Improving motor imagery decoding methods for an EEG-based mobile brain-computer interface in the context of the 2024 Cybathlon

Fuente: arXiv
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Autori principali: Tscherniak, Isabel Whiteley, Thiemann, Niels Christopher, McWhinnie-Fernández, Ana, Curcean, Iustin, Jokinen, Leon, Hodzic, Sadat, Huber, Thomas E., Pavlov, Daniel, Methasani, Manuel, Marcolongo, Pietro, Krafczyk, Glenn Viktor, Rivera, Oscar Osvaldo Soto, Le, Thien, Pallotti, Flaminia, Fazzi, Enrico A.
Natura: Preprint
Pubblicazione: 2025
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author Tscherniak, Isabel Whiteley
Thiemann, Niels Christopher
McWhinnie-Fernández, Ana
Curcean, Iustin
Jokinen, Leon
Hodzic, Sadat
Huber, Thomas E.
Pavlov, Daniel
Methasani, Manuel
Marcolongo, Pietro
Krafczyk, Glenn Viktor
Rivera, Oscar Osvaldo Soto
Le, Thien
Pallotti, Flaminia
Fazzi, Enrico A.
author_facet Tscherniak, Isabel Whiteley
Thiemann, Niels Christopher
McWhinnie-Fernández, Ana
Curcean, Iustin
Jokinen, Leon
Hodzic, Sadat
Huber, Thomas E.
Pavlov, Daniel
Methasani, Manuel
Marcolongo, Pietro
Krafczyk, Glenn Viktor
Rivera, Oscar Osvaldo Soto
Le, Thien
Pallotti, Flaminia
Fazzi, Enrico A.
contents Motivated by the Cybathlon 2024 competition, we developed a modular, online EEG-based brain-computer interface to address these challenges, increasing accessibility for individuals with severe mobility impairments. Our system uses three mental and motor imagery classes to control up to five control signals. The pipeline consists of four modules: data acquisition, preprocessing, classification, and the transfer function to map classification output to control dimensions. We use three diagonalized structured state-space sequence layers as a deep learning classifier. We developed a training game for our pilot where the mental tasks control the game during quick-time events. We implemented a mobile web application for live user feedback. The components were designed with a human-centred approach in collaboration with the tetraplegic user. We achieve up to 84% classification accuracy in offline analysis using an S4D-layer-based model. In a competition setting, our pilot successfully completed one task; we attribute the reduced performance in this context primarily to factors such as stress and the challenging competition environment. Following the Cybathlon, we further validated our pipeline with the original pilot and an additional participant, achieving a success rate of 73% in real-time gameplay. We also compare our model to the EEGEncoder, which is slower in training but has a higher performance. The S4D model outperforms the reference machine learning models. We provide insights into developing a framework for portable BCIs, bridging the gap between the laboratory and daily life. Specifically, our framework integrates modular design, real-time data processing, user-centred feedback, and low-cost hardware to deliver an accessible and adaptable BCI solution, addressing critical gaps in current BCI applications.
format Preprint
id arxiv_https___arxiv_org_abs_2511_23384
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Improving motor imagery decoding methods for an EEG-based mobile brain-computer interface in the context of the 2024 Cybathlon
Tscherniak, Isabel Whiteley
Thiemann, Niels Christopher
McWhinnie-Fernández, Ana
Curcean, Iustin
Jokinen, Leon
Hodzic, Sadat
Huber, Thomas E.
Pavlov, Daniel
Methasani, Manuel
Marcolongo, Pietro
Krafczyk, Glenn Viktor
Rivera, Oscar Osvaldo Soto
Le, Thien
Pallotti, Flaminia
Fazzi, Enrico A.
Human-Computer Interaction
Motivated by the Cybathlon 2024 competition, we developed a modular, online EEG-based brain-computer interface to address these challenges, increasing accessibility for individuals with severe mobility impairments. Our system uses three mental and motor imagery classes to control up to five control signals. The pipeline consists of four modules: data acquisition, preprocessing, classification, and the transfer function to map classification output to control dimensions. We use three diagonalized structured state-space sequence layers as a deep learning classifier. We developed a training game for our pilot where the mental tasks control the game during quick-time events. We implemented a mobile web application for live user feedback. The components were designed with a human-centred approach in collaboration with the tetraplegic user. We achieve up to 84% classification accuracy in offline analysis using an S4D-layer-based model. In a competition setting, our pilot successfully completed one task; we attribute the reduced performance in this context primarily to factors such as stress and the challenging competition environment. Following the Cybathlon, we further validated our pipeline with the original pilot and an additional participant, achieving a success rate of 73% in real-time gameplay. We also compare our model to the EEGEncoder, which is slower in training but has a higher performance. The S4D model outperforms the reference machine learning models. We provide insights into developing a framework for portable BCIs, bridging the gap between the laboratory and daily life. Specifically, our framework integrates modular design, real-time data processing, user-centred feedback, and low-cost hardware to deliver an accessible and adaptable BCI solution, addressing critical gaps in current BCI applications.
title Improving motor imagery decoding methods for an EEG-based mobile brain-computer interface in the context of the 2024 Cybathlon
topic Human-Computer Interaction
url https://arxiv.org/abs/2511.23384