga gif bmp tif jpg pic pnm pgm pbm and png jp2 jpeg2000 Support for compressed and mip mapped images provided in dds format Audio modes mono stereo 3D supported formats wav mp3 au wma mid and any other DirectShow supported format Video textures Any DirectShow compatible video format can be used as a texture including avi mpg wmv animated GIFs and more Access to frame by frame control of video is available Videos with alpha channels are supported 4 5 DATABASE 31 e Support for nearly all standard virt
35. acters teaching autistic children how to respond to everything from a fire to a smile Gillette et al 2007 The North Carolina State University has also developed a study where two autistic children were embed in a Virtual Environment and tried to identify a car and its color Those studies presented motivating results evidencing the ability of ASD children to adapt to the hardware and the environments 9 10 CHAPTER 3 STATE OF ART 3 1 1 Motivation There are several reasons supporting the use of Virtual Environments as learning aids in Autism Spectrum Disorder subject The most important are e Controllable Input Stimuli virtual environments can be simplified to the level of input stimuli tolerable by individual Distortions in elements can take place to match the user expectations or abilities Distracting visual elements and sounds can be removed and introduced in a slow regulated way e Modification for Generalization minimal modification across similar scenes may allow generalization and decreased rigidity This is a property of major importance because it dictates the relevance of the application for the user s real life e Safer Learning Situation a virtual learning world provides a less hazardous and more forgiving environment for developing skills associated with activi ties of daily living Mistakes are less catastrophic and the environments can be made progressively more complex until realistic scenes to help indi
36. ager does the main processing in the Virtual Reality module of the system once it coordinates the tasks animates the contents create the responses to stimulus etc Finally the Presentation layer which contemplates the output interface with the user It main module is the Scene Rendering which is mostly provided by the framework and includes the presentation of the scenes 3D models animations rewards etc The content is rendered by the Vizard framework The details of each layer are specified in 4 4 Technologies The EEG acquisition system is from BrainProducts e Electrodes actiCap a cap with active electrodes based on high quality Ag AgCl sensors with a new type of integrated noise subtraction circuits de livering even lower noise levels than the normal active electrodes achieves Figure 4 8 presents this cap e Amplifier V amp a sixteen channel amplifier with the ability of record several types of signals such as EEG EOG ECG EMG and the full range of evoked potentials including brain stem potentials Figure 4 9 presents this amplifier e Recorder Software BrainVision Recorder for V Amp A recorder soft ware package with a Remote Data Access module which allows the remote access to the data via TCP IP The Data Processing Module is implemented in Matlab language and uses the TCP IP UDP and the PRTools toolboxes Finally the last module the virtual reality application is implemented using the
37. al which can lead to latency distortion of the averaged result 2008 Pires et al study compares the effect of changing the number of averaged trials on the performance of a P300 based BCI 2008 The results shown a monotonic decrease in the false positive false negative and error rate as the number of averaged trials increases This results shows the efficacy of the trial averaging approach e Spatial Filtering A spatial filter is a function that operates on signals originating at different points in space at the same instant in time Some examples of spacial filtering used in BCI are the Laplace filter the Local Average Technique LAT and the Common Average Reference CAR Peters et al 2001 Common Average Reference CAR Laplace Filter This method involves can only be applied in channels sur rounded by other channels at least 4 each side up and down Corresponds to the application of the filter shown in the figure 3 2 being the filtered channel in the center of the matrix 3 4 P300 DETECTION 19 Table 3 2 Laplacian filter matrix to apply on the surrounding channels i Tij Vig qt Vig F Vary ijt Local Average Technique LAT A local average between the channel to filter and its surroundings each side up and down Tij z UTi o A eye gear In the Peters et al 2001 study this filters were compared using a Neural Network classifier The LAT filter have worse results than the original
38. ality module of the system once it coordinates the tasks animates the contents create the responses to stimulus etc Finally the Presentation layer which contemplates the output interface with the user It main module is the Scene Rendering which is mostly provided by the framework and includes the presentation of the scenes 3D models animations rewards etc The content is rendered by the Vizard framework The details of each layer are specified in Bul REQUIREMENTS SPECIFICATION 99 Technologies The EEG acquisition system is from BrainProducts e Electrodes actiCap a cap with active electrodes based on high quality Ag AgCl sensors with a new type of integrated noise subtraction circuits de livering even lower noise levels than the normal active electrodes achieves Figure B 19 presents this cap Figure B 19 actiCap Picture from BrainProducts e Amplifier V amp a sixteen channel amplifier with the ability of record several types of signals such as EEG EOG ECG EMG and the full range of evoked potentials including brain stem potentials Figure presents this amplifier Figure B 20 V amp Picture from BrainProducts e Recorder Software BrainVision Recorder for V Amp A recorder soft ware package with a Remote Data Access module which allows the remote access to the data via TCP IP The Data Processing Module is implemented in Matlab language and uses the TCP IP UDP and the PRTools toolbo
39. anagement of users scenarios targets avatars clues stories and chapters Each option is covered in the following subsections Manage Users The Manage Users screen figure B 30 provides the possibility of create edit and remove users To create a new user just fill the form with the related information and click create To edit or remove a user select a user from the selection box in the 112 APPENDIX B PROJECT DOCUMENTATION Menu de Administra o Utilizadores iy Avatars Rendo Tarefas Cap tulos Hist rias Figure B 29 Administration Menu screen Utilizadores Mark Simons id 1 D Nome DD idade Of Jaf Diagn stico Principal S SS S SY Diagn stico Secund rio Avalia o Diagn stica Observa es TT Figure B 30 Manage Users screen Bul REQUIREMENTS SPECIFICATION 113 top of the screen Click on Remove to delete it or Load to edit it After loading the fields in the form can be edited and then saved again Manage Scenarios The management of the scenarios is a little different from the users management because it includes the addition of an external file Figure B 31 presents the interface for the management The functionalities of Create Edit and Remove are similar to the Manage Users screen To add a new scenario the user is encouraged to follow the procedure bellow 1 Create a folder to the path resources art scenarios with the name of the sce
40. analysis and the Entity Relationship model from the database is presented in section 4 3 1 Internal Architecture The internal architecture of the application can be divided into three layers Pre sentation Logic and Database Figure 4 7 presents these architecture In a bottom up analysis the Database layer consists of the part of the software with connects the database to the application It includes the models of each element and the Databaselnterface classes which establishes a bridge between the logic applica tion and the database In the same layer is the Sensors Middleware responsible for receive and process input from external devices namely the EEG and the Virtual Reality Sensors The data after processed is passed up to the Task Manager from the Logic layer which creates the appropriate responses in the Presentation to re spond to the input The Logic layer consists of the brain of the application It can be split into two main modules the administration which is responsible to handle the addition edition and removal of the contents of the application In includes the validation of the content loaded for rendering and the Task Manager which 4 4 TECHNOLOGIES 29 Presentation Logic Task Manager Administration sensors t Middleware BELEIEN Figure 4 7 Internal Architecture of the application creates the tasks executes them creates the 3D scene animate the avatars etc The Task Man
41. arallel way out The solution went through the implementation of a microchip which receive a byte through a USB port serial and send it through a cable in parallel to the EEG amplifier The microchip used to implement this circuit was the MSP430 LaunchPad MSP EXP430G2 from Texas Instruments The synchronization was also tested on the portable setup The histogram in figure 4 16 shows a mean of 47 38 ms and a SEM of 0 73 ms The delay is bigger than in the fixed setup but it has also a smaller variance which means it is synchronized Figure 4 17 shows a comparison between the fixed and portable montage delays where we can see the laptop version is more consistent with a smaller variance 4 8 4 Usability Testing For the usability testing ten healthy volunteers were asked to play a story The story was composed by six chapters 3 of each type of task Half the group played a version without rewards which means the feedback only came on the end of each task chapter The other half played a version with rewards After each block of 38 CHAPTER 4 VR APPLICATION FOR AUTISM Number of occurrences vs Response time Mean 44 561 s SEM 0 750495 16 Number of occurrences Do 0 0 02 0 04 0 06 0 08 0 1 0 12 0 14 0 16 Response time Seconds Figure 4 16 Histogram of delays between channels variances portable montage Figure 4 17 Boxplot comparing fixed to portable montages synchronization 4 8 TESTS 39 tria
42. ask Configuration e Balls 8 e ISI 700ms e SD 500ms e trials 10 e blocks 10 50 CHAPTER 5 EXPERIMENTAL ANALYSIS Figure 5 10 The disposal of the second task one avatar surrounded by balls point ing to one of them which is currently activated 5 2 2 EEG Montage Figure 5 11 The electrodes placements in the head of the subjects Figure 5 11 shows a schema for the placement of the EEG channels on the scalp of the participants The reference is omitted but it is placed on the left side over the ear The montage is an important step of the experiment because a bad montage can decrease the signal quality abruptly The montage involves clean the scalp place the cap put conductive gel in each electrode until its impedance reaches a low value 5 3 SIGNAL PROCESSING AND CLASSIFICATION 91 5 3 Signal Processing and Classification We have developed two baseline classification processes to compare our methods the first uses a Fisher linear discriminant classifier and the second a Naive Bayes classifier The signal processing consisted of applying a band pass filter to cut frequencies outside the 1 20Hz range After that and following the main procedures from the state of the art we use the hole signal as feature vector for classification However a Is window on 1KHz sample frequency on 16 channels corresponded to 16000 features which is intractable We downsampled the data with a 1 25 factor reducing the sa
43. col was selected to ensure a large integration possibilities with several different technologies The usage of a network protocol permits the system to be distributed and separated in different computers Real time Data processing and Virtual Environment rendering are two heavy operations that can benefit from large dedicated resources Using the TCP IP protocol we can separate completely both parts of the system e Virtual Reality Application This is the last module of the system the one that directly interacts with the user Its main function is to display the user tasks while sending a synchronized trigger to the data acquisition module in order to provide the data processing module a way to match the signal and the events provided in the virtual reality application One last function of this module is to receive the classification results from the data processing module and use it to re enforce the user experience e Database The database module purpose is to keep permanently the in formation about the users tasks results etc The database uses a ORM Object Relational Model system which uses the data mapper pattern to au tomatically map the object models into a SQL database The ORM system used is from Django 2011 Django is a web framework in Python in which the developer had already experience Only the database system from the Django framework was installed and used once the web fea tures were not needed A deeper
44. ction describes the architecture of the system In figure it is shown the whole system in an high level perspective Data l Data Processing Triggers EEG data Visual Reality Application Figure 4 5 Architecture Diagram High Level The system has four main modules the data acquisition the data processing the virtual reality application and the database The description of each of this modules follows below e Data Acquisition The data acquisition involves two phases in the first phase the EEG data is captured by the electrodes in the cap amplified and sent to the recording software provided by the amplifier In the second phase a matlab acquisition module connects the amplifier recording software by a TCP IP connection and reads the data from it to the matlab Figure describes this architecture BrainProducts EEG acquisition system TCP IP Figure 4 6 EEG Data Acquisition Architecture 28 CHAPTER 4 VR APPLICATION FOR AUTISM e Data Processing This module does the pre processing of the signal to re move noise and artifacts Then the feature extraction and selection techniques are applied to gather the characteristic to use in the classification The last step corresponds to a machine learning technique that is able to classify the signal into P300 or not P300 Then the classification result is sent to the last module the virtual reality application by a TCP IP connection This communication proto
45. ctions on 8 2 174 179 2000 ISSN 1063 6528 doi 10 1109 86 847808 Michael Donnerer and Anthony Steed Using a p300 brain computer interface in an immersive virtual environment Presence Teleoper Virtual Environ 19 12 24 ISSN 1054 7460 doi http dx doi org 10 1162 pres 19 1 12 Drummond Katie Pentagon preps soldier telepathy push May 2009 URL http www wired com dangerroom 2009 05 pentagon preps soldier telepathy push Emotiv Emotiv you think therefore you can January 2011 URL http www Georg E Fabiani Dennis J McFarland Jonathan R Wolpaw and Gert Pfurtscheller Conversion of eeg activity into cursor movement by a brain computer interface bci IEEE Transactions on Neural and Rehabilitation Systems Engineering 12 3 331 338 2004 L A Farwell and E Donchin Talking off the top of your head toward a men tal prosthesis utilizing event related brain potentials Electroencephalography and Clinical Neurophysiology 70 6 510 523 1988 ISSN 0013 4694 doi DOI 10 1016 0013 4694 88 90149 6 D R Gillette G R Hayes G D Abowd J Cassell R El Kaliouby D Strickland and P T Weiss Interactive technologies for autism CHI 07 extended abstracts on Human factors in computing systems CHI 07 page 2109 2007 E A Jones and E G Carr Joint Attention in Children With Autism Theory and Intervention Focus on Autism and Other Developmental Disabilities 19 1 13 26 January 2004 ISSN 1088 3576 doi 10
