Generalized Methods for User-Centered Brain-Computer Interfacing
Notice bibliographique
Résumé
Brain-computer interfaces (BCIs) create a new form of communication and control for humans by translating brain activity directly into actions performed by a computer. This new field of research, best known for its breakthroughs in enabling fully paralyzed or locked-in patients to communicate and control simple devices, has resulted in a variety of remarkable technological developments. However, the field is still in its infancy, and facilitating control of a computer application via thought in a broader context involves a number of a challenges that have not yet been met. Advancing BCIs beyond the experimental phase continues to be a struggle. End-users have rarely been reached, except for in the case of a few highly specialized applications which require continual involvement of BCI experts. While these applications are profoundly beneficial for the patients they serve, the potential for BCIs is much broader in scope and powerful in effect. Unfortunately, the current approaches to brain-computer interfacing research have not been able to address the primary limitations in the field: the poor reliability of most BCIs and the highly variable performance across individuals. In addition to this, the modes of control available to users tend to be restrictive and unintuitive (\emph{e.g.}, imagining complex motor activities to answer ``Yes" or ``No" questions). This thesis presents a novel approach that addresses both of these limitations simultaneously. Brain-computer interfacing is currently viewed primarily as a machine learning problem, wherein the computer must learn the patterns of brain activity associated with a user's mental commands. In order to simplify this problem, researchers often restrict mental commands to those which are well characterized and easily distinguishable based on \emph{a priori} knowledge about their corresponding neural correlates. However, this approach does not fully recognize two properties of a BCI which makes it unique to other human-computer interfaces. First, individuals can vary widely with respect to the patterns of activation associated with how their brains generate similar mental activity and with respect to which kinds of mental activity have been most trained due to life experience. Thus, it is not surprising that BCIs based on predefined neural correlates perform inconsistently for different users. Second, for a BCI to perform well, the human and the computer must become a cohesive unit such that the computer can adapt as the user's brain naturally changes over time and while the user learns to make their mental commands more consistent and distinguishable given feedback from the computer. This not only implies that BCI use is a skill that must be developed, honed, and maintained in relation to the computer's algorithms, but that the human is the fundamental component of the system in a way that makes human learning just as important as machine learning. In this thesis it is proposed that, in the long term, a generalized BCI that can discover the appropriate neural correlates of individualized mental commands is preferable to the traditional approach. Generalization across mental strategies allows each individual to make better use of their own experience and cognitive abilities in order to interact with BCIs in a more free and intuitive way. It is further argued that in addition to generalization, it is necessary to develop improved training protocols respecting the potential of the user to learn to effectively modulate their own brain activity for BCI use. It is shown through a series of studies exploring generalized BCI methods, the influence of prior non-BCI training on BCI performance, and novel methods for training individuals to control their own brain activity, that this new approach based on balancing the roles of the user and the computer according to their respective capabilities is a promising avenue for advancing brain-computer interfacing towards a broader array of applications usable by the general population.
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Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,001 | 0,000 |
| Communication savante | 0,001 | 0,000 |
| Science ouverte | 0,002 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,011 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».