46. d by six chapters The first chapter is the introduction where the problem was stated with its motivation and the work schedule was pre sented The second chapter contains a clinical context of the Autism Spectrum Disorder In this chapter there is a special focus on the joint attention and its importance in this disorder The third chapter presents the State of the Art of the BCI techniques Virtual Reality applications combined with BCI for autistic subjects This chapter focus especially the current classification techniques used to address the problem of interest in this dissertation A fourth chapter is entirely dedicated to the software application It shows the requisites the architecture the hardware and software used the design of the system the construction and the tests of the application The fifth section presents the experimental analysis with a detailed description of the preliminary test for the stimuli creation and the study of P300 classification comparing the state of the art solution and our novel ideas the conclusion makes a wrap of the project and presents the future work 4 CHAPTER 1 INTRODUCTION The technical details of the application are given in appendix I Project Schedule and II Project Documentation Chapter 2 Clinical Context This chapter presents the Autism Spectrum Disorders A special focus is made on joint attention because it is that deficit on ASD that this project aims to rehabili tate Th
47. d on the same graphic The verification of the success of the experiment was done by visual inspection if the usual shape of the P300 appears in the target averaged signal in contrast with the non target signal then the success was assumed The success was achieved in all paradigms some with better P300 amplitude then others but in all cases the P300 was considered detected The figure is an example result for the last paradigm for 6 EEG channels where the evidence of P300 is clear being the red signal the target average and the blue the non target 48 CHAPTER 5 EXPERIMENTAL ANALYSIS Figure 5 7 Example result of the 4 avatars paradigm with six EEG channels 5 2 Project Experiments Here we present the experiments with the application s final paradigms A detailed description of the tasks are included followed by a description of the classification methods attempted and the results presentation and analysis The objective is to validate the P300 classification algorithms developed in single trial 5 2 1 Protocol This section presents step by step the entire experiment d ISI Time Figure 5 8 Task procedure showing the Inter Stimulus Interval ISI and the Stim ulus Duration SD The procedure involves the execution of two tasks Each task follows the same principle which is explained in figure From ISI to ISI a stimuli is made with SD duration For the first task the setup i
48. dman Test Tlohere iInnercohere Figure 5 22 Friedman ranks and significance 60 CHAPTER 5 EXPERIMENTAL ANALYSIS Bayes Bayes Negative Ranks Poo 44 00 Positive Ranks 14 79 201 00 Ties Total a Bayes Bayes b Bayes gt Bayes c fbayes Bayes Figure 5 23 The ranks from the 2 related Wilcoxon test between Bayes and fBayes Test Statistics qm Bayes Z 3 2027 a Based on negative ranks b Wilcoxon Signed Ranks Test Figure 5 24 The significance result from the 2 related Wilcoxon test Descriptive Statistics MR MESSE LOS Bayes 811111 gAnr s 93965130 011872057 FLO 811111 S4rri2 93082077 09646907 Cohere 901961 934641 91225880 008772696 InnerCohere 00000 915053 89766173 007726080 Bayes 915033 A003922 94870703 013563474 iFLD 11114 dart 930824077 009646907 fCohere a084 a4rrd2 92745123 009260397 finnercohere oo 27569 90213523 orago tar Valid N lstwise Figure 5 25 Specificity description for system s dataset 9 4 CONCLUSIONS 61 Descriptive Statistics O A IEL Bayes 200000 647059 45666277 106850822 FLO 200000 29412 SPP se6er 086824004 Cohere Aredr 411765 21052687 078953550 InnerCohere 00000 235294 07695450 069534168 Bayes 2039294 023529 53908497 122070211 TF LO 200000 029412 of Paoobe O5be24009 icohere Peary 029412 34r 0509r 003524579 finnercohere AO0000 294118 11921597 066492213 Valid N listwise Figure 5 26 Sensitivity description for system s
49. e R in 5 7 by R or Rn respectively Through PCA factorization on S and Sn SY AX A Snt AntAnt Ang 5 8 The spatial filter H is defined conjugating the most discriminative eigenvectors of each group 5 3 SIGNAL PROCESSING AND CLASSIFICATION 593 H nA W 5 9 where nA represents the matrix of conjugated eigenvectors of A and A The spatial filter is applied in the signal obtaining Y HX 5 10 5 3 3 Tests and Results The methods were tested in two datasets the P300 benchmark used in BCI com petition III and our own dataset created from our paradigm We conducted a first analysis on the BCI competition dataset to compare the perfor mance of the four methods FLD Bayes Template Coherence and Inner Coherence with and without the previous CSP filtering We run 5 times a 6 fold cross valida tion We tested the normality of the results distribution which is presented on figure 5 12 By the significance of the Kolmogorov Smirnov test we see none distribution is normal Tests of Normality Kolmogorov smirnoyv Shapiro ilk Bayes 079 30 200 459 30 285 FLO 200 Cohere 4446 lInnerCohere aro Bayes j 959 FLO ar flohere do fhnerlohere 446 a Lilliefors Significance Correction This is a lower bound of the true significance Figure 5 12 Normality assessment of results for the BCI competition III dataset The boxplot in figure shows the better performance of Bayes solution over our propos
50. e a better modularity the application was designed to have different forms of input The base form is the BCI method where the user user its brain to interact to the application but it can also use a joystick or simply a button press interface where the user simply presses a button when it wants to interact To be able to support different input devices was used a bridge design pattern The bridge separates the task having an abstract class and several child implementations and the TaskIO having an abstract IO with several child implementations This way adding another task or a new IO mechanism will not interfere with anything else This can all be checked in the figure B 24 Functional Testing This section present the tests defined to validate the application These tests assess the expected behavior of the application and help define if the application is imple mented correctly It is a good and important way to validate the application and identify problems Bul REQUIREMENTS SPECIFICATION 103 Figure B 23 Class diagram for the scenes used in the project Figure B 24 Class diagram for the task and the IO mechanisms using the bridge design pattern 104 APPENDIX B PROJECT DOCUMENTATION Table B 1 Tests defined for the application 1 Add Identity User 4 Remove User Choose option Users on the Admin Menu Fill the required fields in the form Click button Save Choos
51. e case are presented in figure Manage Avatars Avatar Info File Author o Do Figure B 4 Manage avatars screen mockup Manage Targets e Actor Administrator e Brief Description The application uses 3D objects in the tasks the users do Those objects called targets are created in a 3D modeling software and then exported to one of the supported formats see sections B 1 The application must provide a way for the administrator to add remove and edit those 3D objects The most important info to include is a name to the object and a reference to its file in the system e Assumptions The target files are not moved from place after added to the application e Pre Conditions None 82 APPENDIX B PROJECT DOCUMENTATION e Post Conditions Successful Completion The targets were updated in the database Failure Completion The targets information remains the same e Basic Flow of Events Create Target 1 Fill the fields about the target name and file 2 Click on create button Remove Target 1 Select the target from the targets dropdown list 2 Click on remove button Edit Target 1 Select the targets from the target dropdown list 2 Click on load button 3 Change the target s information fields 4 Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen
52. e main goal of the chapter is to elucidate the reader on the specific aspects of this disorder and clearly identify the motivations of the project 2 1 Autism Spectrum Disorders ASDs are a group of developmental disabilities that can cause significant social communication and behavioral challenges The five forms of ASD are DSM 2010 1 Autism 2 Asperger syndrome 3 Pervasive Developmental Disorder Not Otherwise Specified PDD NOS usu ally called atypical autism 4 Rett syndrome 5 Childhood Disintegrative Disorder The autism is the core of the spectrum These forms are not going to be detailed in this dissertation since it is not fundamental for the readers comprehension of the project and its purpose The spectrum will be considered as a single target 2 1 1 Main Characteristics ASDs begin before the age of 3 and last throughout a person s life although symp toms may improve over time Some children with an ASD show hints of future problems within the first few months of life In others symptoms might not show up until 24 months or later Some children with an ASD seem to develop normally until around 18 to 24 months of age and then stop gaining new skills or lose the skills they once had 6 CHAPTER 2 CLINICAL CONTEXT The main characteristics of autism are usually grouped in a triad DSM 2010 composed by e Social Development e Communication e Repetitive and Restricted Behavior Those characteristics
53. e option Iden tify user Enter the user ID Click button Load Choose option Users on Admin Panel Select a user form the combobox and click Load Change user fields as will Click button Save Choose option Users on Admin Panel Select a user form the combobox Click button Re move Success message ap pears A user is created in the database Success message ap pears showing the name of the user Success message ap pears User changes were registered in the database Success message ap pears User is removed from the database B 1 Execute task without files Change avatar anima tions REQUIREMENTS SPECIFICATION 1 Follow test 1 3 and 4 for any of the follow ing content Elements Scenarios Avatars Clues Stories Chapters Tasks Move the art folder of the project Execute a task 1 or 2 Change avatar con figuration file to re move a target anima tion Execute a task of type 1 where the avatar is used Choose option Start Task Follow test 2 Iden tify User Select the scenario the attention clue the number of avatars and repeti tions for the task E Click button Start _ An error The same behavior of the original test is expected but related to the conten
54. ect have been done but with a different technique a semi transparent sphere appears in the front of the object to stimulate for a short time This is different than a 2D flash in a panel because is uses 3D properties and the objects are distributed through the 3D space However it still does not explore the motion nor the social components this project addresses 3 4 P300 detection The first time the P300 wave was reported dates from 1965 Andrews et al 2008 Its shape is a positive deflection in the EEG signal approximately 300 ms after the presentation of a rare deviant or target stimulus It resides mainly in the 0 8 Hz band Khosrow Pour 2009 The latency and the amplitude of the P300 wave is correlated with the user s level of fatigue and the saliency brightness and color of the stimulus The stimuli can be visual or auditory CIE eF al 008 Serby etal BONE Zhang ol PO The usual P300 classification process involves three steps signal pre processing feature extraction selection and classification 3 4 P300 DETECTION o repetitions ae 5 Table 3 1 P300 Speller Paradigm results from BCI competition 3rd edition 3 4 1 Challenges of P300 classification The P300 is a wave that is hard to identify in a single trial classification The usual procedure is to average several trials repetitions of the same event in order to improve the signal to noise ratio This clearly slows down the communication ra
55. ed to try to captivate the user for longer periods This solution is measured by the time the user stays in the application Reliability Requirements Accuracy To use Brain Computer Interfaces through the P300 signal the different modules of the system must be synchronized Being a real time system raises synchronization and time resolution concerns which have to be covered in the architecture and design of the system Section B 1 explains this issue and how it was covered Performance Requirements Response times Virtual Reality Environments are very demanding in terms of computational re sources The hardware where the application runs must be able to render the virtual environment and the avatars actions creating no perceptible lag Supportability Virtual Reality set up 96 APPENDIX B PROJECT DOCUMENTATION It must be considered two different set ups to the VE One using an Head Mounted Display HMD and another where the scene is projected on a screen The second set up may be used to rehabilitate users less tolerant to the first set up Conclusion The requirements presented in this chapter are addressed in the following ones which describe the application architecture and design Architecture Notebook Introduction This chapter presents the technical specifications of the systems from its architec ture and design to its implementation Architecture This section describes the architecture of the system I
56. ed approaches The Friedman test chose because we have more than two matched categories and we do not assume the normality of the distributions was used to rank the different solutions The ranks on figure expose a better performance for the Template 54 CHAPTER 5 EXPERIMENTAL ANALYSIS Bayes FLD Cohere InmerCohere fBayes fFLD fCohere flnnerCohere Figure 5 13 A boxplot comparing the four methods performances with and without filtering 5 3 SIGNAL PROCESSING AND CLASSIFICATION 59 solution over the FLD which is very commonly used in the state of the art However the Bayes solution still have a better performance than any other approach Ranks wean Rank Bayes FLD cohere Test Statistics sd ChisSguare df Innerlohere Thayves FLD iLohere iInnercohere ASymp Sig a Friedman Test Figure 5 14 Friedman ranks and significance A 2 related test was made to compare the significance on the differences of perfor mance of Bayes and filtered Bayes Bayes and Cohere and Cohere and FLD The objective was to study if the filtered version of Bayes have significantly differences to the simple version if our method Cohere obtained a performance statistically equal to Bayes and if Cohere have achieved a better performance than a common state of the art method like FLD The results are in figure 5 15 which compare the ranks and figure which evaluates the significances As presented there are n
57. een oee Sew RE da EEE ee ee ee ee ee ee 3 2 1 Types of BCI geckos Bae anak AEA E HS OES ES 3 2 1 1 BCI Neuromechanisms 3 2 1 2 Electroencephalography EEG 3 2 1 3 Event Related Potentials ERP 2 2 nanda 3 3 P300 BCI in Virtual Environments 0 4 3 3 1 Stimulus design techniques 0 8 ee ee ee ee eee ee E RRDa AA RENA RARA 3 4 2 Signal Pre processing cccccccl a phe ea eee he ee ee ee ee See eek eee eee ee wea ee ee eee eee 3 5 Research Challenges 0 20 00 0000 02 ee eee 3 6 Conclusions 4 VR Application for Autism 4 1 Objectives 10 11 11 12 12 13 15 15 16 16 r 18 20 20 21 2l 23 CONTENTS 4 2 Requirements aoao a a a a a a 23 4 2 1 System wide Requirements 0 26 4 3 Architecture oaoa a a a 002 000 0002 a 21 4 3 1 Internal Architecture oaoa a a a a a a 28 aaea ae aa a a ee 29 4 5 Database 0o a a a a a a a A 31 40 Desne essee AS RAR AE SYS eee eee Os 31 4 7 Implementation 0 0 0 2 a a 34 DO isa oh e BERR RES ER EER ER eS e eee eee a a 39 4 8 1 Unit Testing esses b eb GRO ERA A ows 39 4 8 2 Functional Testing 0 00002 eae 35 4 8 3 Synchronization Testing a 35 4 8 3 1 The portable setup aaa a a a a a a Of 4 8 4 Usability Testing 0 0 02 00 eee Of 4 9 Conclusions 2 lt es 44 ae hGe cob Set seeded as
58. enges not yet satisfactorily ad dressed by the research community e Single trial classification The current systems use averaging methods to achieve better signal to noise ratio This mean that for communicating one symbol instruction the visual stimuli must be repeated n times Current ap proaches can already detect the P300 with a 100 accuracy for around 10 repetitions This makes a very slow communication rate and is not possible in real life applications The objective of the research arround P300 classification is to achieve 100 accuracy in single trials This means to detect every time a P300 occurs without any averaging e Environment noise A Virtual Reality system promotes the user movement of the head and the eyes This can cause a lack of attention in the target of the experiments which can increases difficulties in the detection of P300 This difficulties have been documented by other studies and may decrement slightly the accuracy of the classification Another issue is related to the stimuli being a social movement not an image flash blink or transition as studied in the bibliography The signal can be slightly different from the standard P300 waves found so far with the common stimuli e Channel reduction Studies make use of spacial filters to enhance the signal to noise ratio in P300 classification Although in autistic children the set up of several EEG electrodes may be very difficult This elicits
59. erl 50 4 86 91 2005 A Lenhardt M Kaper and H J Ritter An adaptive p300 based online brain computer interface Neural Systems and Rehabilitation Engineering EEE Trans actions on 16 2 121 130 2008 ISSN 1534 4320 doi 10 1109 TNSRE 2007 912816 NeuroSky Neurosky brain wave sensors for every body January 2011 URL http www neurosky com Nijholt Anton BCI for Games A State of the Art Survey In Scott Stevens and Shirley Saldamarco editors Entertainment Computing ICEC 2008 volume 5309 of Lecture Notes in Computer Science pages 225 228 Springer Berlin Heidelberg 2009 Noens I van Berckelaer Onnes R Verpoorten and G van Duijn The Com For an instrument for the indication of augmentative communication in peo ple with autism and intellectual disability Journal of intellectual disability re search JIDR 50 Pt 9 621 32 September 2006 ISSN 0964 2633 doi 10 1111 j 1365 2788 2006 00807 x URL http www ncbi nlm nih gov pubmed 16901289 B O Peters G Pfurtscheller and H Flyvbjerg Automatic differentiation of mul tichannel eeg signals Biomedical Engineering IEEE Transactions on 48 1 111 116 2001 ISSN 0018 9294 doi 10 1109 10 900270 Gabriel Pires Miguel Castelo Branco and Urbano Nunes Visual p300 based bci to steer a wheelchair A bayesian approach In Engineering in Medicine and Biology Society 2008 EMBS 2008 30th Annual International Conference of the IEEE
60. ests The full documentation is presented in Appendix B for detailed analysis For the software application development it was adopted the openUP methodology which is similar to RUP but with agile characteristics The sprints were two weeks long The reason beyond this software development process is related to the fact of the project being a research project requirements tent do change along the develop ment process The agile properties of this software methodology provide the means to deal to such changes even in the last development phases It is important to clearly explain that there are two different applications modules that play key roles in the project One is the Virtual Reality application the other is the EEG classification module In the Architecture section it is explained how the different modules co exist 4 1 Objectives The objectives of the application is to create a social virtual environment in which the user interacts with virtual human characters in order to train its joint attention skills The system must use a Brain Computer Interface to perform the assessment of the user attention to the clues The BCI system will use a P300 classifier 4 2 Requirements The functional requirements analysis followed the use case modeling technique which is fully detailed in Appendix Figure presents the use cases diagram In this section will only describe the main requirements which correspond to the main functionalities ava
61. ets with the name of the target 2 Put the targets file inside the created folder 3 Click on browse in the screen and select the file If the file is damaged or is corrupted a message is shown and the file is not added Gest o de Alvos Alvos airplane id 2 Carregar Remover DO Nome Ficheiro I Autor Descri o Criar Limpar Voltar Figure B 35 Manage Targets screen Manage Tasks The tasks combine the different elements inserted by the several interfaces Here the admin specifies the type of the task 1 or 2 the scenario the avatars the targets and the clue This interface is presented in B 36 Manage Stories The management of stories presented in figure B 37 has a special focus of the con tent The application is completely independent of the content so is responsibility of the admin to specify the title image and voice version of the title to the story This is directly presented to the final user in the story interface Manage Chapters Each chapter of the story contains a title text and voice a content text and voice and an image Also it gets associated with a task which will be executed by the user The interface B 37 provide the means to do this management 116 APPENDIX B PROJECT DOCUMENTATION Gestao de Tarefas Tarefas tarefaf 5 id 7 ID TipodeTarefa 1 se Nm Cen rio Pista de Aten o 1
62. f the different elements on the scenes velocity of animations etc All of those factors were improved in order to achieve a visible median P300 4 8 Tests This section present the tests defined to validate the application These tests as sess the expected behavior of the application and help define if the application is implemented correctly It is a good and important way to validate the application and identify problems It is divided into four parts unit testing functional testing synchronization testing and usability testing 4 8 1 Unit Testing For each of the main modules of the application it was implemented unit tests which validated the respective module before every update to the master branch in the repository For instance the database module before performing any merge to the master branch a script ran all the tests of the database which included adding removing and editing elements Only if all the tests validated successfully the merge could be made 4 8 2 Functional Testing A detailed list with all the functional tests can be found in appendix Being the content abstraction an important focus of the application allowing the user to add edit and remove all the content used in the tasks avatars scenarios anima tions elements the tests covered with a stronger focus the integrity of the content added This means that on every execution the application verifies the existence of the external
63. followed some EEG experiences in IBILI to gain insight of the hardware the software and the processes currently used in the institute I have also done some research on the current BCI systems and applications I have explored the Virtual Reality solutions existing in IBILI in terms of hardware and software development frameworks I have also studied different systems which were not used in the project such as the functional Magnetic Resonance Imaging fMRI and some eye tracking systems also present in IBILI 3etembro 2010 Outubro 2010 Novembro 2010 Dezembro 2010 Janeiro 2011 HS 2i 32 a ea Se T RA a 98 2 8 a Nome Inception on the topics EEG BCI VR Autism and Joint Attention Project Definition Requirements analysis Architecture and Design Implementation of Prototype State of the Art Write dissertation proposal Oral presentation preparation Finish application development P300 Classification Visual Paradigm Evolution Write dissertation Figure A 1 First semester Gantt plan In that phase I needed to gain insight also about neurological disorders where this systems could be applied So I learned about the Autism Spectrum Disorders ASD Attention Deficit Hyperactivity Disorder ADHD and also Ambliopya In the end the chosen target population was the Autism Spectrum Disorders This phase was followed by a time span for the definition of the project This was a difficult task with several iterati
64. frequencies lower than 30 Hz Krusienski and Shih 2011 Event related potentials are caused by the high processes that might involve memory expectation attention or changes in the mental state among others 3 N1 3 Potential UV O 100 200 300 400 500 Time after stimulus ms Figure 3 5 Several Event Related Potentials showed together The nomenclature of the ERP are usually defined as a first letter identifying the polarity event N Negative P Positive followed by the expected time delay where it appears after the stimuli So if the ERP has the name N100 it means that there 3 3 P300 BCI IN VIRTUAL ENVIRONMENTS 15 is a negative variance of the EEG signal 100 milliseconds after the display of the stimuli The ERPs are specific to spacial regions of the brain The ERP resulting of visual stimuli are grouped in a subset called Visual Evoked Potentials VEP Figure 3 5 shows an example of several ERP grouped together in one signal 3 2 1 4 P300 elicited by an oddball paradigm The VEP used in the project is the P300 The P300 is a positive variance of potential compared with the reference in EEG signal that occurs 300 milliseconds after the stimuli presentation Timing of this component may range widely however from 250 ms and extending to 900 ms with amplitude varying from a minimum of 5 uV to a usual limit of 20 uV for auditory and visual evoked potentials although amplitudes of up to 40 uV have a
65. future Each chapter have a task associated so the user can also virtually live the story Assumptions None Pre Conditions None Post Conditions Successful Completion The stories were updated in the database Failure Completion The stories information remains the same e Basic Flow of Events Create Story 1 2 Fill the fields about the story like the name and the cover image Click on create button Create Chapter l 2a 3 Select the story the chapter belongs to Fill the remaining chapter fields like name number text voice task etc Click on create button Remove Story Chapter 1 2 Select the story chapter from the stories chapters dropdown list Click on remove button Edit Story Chapter l 2 3 4 Select the story chapter from the stories chapters dropdown list Click on load button Change the story chapter s information fields Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this use case are presented in figure and Bul REQUIREMENTS SPECIFICATION 89 Manage Stories Story Info Figure B 10 Manage stories screen mockup Manage Chapters Chapter Info Figure B 11 Manage chapters screen mockup 90 AP
66. he correct user from in the selection box The user will be active and his name will show in the main menu Identificar Utilizador do JRS Nome ER Escolher Utilizador 1 Mark Simons Figure B 26 Identify User screen User Statistics If the administrator wants to follow the performance of a specific user along the time he can go to User Statistics a a chart will be displayed with the performance B 1 REQUIREMENTS SPECIFICATION 111 statistics of the current user It combines the performance of both tasks The figure B 27 shows an example of feature Resultados do utilizador Mark Simons 100 E Tarefat E Tarefa2 Figure B 27 User Statistics screen Start Task 1 2 For a faster set up of a experiment the application provides the options Task 1 and Task 2 in the main menu Those options lead to a screen similar to B 28 Here the admin can choose the task to run the number of trials and repetitions and start it Tarefa 1 Identificar pistas de aten o conjunta Tarefa 7 tarefal 5 3 Repeti es Triass si Comecar Voltar Figure B 28 Start Task 1 screen Stories This option leads to the end user environment the story The admin by choosing this option is prompted for selecting a story After that the end user takes place see section B 1 Administration Menu The figure B 29 presents the administration menu The several options include the m
67. hypoth esize that long stimulus can cause delays on the latency of P300 another aspect is that long stimulus might have variability in the perception time So we developed the following paradigms to study how a social movement might elicit a P300 e Static Paradigms Ball paradigm A pair of balls with high similarity to eyes are flashed on the screen In the non target stimulus the balls appear in the normal position and in the target stimulus it appears rotated see figure 5 1 Head paradigm Similar to the balls paradigm but with a 3D head The head is shown in its base position on the non target stimulus and rotated on the target stimulus see figure 5 2 Eyes paradigm Similar to the head paradigm but instead of rotating the whole head its the eyes that appear with a different rotation see figure 5 3 43 44 CHAPTER 5 EXPERIMENTAL ANALYSIS Target stimulus 500 ms IT Interval 1000 ms Non target stimulus 500 ms Figure 5 1 Ball paradigm representation Target stimulus 500 ms IT Interval 1000 ms Non target stimulus 500 ms Figure 5 2 Head paradigm representation 5 1 PRELIMINARY EXPERIMENTS 45 Target stimulus 500 ms IT Interval 1000 ms Non target stimulus 500 ms Figure 5 3 Eyes paradigm representation e Moving Paradigms Moving head paradigm This paradigm is similar to the head paradigm but instead of the showing has a static image the head mo
68. ich is presented on figure By the signif icance of the Kolmogorov Smirnov test we see that only Bayes and InnerCohere follow a normal distribution Tests of Normality Kolmogorov Smirnov Shapiro ilk O01 428 30 043 Bayes 30 FLO 30 cohere 30 lnnerlohere 30 aves 30 FLO 30 Tlohere 30 Tnnerlohere 30 a Lilliefors Significance Correction This is a lower bound of the true significance Figure 5 20 Normality assessment of results for the system s dataset The boxplot in figure shows the better performance of Bayes filtered solution over our proposed approaches The Friedman test was done again on the system s dataset to rank the different solutions The ranks on figure show the filtered Bayes with the best rank followed by its non filtered version To study the significance of the filtering effect on the Bayes performance a 2 related Wilcoxon test was performed with Bayes and filtered Bayes Figure and show the result of this test The CSP filtering had a statistically significant improvement in the accuracy of the Bayes algorithm 5 3 SIGNAL PROCESSING AND CLASSIFICATION 59 Bayes FLD Cohere InnerCohere Bayes FLO fCohere filnnerCohere Figure 5 21 A boxplot comparing the four methods performances with and without filtering on the system s dataset Ranks ean ani Bayes Test Statistics FLD x 30 Cohere Chi Sguare Tras cf E Asvimp Sig UU Innerlohere Bayes TF LD a Frie
69. ilable to the users The system wide requirements will also 23 24 CHAPTER 4 VR APPLICATION FOR AUTISM ZZ VR Display C N Application VR Sensors EE d Ss ACESSEM gt Figure 4 1 High level interaction diagram showing the flow of information Figure 4 2 Use case diagram 4 2 REQUIREMENTS 25 be covered because it includes performance and synchronization aspects which are critical to the application In the first task the child has to identify one specific person in the middle of a small crowd by paying attention to some specific attention clue of these eye movement pointing etc All the crowd is making different movements so if the child looks to a different person it is recognized by the system Only one person is making the correct movement a joint attention clue The objective is to train the user identifying joint attention initiation by others Figure shows a mockup of this scenario Look to who is POINTING ar a f Wis aay RS Congratulations Try again Figure 4 3 Task 1 Identify joint attention clue mockup In the second scenario the child has to identify the target of the attention clue In this case there is only one virtual character in the scene and there are several target objects each one animated in a random sequence The child is asked to follow the nonverbal clue of the subject and pay attention to the animations of the target object This way the
70. in the ID field 2 Click on the search button next to the field 3 The users droplist contains now the user with the specified ID Search by Name 1 Insert name to search in the name field 2 Click on the search button next to the field 3 The users droplist contains now the users which match the name searched Select the User 1 The users droplist contains the users available to choose 2 Select the correct user from the droplist 3 Click the button select e Mockups A mockup for this use case is presented in figure B 13 Identify User roe DI Nome User John Higgins Figure B 13 Identify user screen mockup View User Statistics e Actor Administrator e Brief Description It is important that the administrator can track the evolution of the user This way it must be possible for him to view a chart showing the developments of the user accuracy along the time for both the tasks 92 APPENDIX B PROJECT DOCUMENTATION Assumptions None e Pre Conditions The user was already identified Post Conditions Successful Completion A chart is shown to the administrator con taining the evolution of the user for both tasks Failure Completion The chart is not shown e Basic Flow of Events 1 The chart is shown to the administrator 2 The administrator presses any key to go back Mockups A mockup for this use case is presented in figure John Higgins results
71. ion of the elicitation of a P300 signal by moving social stimulus That is an aspect that has not been yet addressed by the research community and its con firmation opens a door for further studies with complex stimulus We are studying the possibility to publish our achievements in the creation of a new paradigm with complex high level motion stimulus The system itself is a sustained contribution of the project An engineering solution in which the versatility of the architecture allows a further utilization in therapies The therapist has full control to re define the contents of the application to suit better to the target subject needs The button press interface allows the application to be used without an EEG on a domestic environment for example This removes the dependency on a complex and not user friendly system which is an important interface for clinical tests and studies but is a limitation for a recurrent use of the application The size of the project and its versatility make some topics to be left open for future work The most clear event is the test of the application in the target population and study its effects on their development The P300 classification has still some work to be done We achieved performances of 90 in single trial with our paradigm which is a competitive result in the state of the art However our ideas did not perform better than a bayesian classifier using the raw signal or filtered Our
72. ions Successful Completion The clues were updated in the database and will be used in the tasks Failure Completion The clues information remains the same Basic Flow of Events Create Clue 1 Fill the name field 84 APPENDIX B PROJECT DOCUMENTATION 2 Insert directions by clicking Add New on directions 3 Click on create button Remove Clue 1 Select the clue from the clues dropdown list 2 Click on remove button Edit Clue 1 Select the clue from the clues dropdown list 2 Click on load button 3 Change the clue s information fields including directions 4 Click on save button e Alternative Flow of Events 1 Adding wrong direction a The user introduces a direction smaller than 0 or bigger than 180 b An error message is shown c The direction is not added 2 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this use case are presented in figure Manage Tasks e Actor Administrator e Brief Description The most important part of the application is the tasks the users execute There are two types of tasks The type one where the user is asked to identify an avatar in a small crowd which is making an attention clue The other avatars are making different animations The type two where the user is asked to identify the object the user is
73. ired Differences 95 Confidence Interval ofthe Difference Std Error Std Deviation Mean Lower Upper t df Sig 2 tailed Pairi VithReward 08289 39422 03219 01929 14649 2 575 149 011 WithoutReward Figure 4 20 Significance for mean comparison difference WithReward WithoutReward Figure 4 21 A boxplot comparing distribution of test results with reward and with out 4 9 CONCLUSIONS 41 During usability tests the users behavior was also observed and registered The questions they placed were used to adapt the instructions of the tasks for instance All the users refer that the tasks embed in the story helped to give context to the tasks and help the keeping of the users attached in the applications All users wanted to play the story until the end 4 9 Conclusions This system is a multi modular system It integrates with proprietary acquisition software which handles the EEG data input and streams it via TCP IP The module that handles the interaction with that software implements the proprietary protocol by it defined That module then passes the data to the classification module which does the pre processing of the signal removing noise extracting features and clas sifies it has P300 or not The result is then sent to the Virtual Reality application which uses it to assess the user performance and show him the result The whole system communicates through TCP IP to achieve a possible hardware separation with network com
74. is and or treatment protocols and a monitoring module that is composed of EEG analysis algorithms able to detect and classify diagnosis features from the EEG captured by the system The use of virtual reality techniques aids in learning through generalization of the simulated actions for an easier application to real life situations Therefore the application must simulate a realistic social environment where the user interacts with realistic virtual human characters The application shall train the user in two specific tasks of joint attention 1 Detect and identify joint attention clues 2 Follow joint attention clues identifying the targets of the clues Being the goal of the application training attention to specific visual stimuli the interaction mechanism between the users and the application should be related to the attention payed to the visual stimulus Therefore a Brain Computer Interface BCT can help in identifying the attention to the targets and perform the communication between the user and the application A brain computer interface is a direct communication pathway between the brain and an external device The system uses an Electroencephalography EEG to read the brain electrical activity and then tries to interpret these signals usually through machine learning algorithms A deeper explanation of this methods can be found on chapter 3 The design of the stimulus represents a challenge thus BCI methods have never bee
75. is document explains the guidelines that each different model must follow to be successfully inserted into the application 3D Modeling Software There are several software applications that provide the 3D modeling capabilities required From proprietary to free a wide range of applications cover the needs of this project The project is independent from the 3D modeling software used so the user gets to choose which one wants to perform the modeling and animation The user must simply ensure that whatever the chosen application is it can export the models into one of the supported formats recognized by the application see section Bl Several comparisons can be found in literature so this section has not the goal to compare the state of the art of 3D modeling software A good comparison analysis performed by the University of California Santa Barbara USA can be found in http www create ucsb edu ATON 00 10 3d tools report pdf To ease the development of the 3D modelings a proprietary package containing sev eral human characters from WorldViz was used WorldViz uses and provides several contents from Autodesk 3ds Max It also provides exporters for the OpenScene Graph and Cal3D formats Therefore this was the 3D modeling software used in the development of the application 108 APPENDIX B PROJECT DOCUMENTATION Supported Formats The application was developed using the Vizard development software from World Viz This s
76. ism and Joint Attention i Project Definition Requirements analysis Architecture and Design Implementation of Prototype State of the Art Write dissertation proposal Oral presentation preparation ElFinish application development Implement Remaining Use Cases Create Avatar Animations and 3D Content Create Preliminary Tests Paradigms Preliminary Tests P300 Classification Visual Paradigm Evolution Write dissertation Figure A 3 Second semester executed plan The main differences are related to the incorporation on the preliminary study on virtual reality motion stimulus Those tests include the development and validation of a group of paradigms which were not contemplated in the initial approach Al though it caused a time shift in the P300 classification study we decided to include the study to ensure the feasibility of the project because such stimulus where never used before as explained further in the state of the art chapter 13 Another issue that caused a delay on the project was the creation of the avatar animations and the 3D content This task required the learning of a complex 3D modeling software Autodesk 3DS Max for character rigging frame by frame It was however indispensable for the project as it is a core issue of the application The application needed several iterations for maximization of the P300 elicited by its stimulus The first attempts failed and needed some reformulation Each iterati
77. issertation presents a Virtual Reality application which stimulates a social skill not normally developed in autism the joint attention The Virtual Reality has several characteristics which make it a strong opportunity to explore for autism interventions The system uses also a Brain Computer Interface BCI which mon itors the user s attention to the requested visual targets Therefore the application forces the user to focus on the desired social stimuli which we believe can improve the quality of the rehabilitation Some EEG classification algorithms are studied and a new approach is implemented and validated over the state of the art methods with a lower but yet reasonable success rate Keywords Autism Spectrum Disorders Joint Attention Virtual Reality Brain Computer In terface EEG Event Related Potentials P300 ill Contents 1 Introduction 1 1 Problem Definition 020 0202020200 20 a 1 2 Objectives 1 3 Structure of the Report 0 0 0 0 0 0 2 0 20084 2 Clinical Context 2 1 Autism Spectrum Disorders 0 0 008 2 1 1 Main Characteristics 2 0 0 0 0 0000000008 2 1 1 1 Social development deficits 02 2 1 1 2 Communication 0 0002 004 eee 21 2 lreatment 2 0 a A pe en eeeeneeaeeeeeec eee ee eeeees 2 3 Conclusions 3 State of Art 3 1 Virtual Reality in Autism ccccccccl 0 00008 Sd Moo 2 se a ek oe oe
78. ively The result was registered in the database associated to the user report must be shown identifying the user last results This chapter presents the software application for the end users It explains the usage details of the system how to configure and run the experiments from the administrator point of view and how to execute them from the end user perspective Bul REQUIREMENTS SPECIFICATION 107 Administration This section is specific to the administrator It explains the application interfaces for the administrator It starts by introducing the 3D models formats and then jumps to the application s user guide The 3D Models section is extremely important to the administrator understand the compatible formats to use in the application and how they are applied in the tasks 3D Models Introduction 3D models are elements used in virtual environment to re create reality From a static solid sphere to an animated human being every representation embed in the virtual environment represents a 3D model For a larger adaptability to the users and to ensure expandability to the application new 3D models can be added to the application This way if one needs to add a new human avatar he can do it without changing the application The application uses three different models each of them used in a proper context Those models are e Environment scenarios e Animated human characters e Target objects Th
79. ized via an analog to digital converter after being passed through an anti aliasing filter An issue is the separation of artifacts from the signal Artifacts are electrical signals detected along the scalp by an EEG which are not originated from non cerebral origin The amplitude of artifacts can be quite large relative to the size of amplitude of the cortical signals of interest The artifacts can be biological eye blinks in example showed in figure or environmental movements or bad grounding in example 3 2 1 3 Event Related Potentials ERP An event related potential ERP is any measured brain response that is directly the result of a thought or perception More formally it is any stereotyped electro 14 CHAPTER 3 STATE OF ART lit 00 00 14 00 00 15 00 00 16 00 00 17 Figure 3 4 Blink artifacts in EEG reading physiological response to an internal or external stimulus This is normally recorded with EEG As the EEG reflects thousands of simultane ously ongoing brain processes the brain response to a single stimulus or event of interest is not usually visible in the EEG recording of a single trial To see the brain response to the stimulus the experimenter must conduct many trials 100 or more and average the results together causing random brain activity to be averaged out and the relevant ERP to remain The averaging of the signals act as a low pass filter The P300 ERP is especially presented in the
80. key aspect in the application For the BCI application a pattern in the signal is detected 300 ms after the visual stimuli is presented This means that when the stimuli is presented a trigger must be sent to the EEG recorder marking the occurrence of an event The change in the screen presentation of the stimuli and the sending of the trigger must be synchronized to ensure there are no variations in time to jeopardize the signal recognition process Another important system wide requirement is usability The system must keep the user training joint attention as long as possible To foster this the rewarding and story like environments were created The usability tests assess this requirement A main system wide requirement was to provide the therapist the ability of create edit or add new tasks without changing the application A great effort was made in order to abstract whole the implementation to assure the system could handle different types of content The system gives the therapist an interface to manage the scenarios used during the tasks the objects the avatars its animations etc The system supports several types of 3D formats so the therapist can add material found in public databases to the tasks The abstraction of animations is a key issue because it is very important to guar antee the adding of new attention clues in the future for more detailed clinical studies 4 3 ARCHITECTURE 27 4 3 Architecture This se
81. l movement A largely studied paradigm is the BCI speller where a user is presented with a matrix of letters and the system identifies the letter the user wants to choose This represents a way for patients with locked in syndrome communicating for the first time in ages 3 2 1 Types of BCI There are three types of BCI invasive partially invasive and non invasive Invasive BCI research has targeted repairing damaged sight and providing new func tionality to persons with paralysis Invasive BCIs are implanted directly into the gray matter of the brain during neurosurgery Being attached directly in the brain this produces the highest quality signals but are subject to scar tissue build up as the body reacts against a strange object Studies with this type of BCI aim to restore sight to people with non congenital acquired blindness 12 CHAPTER 8 STATE OF ART Partially invasive BCI devices are implanted inside the skull but rest outside the brain rather than within the grey matter They produce better resolution signals than non invasive BCIs where the bone tissue of the cranium deflects and deforms signals and have a lower risk of forming scar tissue in the brain than fully invasive BCIs Non invasive BCI scan the EEG with electrodes placed outside of the skin This makes the signal less accurate but has the advantages of not needing surgery to be installed This type of BCI can also be performed with different neuro imaging
82. ls during a task a happy or sad smile was shown to the user indicating his performance on the task Each user played six tasks with five blocks each for a total of 30 performance measures The interaction mechanism used was a button press technique The user pressed a button whenever he saw a target stimuli The population is presented in figure 4 18 with its age and gender The names were kept confidential for disclosure purposes The mean age is 22 years old with a standard deviation of 3 61 years ID Gender Age 1 F 17 2 F 20 3 M 24 4 F 22 2 M dl b F 17 TM 23 o F af SF 2 10 M 17 Figure 4 18 Ages and gender of usability testing participants It was performed a normality test on the data Figure show that both variables follow a Gaussian distribution Tests of Normality E Eolmogoro Smirnov Shapiro vyilk Withheward ane 150 00 a 150 00 Withoutheward 339 150 00 BB 150 00 a Lilliefors Significance Correction Figure 4 19 Normality test results Then we conducted a paired samples T test which revealed mean differences statis tically significants see figure 4 20 Figure 4 21 shows that the half of the users who did the tests with rewards achieved a better performance than the users who did it without rewarding The standard error mean is also smaller for the users with rewards This support the inclusion of the rewarding process 40 CHAPTER 4 VR APPLICATION FOR AUTISM Paired Samples Test Pa
83. lso been documented Studies show that P300 amplitude is proportional to the attention provided by the subject issued Response to frequent stimulus A Baseline Response to infrequent stimulus B N200 C P300 150 300 450 BOO Time relative to stimulus presentation ms Figure 3 6 An example showing the difference of the neuronal reaction between the frequent and the infrequent stimuli The P300 is usually elicited by an oddball paradigm The oddball paradigm is a technique used to assess the neural reactions to unpredictable but recognizable events The user is asked to count or press a button to identify whenever a target stimuli occurs that are hidden as rare occurrences amongst a series of more common stimuli The non target stimuli require no response Figure 3 6 shows the difference of the brain responses between the target and non target stimuli It was first used by Nancy Squires Kenneth Squires and Steven Hillyard at the University of California San Diego Squires et al 1975 3 3 P300 BCI in Virtual Environments The combination of this two technologies is been tried with success in the research community However there are still many issues to be studied The most common experiment we can find in the bibliography is the control of a virtual apartment 16 CHAPTER 3 STATE OF ART Bayliss 2003 It uses a P300 paradigm and has a panel of options with the different elements blinking in a random orde
84. m introduces the Brain Computer Interfaces specifically using Visual Evoked Potentials and exposes the state of the art of BCI applications within Virtual Reality environment Finally it presents the issues and current performances of P300 detection algorithms 3 1 Virtual Reality in Autism Virtual Reality VR in the definition presented by Alan B Craig in Developing Virtual Reality Applications 2009 is a term that applies to computer simulations that create an image of a world that appears to our senses in much the same way we perceive the real world or physical reality In order to convince the brain that the synthetic world is authentic the computer simulation monitors the movements of the participants and adjusts the sensory displays in a manner that gives the feeling of being immersed in the simulation To achieve a realistic simulation these systems stimulate the human senses visual audio or even haptic There were already some attempts of using Virtual Reality systems as learning aids for children with Autism Spectrum Disorders The University of Haifa Israel developed a system that teaches autistic children how to safely cross the street 2008 In another example Dorothy Strickland who completed some of the first studies on virtual reality and autism while a computer scientist at North Carolina State University in the mid 90s has since developed a range of software programs that feature cartoon char
85. mple rate from 1KHz to 40Hz We then concatenate the whole 16 channels reducing the features from 16000 to 640 which is manageable The data is then split into train and target sets with six fold cross validation 5 3 1 Proposed Methods We tried to develop two new methods for the P300 classification exploring the concept of signal coherence The coherence sometimes called magnitude squared coherence between two signals x t and y t is Gy Cu a Gyy 5 1 being G the cross spectral density between x and y and Gz and G the au tospectral density of x and y respectively This method gives information about the coherence of the both signals in several frequency decompositions We propose a creation of a two template signals from the train data S and Sni derived from the mean of every target epochs and non target epochs respectively Then the coherence is calculated between each epoch in the train set and the tem plate signals S and Snt The first 10 coherence values of the signal corresponding to the gamma 0 20Hz with each template are used as features in a Naive Bayes classifier The same is applied on the test set The second method we implemented also explores the coherence aspect The idea is that in a trial with N elements of which we know one of them has a P300 and the others do not we suggest that the P300 signal will be the one less coherent with the remaining N 1 signals For each epoch
86. munication It was made a special effort to leave the interaction mechanism abstracted currently supporting BCI and Button press Another abstraction is related to content every 3D object avatar animation voice audio etc is separated from the application having the administrator the possibility of managing everything Some usability tests were made to study the effects of presenting rewards to the users which revealed an increase on users performance The system developed is an important achievement because it is as a baseline for the realization of several clinical studies Chapter 5 Experimental Analysis This chapter presents the experimental tests and its results It is divided in prelim inary experiments and the project experiments The projects experiments include the classification of the EEG channel 5 1 Preliminary Experiments Before entering in the full development of the social visual paradigms for the P300 classification we decided to perform a proof of concept testing on having social movements eliciting P300 signals As mentioned in the state of the art there have not been found any study that uses high level movements as stimuli for P300 classification Having not been tried yet and being a basilar point to the project there were defined a few tests to check in an off line analysis if a social movement would elicit a P300 Having movements as stimuli some issues must be taken into account we
87. n tested using high level avatars movements The state of the art 1 2 OBJECTIVES 3 approaches even those under virtual reality environments only use static low level stimulus normally by flashing images or characters Concluding the project combines virtual reality stimuli design techniques neuro physiological methods real time signal processing and machine learning techniques to develop a biofeedback system that can be used in ASD patients in order to rehabilitate its social skills 1 2 Objectives The project aggregates three main areas of work 1 A Software Engineering component applied in the development of the BCI system and the Virtual Reality application This component explores the different phases of the development of a software application and validates the technical competences acquired in the course 2 A Research component applied in the comparison of different algorithms for BCI classification existing in the literature 3 A Clinical component applied in the neurological results comparison of ASD patients and normal subjects when subjected to social stimuli This clinical study falls off the ambit of an Informatics Engineering thesis and will be only slightly referenced in this document This is an interdisciplinary work typically broad in clinical informatics A challenge by the combined application of Informatics Engineering and Neurosciences 1 3 Structure of the Report This report is constitute
88. n the figure it is shown the whole system in an high level perspective Data l Data Processing Triggers EEG data Visual Reality Application Figure B 16 Architecture Diagram High Level The system has four main modules the data acquisition the data processing the virtual reality application and the database The description of each of this modules follows below e Data Acquisition The data acquisition involves two phases in the first phase the EEG data is captured by the electrodes in the cap amplified and B 1 REQUIREMENTS SPECIFICATION 97 sent to the recording software provided by the amplifier In the second phase a matlab acquisition module connects the amplifier recording software by a TCP IP connection and reads the data from it to the matlab Figure B 17 describes this architecture BrainProducts EEG acquisition system TCP IP Figure B 17 EEG Data Acquisition Architecture e Data Processing This module does the pre processing of the signal to re move noise and artifacts Then the feature extraction and selection techniques are applied to gather the characteristic to use in the classification The last step corresponds to a machine learning technique that is able to classify the signal into P300 or not P300 Then the classification result is sent to the last module the virtual reality application by a TCP IP connection This communication protocol was selected to ensure a large in
89. nario 2 Put the scenario s file inside the created folder 3 Click on browse in the screen and select the file If the file is damaged or is corrupted a message is shown and the file is not added Gestao de Cen rios Cen rios Court id 3 Carregar Remover DO Nome Ficheiro Abrir Autor Descri o Criar Limpar Voltar Figure B 31 Manage Scenarios screen Manage Avatars The management of the avatars is similar to the management of scenarios Figure B 32 presents the interface To add a new avatar the user is encouraged to follow the procedure bellow 1 Create a folder to the path resources art avatars with the name of the avatar 2 Put the avatar s files inside the created folder including the configuration file and all the resources it uses mesh materials animations etc 3 Ensure the configuration file cfg is correctly defined 4 Click on browse in the screen and select the configuration file If the configuration file has any misconfiguration a message is shown and the avatar is not added 114 APPENDIX B PROJECT DOCUMENTATION Gestao de Avatares Avatares adulta saltos altos id 3 oL Nome Fichero Epa Autor Descri o DD Criar Limpar Voltar Figure B 32 Manage Avatars screen Manage Attention Clues
90. ne flew overhead Sam looked up excitedly then looked back at his mother and finally pointed to the air 8 CHAPTER 2 CLINICAL CONTEXT plane as if to say Hey Mom look at that Sam s mother looked at where her son was pointing and responded Yes Sam it s an airplane Concluding joint attention abilities play a crucial role in the diagnosis of autism because it has been proved to be related to the disorder and because they are one of the earliest signs of it Charman 2003 Joint attention interventions in autistic children showed strong results in their communication capabilities such as social initiations positive affect imitation play and spontaneous speech Whalen et al 2006 Jones et al 2006 Kasari et al 2006 2 3 Conclusions The ASDs are gaining presence and awareness in the society The reported incidence has grown severely although the reasons beyond such growth are yet controversial Having no cure yet discovered the treatments represent an important approach to enhance the subjects quality of life The studies referred shown better results for computer learning aids than the human assisted ones This project focus on the subjects characteristics practicing a known deficit in autistic children s social development joint attention Chapter 3 State of Art This chapter presents the basis and recent developments in the fields covered by the dissertation It covers VR in autis
91. o statistical significant difference between the normal and filtered version of Bayes Concerning to the Cohere Bayes comparison there is a statistically significant difference which means our method did not achieve a perfor mance as good as the Bayes classifier Relatively to the Cohere FLD comparison the versions are statistically different meaning Cohere achieved a better performance by the ranking analysis The specificity and sensibility of each method are provided in figures and The specificity values are very low for all the methods This is related to the dataset difficulty and the fact of the methods approach a single trial classification The results presented for the same dataset in the state of the art have a 73 5 accuracy for a five trial averaging 5 3 3 1 Our dataset We preform the same analysis on the dataset collected with the experiments of the system in four subjects 3 male 1 female Ages and gender are specified in figure 50 CHAPTER 5 EXPERIMENTAL ANALYSIS Ranks fBaves Bayes Negative Ranks Positive Ranks Ties Total Cohere Bayes Negative Ranks Positive Ranks Ties Total Cohere FLO Negative Ranks Positive Ranks Ties Total a Bayes Bayes b Bayes gt Bayes c Bayes Bayes d Cohere Bayes e Cohere Bayes ft cohere Bayes g Cohere FLD h Cohere FLD cohere FLD Figure 5 15 The ranks from the 2 related Wilcoxon test Test Statistics Bayes Cohere Bayes
92. oblem the classification of P300 faces is the need of several channels to 18 CHAPTER 3 STATE OF ART remove the correlation in the signals It is an interesting point of investigation the decreasing of the number of channels used for online classification of P300 Finally applying the P300 analysis in this project brings innovation to the both components of it Because the P300 was never tested with social moving stimulus in a virtual reality visual paradigm this presents a new signal classification problem Because of the variability of P300 we cannot expect to obtain a standard P300 wave Not knowing a priori the brain response that this paradigm will generate this causes issues in both sides the classification problem addresses a wave that is not a perfect match with the P300 presented in the bibliography and the visual stimuli has to be adapted to maximize the brain response of the user 3 4 2 Signal Pre processing The P300 wave has in its worse characteristic its Signal to Noise Ratio SNR caused by powerful background noise The denoising of the signal is typically done by batch averaging of the signals recorded in multiple trials e Trial Averaging In on line applications the trial must be repeated several times until statistical significance is achieved 2005 However recording several trials is time consuming and causes lengthy delays in BCI processing Also the latency of the P300 response may differ from trial to tri
93. oftware provides the import of several formats for 3D models The ma jority of these formats are supported by the application he following list present those formats e OpenSceneGraph ive osg OpenSceneGraph is a native ASCII format that is interpreted by the system on the load to do the generation of the models extension osg This is a slow process which is only convenient when the loaded object is edited after loaded There is also a binary version which is pre compiled achieving faster loading times extension ive Because the scenarios are static and are not edited after loading the binary version is a better option Both formats are supported and can be used e 3D Studio Max 3ds 3DS is one of the file formats used by the Autodesk 3ds Max 3D modeling animation and rendering software Users can also use this format on the application e VRML97 wrl The Virtual Reality Modeling Language is supported by the application an can be used by files with the wrl extension e Wavefront obj The Wavefront obj file format is a standard 3D object file format created for use with Wavefront s Advanced Visualizer Object Files are text based files supporting both polygonal and free form geometry curves and surfaces The obj files can also be used on the application To the avatars which are much complexer models a different format is used The format used is the Cal3D Cal3D is a skeletal based 3d character
94. ography or in the usability testing Your contribution made this project possible I thank my friends especially the ones from DEI for the nights of work and the times of joy and the ones from IBILI for the help the lunches and the coffees I leave a very special thank to my family who grabbed me every time I fall and give me the support to carry on As important as Andreia Gomes whose continuous care helped me not to fall Abstract The Autism Spectrum Disorders ASD have gained an important focus of the soci ety in the last two decades The number of studies about diagnosis and treatments have grown significantly from the 1980s The main deficits in autism are related to social development Children with Autism Spectrum Disorders avoid human interactions and present a low level of social attention There is no cure for autism but interventions on this subjects if started in youth can be effective on increasing their quality of life as well as of their families Although it is usually hard for the psychologists to do interventions on this subjects because establishing influence over these children is an often difficult first step where human interaction can be so disruptive that learning is not possible Another characteristic of these subjects is related to their preference to computer interactions These children respond well to structure explicit consistent expectations and challenge provided by computers This d
95. on involved EEG testing and validation The P300 classification study have a smaller focus because of time limitations How ever we have still implemented a state of the art approach and tried some new ideas Appendix B Project Documentation Introduction This document contains the documentations of the VRASDA Virtual Reality Application for Social Development in Autism It should provide the reader a full insight of all the components of the application The document has a strong technical component because it aims to provide the information needed to ensure the extendability of the work by another software engineer If the reader is a user with the goal of learn how to interact with the application he should skip to chapter B 1 User Manual This document in organized by the following structure After this introduction the chapter presents the requirements specification through a use case mod eling approach including actors use cases and system wide requirements Then the chapter presents the architecture database and design of the application Chapter contains the user guides for both administrators and users Chapter contains the testing preformed on the application B 1 Requirements Specification Introduction The requirements analysis followed the use case modeling process In this method the requirements are associated with the use cases of the application in a way that each use case specify its requirements
96. ons The interdisciplinary level achieved on 71 12 APPENDIX A PROJECT SCHEDULE the project took several meetings and discussions in order to find the best way to proceed Once the project had been defined the different phases of the development of the software started The requirements analysis the architecture then the design and finally the construction were initiated In parallel with this software oriented activities I have studied deeper the state of the art of the different areas involved in the project Finally the time for writing the dissertation proposal took place The second semester took a slightly different path than originally planned Figure shows the original planning and figure A 3 the final version Fevereiro 2011 Marco 2011 Abril 2011 Maio 2011 Junho 2011 30 6 13 20 27 6 13 20 27 3 10 17 24 1 8 15 22 29 5 12 19 26 Inception on the topics EEG BCI VR Autism and Joint Attention Nome Project Definition Requirements analysis Architecture and Design Implementation of Prototype State of the Art Write dissertation proposal Oral presentation preparation Finish application development P300 Classification Visual Paradigm Evolution Write dissertation Figure A 2 Second semester original Gantt plan ne Fevereiro 2011 Marco 2011 Abril 2011 Maio 2011 Junho 2011 J 23W AG B 20 2 e B02 3 W Mie DA 2229 5 12 Inception on the topics EEG BCI VR Aut
97. pped in the following groups e Digital Systems Temporal response approaches e Continuous Systems Temporal response approaches Frequency response approaches On Digital Systems the response delay if any is in the order of nanoseconds It can thereby be discarded The temporal approaches are the ones used On the other hand on continuous systems the time response is usually not disposable There fore response in Frequency is used in a technique called Group Delays 2007 Although the fotodiode is a continuous system a tempo ral method was used The following results show the differences in time form the reception of the trigger and the detection of temporal response of the fotodiode Image shows an histogram of that variance The difference between the two signals have a mean of 32 27 ms and a standard error of the mean 0 470 ms This 4 8 TESTS 37 is an acceptable value The direct implications of such latency is a delay of about 30ms on the P300 peak Number of occurrences vs Response time Mean 36 2716 SEM 0 470185 s0 45 40 Ja a0 25 20 Number of occurrences 0 0 02 0 04 0 06 0 08 0 1 0 12 0 14 0 16 Response time seconds Figure 4 15 Histogram of delays between channels variances fixed montage 4 8 3 1 The portable setup For the possibility of doing the experiments anywhere it was needed to create a way to send a parallel signal through a laptop Current laptops have no p
98. r The P300 is measured for the different options Other solutions use P300 but still with the same paradigm use a control board with commands The user look to the commands which are flashing in a random order Those solutions include controlling a character motion along the z axis navigate in some virtual environment or control object movement Different solutions use motor imagery to navigate in virtual environments This kind of solution has several different implementations exploration in a virtual conference room Leeb et al et al Leeb et al 2005 2 dimension cursor control Fabiani et al et Fabiani et al 2004 drive car in 3D virtual environment Zhao et all 2009 motion along ta boot Ta Klein TIT ete Some studies focus on the feasibility of combining both solutions comparing results of the BCI between immersive and non immersive setups for instance The stimulus type in VEs have not been studied deeply which will be covered in the following section 3 3 1 Stimulus design techniques Its important to verify that the current solutions in the bibliography never use motions nor social interactions as stimulus for the BCI In the case of P300 BCI the solutions always use some reference control panel with flashing elements and Steed This is a challenge to the design of the virtual environment create the social interactions in a way that they can elicit a P300 neuronal wave in its users Stimulus with 3D obj
99. rly all standard virtual reality devices including trackers 3D displays HMDs head mounted displays and many other peripheral devices The following is a list of just some of the hardware supported by Vizard e Full collision detection capabilities between either the viewpoint and any node on the scene graph or between any two arbitrary mesh nodes on the scene eraph e Interoperability issue only supports Windows as Operating System The final application is exported to an executable which can run in any computer with operating system Windows XP or higher The application is developed under an enterprise license and an additional library of human characters is also available in IBILI Database As already mentioned the application uses an ORM database This way the object models classes implemented in the database are automatically mapped into SQL tables The ORM is currently mapping the objects to a SQLite database for an easier transportation and no need of changing configuration between computers If latter emerges the need of evolving the system to a more efficient database system it simply involves to change the configuration of the application Bul REQUIREMENTS SPECIFICATION 101 FRA TaskElements PIS ski eje Pfa name name author image description name pfa fie author taskid name description aSo clue comect scenario timelog avatar type TaskAvatars instructionstxt instruction
100. s and configurations was focused with special care because to ensure abstraction the files management are on the user side and can easily be corrupted A major challenge is the creation of the character animations for the scenes Not having the sensors to produce the movements in an automatic way the characters must be edited and several positions and movements tested to achieve the desired action This part was extremely time consuming implying the learning of complex 3D modeling software and character animation techniques The usability of the application was also a major issue Being a rehabilitation ap plication it becomes as much effective as much the users like it and auto promote themselves to use it The autistic children demonstrate a lack of motivation for participating in the traditional interventions If the application is able to explore their natural willingness for technological applications and the users becomes self 4 8 TESTS dO motivated to use the application it can have better results in the children devel opment The story and rewards module appear as a response to this allowing the therapist create and enhance stories to maximize the users motivation Finally there was a long iterative process in designing the right stimuli configuration to have a visible P300 ERP in the EEG First attempts were ineffective needed improvements like changing the animations normalization of non target movements placement o
101. s composed by 10 women arranged in a half circle as shown in figure From ISI to ISI one women makes an an animation in a random order which can be a target animation pointing or a non target animation 5 2 PROJECT EXPERIMENTS AQ Figure 5 9 Disposal of the avatars in Task 1 This image shows the target stimulus the pointing girl lifting a leg Only one women does the target animation the other nine do the non target The task is composed by blocks of trials When all the ten women performed their animation a trial is complete Each block contains 10 trials which means the all sequence repeats 10 times with the same women being the target but the order of stimulus is random After the 10 trials a new target avatar is randomly selected and another 10 trials are preformed The tasks ends after 10 blocks Task Configuration e Avatars 10 e ISI 700ms e SD 500ms e trials 10 e blocks 10 After performing the first task the subject is asked to do the second task The sec ond task consists of a different set up where is presented a single avatar surrounded by eight balls The avatar is doing the pointing animation towards a randomly cho sen ball which changes on each block The balls are then illuminated from ISI to ISI in a random order When all the eight balls have been illuminated a trial is complete Each block is composed by 10 trials Figure 5 10 shows the task montage during a target animation T
102. signal but the Laplace and CAR filters showed a performance of 98 BCI classifi cation accuracy These results are odd since the laplacian filter acts as an high pass filter and the P300 components are expressed in a low band of fre quencies 1 30 Hz This controversial data exposes the few studies done in the frequency spectrum of P300 since most of the approches focus on the time domain features Spatial filters are a feasible denoising option when multiple channels of data are present However as their transfer functions are constant and insensitive to the input data they are suboptimal at noise removal Another filter recently used is the Common Spatial Patterns which is based on the principal component decomposition of the the sum covariance R where XxX trace X X being X a NxT signal of N channels and T values Then R can be defined as R AA where A is the orthogonal matrix of eigenvectors of R and is the diagonal matrix of eigenvalues of R A whitening transformation matrix W W TA transforms the covariance matrix R to I identity matrix The above process is done in two separated signal groups in the training the target and non target epochs For both of them the eigenvectors A and Ant 20 CHAPTER 3 STATE OF ART are achieved The matrix A is created combining the eigenvectors with bigger eigenvalues in both A and Anz The Spatial Filtered data Y is achieved by Y A WX 3 4 3
103. sk 1 2 3 4 Select the task from the tasks dropdown list Click on load button Change the task s information fields Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this use case are presented in figure and Manage Tasks John and his friends lv Type Name Scenario Cue Instructions Avatars En TP Remove m Caen Cte J Choose the avatar Tom Ty Figure B 8 Manage tasks of type 1 screen mockup Manage Stories Chapters e Actor Administrator Bul REQUIREMENTS SPECIFICATION S Manage Tasks Tests Task Info ID Type Name Scenario Green Yard Clue Pointing Avatar Instructions Crente Save Back Back Insert Target Cons the target Figure B 9 Manage tasks of type 2 screen mockup 88 APPENDIX B PROJECT DOCUMENTATION Brief Description In the attempt of keeping the user longer executing tasks the tasks become parts of stories The administrator can define stories since the cover to each chapter It is very important to have audio versions of the text so younger children can also interact actively with the application An interface to define the stories must be provided to the administrators so each story can be changed and improved in the
104. svoice taskid avatarid Pkja PK FK1 clue Br PK dition main_diagn name sec_diagn file a l author adi_r_note description ados ados_note dsm_iv dsm_iv_note observations Figure B 21 E R Diagram showing the tables and its relations in the database Figure contains the Entity Relationship model of the database The table Users saves the info of the users as specified in the use case Manage Users The tables Avatars Scenarios Elements save the info of the respective 3D models The table Tasks contains the information about the tasks to be performed by the users This table saves both type 1 and 2 tasks The tables TaskAvatars and TaskElements relate the avatars and elements to the tasks The table TaskRuns is used to save the results of the executions of the tasks Finally there is the Stories and Chapters tables with the information needed for the use case Play Stories Design The Virtual Reality application follows an architectural pattern named Model View Controller This pattern splits the structure of an application in three parts with distinct responsibilities and specifies the interactions between them The figure displays this pattern with the correspondent relationships The separability of this patterns induces several advantages to an application archi tecture providing a decoupled development The Model part represents the objects of the database such as user avatar element etc The View part
105. t message appears saying the content cannot be found The application con tinues its execution The task does not run and a message appears saying the avatar animations list is invalid The application re turns to main menu and resumes it nor mal execution The chosen scenario is used in the task The chosen attention clue is used by one human avatar The number of hu man characters cor respond with the se lected The task repeats the number specified of times 106 Show Result After Task User Manual APPENDIX B PROJECT DOCUMENTATION Choose option Start Task Follow test 2 Iden tify User Select the scenario the attention clue the number of tar gets and repetitions for the task 2 Click button Start Follow test 8 Set Up Task 1 or 9 Set Up Task 2 Execute the task un til the end Select option User Report Follow test 2 Iden tify User The chosen scenario is used in the task The chosen attention clue is used by the human avatar The number of tar gets correspond with the selected The task repeats the number specified of times The system shows 1 a good reward associated with the user or 2 a bad reward associated to the user whether the user completed the task successfully or unsuccessfully re spect
106. tectable symptoms appearing in the first years of age 2 1 1 3 Repetitive and Restricted Behavior The last main characteristic involves a restricted behavior limited in focus interest or activity with a big resistance to change Combined with compulsive behavior which makes them tend to following specific rules on their daily tasks This characteristic combined with their larger acceptance of computer learning aids reinforce the idea that a rehabilitation application will have a positive impact If they accept the treatment they can do it repeatedly and by so improve its efficacy 2 2 JOINT ATTENTION T 2 1 2 Treatment There is no known cure for autism nor is there one single treatment for autism spectrum disorders But there are ways to help minimize the symptoms of autism and to maximize learning The current treatment solutions can be grouped into three groups behavioral and other therapies educational and school based programs and medicine The therapies quality is highly dependable of the quality of the team responsible for its application The project aims to be a treatment for social development Very few applications exist with this purpose being the most common applied to the communication and cognitive learning generally discarding the social factor 2 2 Joint attention Before infants have developed social cognition and language they communicate and learn new information by following the gaze of others and by
107. tegration possibilities with several different technologies The usage of a network protocol permits the system to be distributed and separated in different computers Real time Data processing and Virtual Environment rendering are two heavy operations that can benefit from large dedicated resources Using the TCP IP protocol we can separate completely both parts of the system Virtual Reality Application This is the last module of the system the one that directly interacts with the user Its main function is to display the user tasks while sending a synchronized trigger to the data acquisition module in order to provide the data processing module a way to match the signal and the events provided in the virtual reality application One last function of this module is to receive the classification results from the data processing module and use it to re enforce the user experience Database The database module purpose is to keep permanently the in formation about the users tasks results etc The database uses a ORM Object Relational Model system which uses the data mapper pattern to au tomatically map the object models into a SQL database The ORM system used is from Django 2011 Django is a web framework in Python in which the developer had already experience Only the database system from the Django framework was installed and used once the web fea 98 APPENDIX B PROJECT DOCUMENTATION tures were not needed A deeper
108. tes The communication rate is a term associated with the P300 speller paradigm and represents the number of bits that can be transmitted per second The P300 Speller paradigm was first presented by Farwell in 1988 and is composed by a square matrix of letters with dimension 6 Each row and column blinks in a different time in a random order If the user wants to transmit the letter A the P300 will occur when the line and column containing that letter flashed The figure shows the visual paradigm of the P300 speller ABCDEF GHIJKL MNOPQR So TUVWA YZ8p1 2 3 456 89 Figure 3 7 The P300 speller proposed by Farwell and Donchin in 1988 With the growing of research interest in the BCI area a competition was created to validate the research methods and techniques develop through this last years There were already four editions of the competition The last edition was in 2008 but this one do not considered any P300 paradigm The third edition dated 2005 and has a P300 speller paradigm competition The best classification results are presented in table This competition fits its validation purpose by providing an open database for the research community to test its methods It is important for a new method to confront its results with the results of this competition Although only accuracy values are provided nothing is said about specificity or sensibility of the classifiers neither other classification metrics are used Another pr
109. the target file s to the folder Section B 1 explains the process of adding the target to the application Conclusion The formats used by the application are fully spread in the state of the art 3D mod eling software Some of the 3D modeling software do not implement the exporters to the required formats as main features but provide plugins to do it There was an important effort in the development of the project to keep the 3D models and its animations apart from the application itself The admin has full 110 APPENDIX B PROJECT DOCUMENTATION control to create edit or remove scenarios avatars animations and target object This document specified step by step all the processes to do it Administrator User Guide This section presents a step by step tutorial through the application It is divided in subsections referring specific parts of the application Main Menu The figure B 25 presents the main menu The several options include adminis tration user identification user statistics start a task and stories Each option is covered in the following subsections Menu Principal O a Administra o rd Tarefa 1 Tarefa 2 Figure B 25 Main Menu screen Benvindo Marco Sim es Identify User The figure B 26 presents the user identification screen Here the admin specifies the user that will be using the application on the following tasks For that he can search the user by id or name Then select t
110. the tasks to be performed by the users This table saves both type 1 and 2 tasks The tables TaskAvatars and TaskElements relate the avatars and elements to the tasks The table TaskRuns is used to save the results of the executions of the tasks Finally there is the Stories and Chapters tables with the information needed for the use case Play Stories 4 6 Design The Virtual Reality application follows an architectural pattern named Model View Controller This pattern splits the structure of an application in three parts with distinct responsibilities and specifies the interactions between them The figure 4 11 displays this pattern with the correspondent relationships The separability of this patterns induces several advantages to an application archi tecture providing a decoupled development The Model part represents the objects of the database such as user avatar element etc The View part represents the dis plays of the applications the interfaces The interfaces present informations about the models so they have a direct access to that part Finally the Controller part 32 CHAPTER 4 VR APPLICATION FOR AUTISM TaskElements Chapters elementid e O pew a description scenario avatar instructionstxt instructionsvoice taskid avatarid Patients ekfa tame epe i od Peja o main diagn name sec diagn file adi r adi r note ados ados note dsm iv dsm iv note observa
111. tion was designed to have different forms of input The base form is the BCI method where the user user its brain to interact to the application but it can also use a 34 CHAPTER 4 VR APPLICATION FOR AUTISM elements lt gt task_io Figure 4 13 Class diagram for the task and the IO mechanisms using the bridge design pattern joystick or simply a button press interface where the user simply presses a button when it wants to interact To be able to support different input devices was used a bridge design pattern The bridge separates the task having an abstract class and several child implementations and the TaskIO having an abstract IO with several child implementations This way adding another task or a new IO mechanism will not interfere with anything else This can all be checked in the figure 4 13 4 7 Implementation The abstraction of scenarios elements and characters makes it easy to extend the software to insert new variations of those Because the rewards of the users will change through time that it was developed a way to permit the insertion of new elements in the application without changing the code So the user can simply specify a file compatible with the Vizard elements and it is imported to the appli cation This abstraction was a constant focus on the development being the whole administration module the response to ensure such versatility The validation of for mats animation
112. tions author description Figure 4 10 E R Diagram showing the tables and its relations in the database Controller Figure 4 11 Model View Controller pattern diagram 4 6 DESIGN 99 represents the logic of the application It directly changes the View and the Model parts like changing the information about a user model part or displaying the avatars in a scene view part The View part includes the the classes responsible for what the final user sees the Scene class and all its children including the menus the story and the tasks which contemplates scenarios avatars and elements This module accesses the Model module from where it gathers information for example about the task to design which scenario to present which avatars to load etc The class diagram for the scenes is presented in figure 4 12 Figure 4 12 Class diagram for the scenes used in the project The Model part includes the classes for the models The class diagram for this part is not presented because it strictly follows the E R model structure Each class represents a table with the respect fields as attributes The Controller part is the brain of the application It is responsible to display the views and react to the user interactions This way it is this module which creates the tasks and manages the user responses to them The design of the tasks and IO module is presented in figure 4 13 To achieve a better modularity the applica
113. ual reality devices including trackers 3D displays HMDs head mounted displays and many other peripheral devices The following is a list of just some of the hardware supported by Vizard e Full collision detection capabilities between either the viewpoint and any node on the scene graph or between any two arbitrary mesh nodes on the scene graph e Interoperability issue only supports Windows as Operating System The final application is exported to an executable which can run in any computer with operating system Windows XP or higher The application is developed under an enterprise license and an additional library of human characters is also available in IBILI 4 5 Database As already mentioned the application uses an ORM database This way the object models classes implemented in the database are automatically mapped into SQL tables The ORM is currently mapping the objects to a SQLite database for an easier transportation and no need of changing configuration between computers If latter emerges the need of evolving the system to a more efficient database system it simply involves to change the configuration of the application Figure 4 10 contains the Entity Relationship model of the database The table Users saves the info of the users as specified in the use case Manage Users The tables Avatars Scenarios Elements save the info of the respective 3D models The table Tasks contains the information about
114. us 41 5 Experimental Analysis 43 5 1 Preliminary Experiments 00 0 0000 2 ee 43 5 1 1 Re uoeeee es ESA REA Rida mA E 44 5 2 Project Experiments esxuntias 028 0e 5 RGR RE 4 48 Dol Colo Ol ssspsasdsasRe eh eee READ EM 48 522 EEG Montage s cs sass rss tarena GE 50 5 3 Signal Processing and Classification a 0a a a a a a a 51 5 3 1 Proposed Methods o oo aaa a 0 2 2 0 0048 51 apa a 52 5 3 3 Tests and Results aa a a a a a a a a 53 533l Our davasetl sre ssrt etier bw Ue a wt 55 5 4 Conclusions oaoa 6 5 a a eee ee ee he ee 61 63 Bibliography 65 Appendixes 69 A Project Schedule 1 B Project Documentation 75 B 1 Requirements Specification 2 0 0 00 a eee 19 List of abbreviations ADHD aooaa Attention Deficit Hyperactivity Disorder Ao Dee ene a ee Autism Spectrum Disorders DOE ee eee Brain Computer Interface CAR Bias cident Common Average Reference vies gus cuca Common Spatial Patterns EUG obreerscerdni ElectroKncephaloGraphy ERP seueas48eae Event Related Potentials ERS ERD irewesi Event Related Synchronization and Desynchronization FEU ro A oc ters ea Fisher Linear Discriminant INRI Ra functional Magnetic Resonance Imaging e e eee Input Output LOM EEE abra Inter Stimulus Interval DAI fy bod tts A Local Average Technique ORM 2222 645 200 Object Relational Model A 6 hand inode Principal Component Analysis e O amadas Slow Cortical Potentials 0 A AETI
115. ve shown several improvements in patient s quality of life related to some therapies especially if started in youth However 2 CHAPTER 1 INTRODUCTION it is usually hard for the therapists to do interventions on these subjects because establishing influence over these children is an often difficult first step where human interaction can be so disruptive that learning is not possible But on the other hand these children respond well to structure explicit consistent expectations and challenge provided by computers Some studies have also reported better results using computers as learning aids instead of humans Chen and Bernard Opitz 1993 Plienis 1985 The above facts suggest that a computer application that trains social skills in children with ASD might be effective in those subjects rehabilitation and increase their quality of life as well as of their bystanders 1 1 Problem Definition The aim of the project consists of the creation of a system to rehabilitate social skills of children with ASD The rehabilitation process will focus on the lack of joint attention in these children Joint attention is a social interaction in which two people use gestures and gaze to share attention with respect to a third object or element of interest Charman 2003 This system will be composed by input sensors that are able to capture EEG a virtual reality environment to stimulate the patient according to predefined diagnos
116. ves to the left for the non target stimulus and for the right on the target stimulus see figure 5 4 Moving head paradigm 4 avatars In this paradigm four avatars appear on the displayer Each one of them on a random order looks to another side Here the same movement is used for target and non target stimulus being the target stimulus the movement performed by the target avatar and the non target stimulus the movements performed by the remaining avatars see figure 5 5 The static paradigms aimed to explore the P300 response associated to social stim ulus Those paradigms do not contain movement and follow a traditional approach of image display present a set of images with target or non target content being the target frequency lower The moving paradigms aimed to explore the P300 response on moving stimulus keeping the social characteristics The moving head keeps a clean set up showing only one head and rotating it to the left or the right The rotation simulates the look to something social action The 4 avatars test is the bridge to the project because it includes movement social stimulus looking in a virtual environment performed by a small crowd like the task Identify Joint AttentionClues from the 46 CHAPTER 5 EXPERIMENTAL ANALYSIS wD Target stimulus animation 900 ms IT Interval 1100 ms Non target stimulus animation 900 ms Figure 5 4 Moving Head paradigm representation
117. viduals function safely and comfortably in the real world e A Primarily Visual Auditory World the VR systems used nowadays use spe cially visual and auditory stimuli Particularly with autism sight and sound have been effective in teaching abstract concepts Studies show that the autis tic individuals thought patterns are primarily visual e Preferred Computer Interactions the complexity of social interaction can in terfere when teaching individuals with social disorders Establishing influence over the child is an often difficult first step where human interaction can be so disruptive that learning is not possible These children respond well to structure explicit consistent expectations and challenge provided by comput ers Some studies have have reported advantages of computer learning aids for autism and attention disorders Chen and Bernard Opitz 1993 1989 To better understand the patients impairments we have been given the privilege of assist to some development assessments of children with ASD in the Pediatric Hospital of Coimbra with Dr Frederico Duque and the Dr Susana Mouga under the approval of Professor Dr Guiomar Oliveira In those assessments a personal understanding of these patients capabilities and limitations was gained which proved to be very useful in the development of the application Follow those appointments allowed to verify some of the advantages of a Virtual Reality system In concrete all
118. way to create new scenarios to be used in the application To ensure the modularity of the project the scenarios are developed in a 3D modeling software and exported to one of the file formats supported by the application see section B 1 The application must have an interface to register the different scenarios allowing the addition removal and edition of the scenarios Such interface must record the scenario name and its location on the system e Assumptions Scenarios files are not moved after added to the application e Pre Conditions None e Post Conditions Successful Completion The scenarios were updated in the database Failure Completion The scenarios information remains the same e Basic Flow of Events Create Scenario 1 Fill the fields about the scenario 2 Click on create button Remove Scenario 1 Select the user from the scenarios dropdown list 2 Click on remove button Edit Scenario 1 Select the scenario from the scenarios dropdown list 2 Click on load button 3 Change the scenario s information fields 4 Click on save button e Alternative Flow of Events 1 At any time the administrator can click the clear button and the man agement screen will reset to the original state e Mockups Some mockups for this use case are presented in figure APPENDIX B PROJECT DOCUMENTATION Manage Scenarios Scenario Info File Author Figure
119. we calculate the N 1 coherences with the remaining and sum it The epoch with the minimum total coherence is selected as target The principal advantage of this method is that it does not need any training 92 CHAPTER 5 EXPERIMENTAL ANALYSIS 5 3 2 Signal Filtering Common Spatial Patterns As was mentioned in the state of the art the spatial correlation of EEG is com monly addressed to achieve better signal to noise ratios as an alternative to trials averaging Using few EEG channels precisely 16 and the application of localized spatial filter need surrounding channels to uncorrelate the signal we decided not to use localized filter Instead we used Common Spatial Patterns CSP The CSP method is based on the principal component decomposition of the sum covariance R of the target and non target covariances where R and R are the normalized N x N spatial covariances computed from Berau Pe Fi 63 We use the average of the normalized covariances trials Oo qv po Net Ty 3 Ri Rpt Not 2 Rai 5 4 where N and Nn are the number of target and non target trials on the training set respectively The PCA is applied to the averaged matrix R obtaining R R Ry AAA 5 5 where A is the matrix of eigenvectors and the diagonal matrix of eigenvalues of R A whitening transformation W W VA 5 6 which transforms the matrix R in the identity matrix S WRW I 5 7 We calculate S and Spt replacing th
120. will now be detailed and related to the application goals 2 1 1 1 Social development deficits Unusual social development becomes apparent early in childhood Autistic children show less attention to social stimuli They smile and look at others less often and respond less to their own name The usual social concepts that normal developing children acquire are not present in the children with ASD For example these chil dren maintain less eye contact and do not talk in turn taking do not have the ability to use simple movements to express themselves such as the deficiency to point at things Autistic children between three and five years old are less probable to ini tiate or understand social interactions approach others spontaneously and initiate or respond to emotions DSM 2010 The project aims to rehabilitate a specific social interaction known as joint attention see section 2 2 2 1 1 2 Communication About a third to a half of individuals with autism do not develop enough natural speech to meet their daily communication needs 2006 The commu nication deficits appears in the first years of life Joint attention seems to be related to communication as a mandatory skill for a common development Treatments that rehabilitate joint attention have shown correlated improvements in the com munication skills of the children 2006 2006 2006 Joint attention plays also an important role for being one of the first de
121. will reset to the original state e Mockups Some mockups for this use case are presented in figure Manage Targets Targets Target Info ID Name File Author O Figure B 5 Manage targets screen mockup B 1 REQUIREMENTS SPECIFICATION 83 Manage Clues Actor Administrator Brief Description Although the avatars perform several animations it is needed some specific animation in the application the attention clues An attention clue is a movement one makes to direct attention of other to a specific target We can think of pointing of a good attention clue example To give the application a better detail in the animations the same clue animation should be provided in different directions Imagine the pointing animation The animation should exist in pointing forward to the left to the right etc This way when the application needs to make the avatar point to a specific target it chooses the animation closer to the target and do a small rotation in the avatar to correct the positioning If the avatar points only in one direction this rotation must be much more pronounced and becoming less friendly The directions of the animation are specified in degrees has shown in figure 0 180 Figure B 6 Specification of the directions for the attention clues animation Assumptions When adding a new clue the avatars already have those ani mations configured Pre Conditions None Post Condit
122. xes Finally the last module the virtual reality application is implemented using the Vizard toolkit from WorldViz This toolkit provides an interface for virtual reality 100 APPENDIX B PROJECT DOCUMENTATION environments development in python This toolkit provides an Integrated Develop ment Environment that eases the management of the Virtual Reality project Some features provided by this software e Extensive 3D model formats wrl VRML2 97 fit Open Flight 3ds 3D Studio Max txp multi threaded TerraPage loader geo Carbon Graphics bsp Quake3 world layers md2 Quake animation models ac AC3D obj Alias Wavefront lwo lw Light Wave pfb Performer the OSG s native osg ive format DirectX x format and 3dc point cloud e Character human biped formats 3D Max Character Studio via 3rd party exporter and Cal3D cfg files e Raster image formats include rgb rgba dds tga gif bmp tif jpg pic pom pgm pbm and png jp2 jpeg2000 Support for compressed and mip mapped images provided in dds format e Audio modes mono stereo 3D supported formats wav mp3 au wma mid and any other DirectShow supported format e Video textures Any DirectShow compatible video format can be used as a texture including avi mpg wmv animated GIFs and more Access to frame by frame control of video is available Videos with alpha channels are supported e Support for nea
123. ysical aspect and body movements It is important that the application provides the users to the possibility of change and add the avatars and its animations in an independent way not altering the application itself To provide this functionality the SD human characters the application uses are in the Cal3D format To ensure a good separability of the resources used by the application the following guideline should be followed when adding an avatar 1 Create an avatar folder under resources art avatars Give a distinct name to the folder by which the avatar will be identified Example avatar1 2 Put into that folder all the files used by the avatar the mesh the skeleton the animations etc 3 Correctly configure the cfg file with the correct references to the re sources and animations For documentation related to adding an avatar the reader should proceed to section Information regarded the avatars animations is presented in section Target Objects The target objects are used in the second task as the target of the attention clues performed by the human characters hose are supposed to be simple 3D models nothing so complex as an human character or a hole scenario The formats supported are the same as for the scenarios the referred in section B 1 The addition of a new target follows a similar process to the scenarios 1 Create a folder under resources art targets with the target name 2 Add

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