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Box-counting method can calculate the fractal dimension
value of the signal in time domain without any sub-sequence
extraction steps. The main step of box-counting method is
box construction. Unified and normalized boxes are
constructed in 2D space (time-amplitude) which cover one
segment of the signal. Finally, the number of boxes is
counted. The boxes constructing and counting processes are
shown in Fig. 3. The number of counted boxes N(J) is
proportional to J
-P
, where J denotes the length of the side
of the boxes.
Figure 1. Mono-fractal Weierstrass signal. (a) Fractal dimension value is
1.1. (b) Fractal dimension value is 1.7.
Higuchi method and Box-counting method are compared
in both the computation complexity and the accuracy.
Brownian Motion and Weierstrass mono-fractal signals for
which theoretical fractal dimension values are known were
used for the comparison. Although Higuchi method is slower
than Box-counting method, the accuracy of Higuchi method
is better than Box-counting method as it is shown in Fig. 4
on Brownian Motion and Weierstrass signals. In our work,
both algorithms are used for neurofeedback implementation.
C. Experiment on Brain States Classification
An experiment on brain state classification was set up to
distinguish relaxed and concentrated states. Five subjects
aged from 22 to 30 were invited to participate in the
experiment. In the first session, in order to induce relaxed
state, a comfortable environment was set up to help the
subject relax. In the second session, in order to induce
concentration state, the subjects were required to complete
several math problems. Only one electrode was used and
placed in O1 position according to 10-20 international
system [32] in occipital lobe which is associated to the visual
perception. EEG signals were recorded by the Emotiv device
with sampling frequency of 128Hz and 16-bit A/D
272
resolution. EEG signal was processed by fractal dimension
algorithms, and average fractal dimension values of both two
sessions were evaluated for all five subjects.
Figure 2. Fractal dimension calculation in Higuchi method.
Figure 3. Boxes construction in box-counting method, the dark boxes are
counted.
The results of the brain state recognition experiment are
shown in Fig. 5 with boxplot. The states of relaxation and
concentration have different fractal dimension values for all
five subjects. In both Higuchi and Box-counting algorithms,
the experiment results show that concentration level can be
distinguished for 80% of the subjects when a default
threshold was set to 1.9 in Higuchi method and 1.55 in Box-
counting method. For 100% of the subjects, the
concentration level can be recognized with a trained
threshold. It is clear that fractal dimension model can be
used for distinguishing the relaxation state and concentration
state with a simple threshold even though there are some
overlap which may be due to the individual difference in the
level of concentration. A short training session can be
applied to determine the default threshold to minimize the
individual effects.
Because this is not a clinical experiment, it is difficult to
make a comparison between effectiveness of our methods
with that of traditional neurofeedback games which are
based on frequency analysis. The comparison will be
arranged in the pain management experiments with the help
of the Tan Tock Seng Hospital in the future.
Figure 4. The comparison of Higuchi and Box-counting algorithms for
FD evaluation over (a) Brownian Motion signals and (b) Weierstrass
signals.
273
Figure 5. The comparison of (a) Higuchi method an
method in FD evaluation of the EEG signals in differe
subjects.
IV. GAMES IMPLEMENTATI
In our research, one 2D neurofeedba
Brain Chi and one 3D neurofeedbac
Dancing Robot are developed for con
control. Brain Chi is developed with
engine, while Dancing Robot is develope
[34] game engine. Both games are develo
C++.
A. Data Acquisition and Processing
EEG data is recorded by Emotiv [35]
device. Only O1 electrode (according to 10
system) in Occipital lobe is active, and t
location is transmitted to computer with
algorithm filters out the unrelated compone
band-pass filter first, then calculates the f
value of the input EEG signals in real-tim
method or Box-counting method and labels
brain states according to the adaptive thresho
threshold used for distinguishing the concen
relaxation state is set to 1.9 in Higuchi me
box-counting method. The threshold c
manually or can be trained in a 20s training
the setting compatible to individuals. The
and processing algorithm diagram is shown
hardware setup of our neurofeedback game
7.
Read data
from Emotiv
Fractal
Dimension
Algorithm
Adaptiv
Thresho
Calculati
Bandpass Filter
(2-42 Hz)
Figure 6. The data acquisition and processing alg
Player
Emotiv
EEG Device
Wireless
Communication
Figure 7. Hardware setup of the gam
nd (b) Box-counting
ent brain states for all
ION
ck game named
ck game named
ncentration level
SDL [33] game
ed with Panda3D
oped with Visual
EEG collection
0-20 international
the EEG in this
Bluetooth. The
ents with 2-42Hz
fractal dimension
me with Higuchi
s it with different
olds. The default
ntration state and
ethod and 1.55 in
an be changed
g session to adjust
data acquisition
in Fig. 6 and the
is shown in Fig.
ve
old
ion
Game
Command
gorithm diagram.
Desktop
Computer
n
me.
B. Game Strategy
In our games, if the concentrati
are rewarded to the player to
concentrate. If the brain state of th
negative feedback comes in to take
The game strategy can also be cha
when the player wants training fo
strategy diagram is shown in Fig. 8.
Figure 8. Game stratege for concen
Dancing Robot is a simple
game, the player is required to co
while the robot is dancing. A screen
is shown in Fig. 9. Its dancing
concentration level of the player.
headset concentrates to make the rob
accompanied by excited music.
sluggishly if the player is distracted.
employed for trainings purpose.
Brain Chi is a 2D single-play
screenshot of Brain Chi is show
controls the game simply by using
concentration. His/her task is to h
against evil bats using a protectio
protection ball is controlled by the c
player. To win this game, the play
ball by concentration to eliminate al
V. CONCLUSION AND FUTURE W
In this paper, we review
neurofeedback games, algori
neurofeedback games and game
efficiency of fractal dimension va
results of the experiment show tha
Box-counting method can be eq
feature extraction methods. The bra
with the difference in fractal dimen
and 3D EEG-based games: Bra
Robot were designed and implem
training. Fractal dimension method
neurofeedback games to enhan
classification algorithms.
There are also some aspects of
enhanced in the future. For examp
threshold in the game, we can ma
value to concentration level dire
ion state is found, points
encourage him/her to
he subject is distracted, a
the players points away.
anged to relaxation game
or relaxation. The game
ntration neurofeedback.
single-player 3D. In this
ontrol the speed of robot
nshot of Dancing Robot
speed depends on the
The player with his/her
bot dance faster, which is
The robot will dance
. An adaptive threshold is
yer EEG-based game. A
n in Fig. 10. The player
his/her brain power of
help a little boy to fight
on ball. The size of the
concentration level of the
yer needs to increase the
l the bats.
WORK
ed EEG-based games
ithm embedded in
engines. Experiment on
alue was arranged. The
at both the Higuchi and
qually effective used as
in states are recognizable
nsion value. Original 2D
ain Chi and Dancing
mented for concentration
d was embedded in the
nce the efficiency of
the project which can be
ple, instead of using one
ap the fractal dimension
ectly to achieve precise
274
control and training over the concentration level. On the
other hand, clinical experiments should be arranged in the
future to do the comparison between fractal dimension
approach with the traditional neurofeedback games signal
processing approaches.
Short clips of Brain Chi and Dancing Robot games
can be found by visiting the following link:
http://www3.ntu.edu.sg/home/EOSourina/
Figure 9. Dancing Robot screenshot.
Figure 10. Brain Chi screenshot.
ACKNOWLEDGMENT
This project is supported by grant NRF2008IDM-
IDM004-020 Emotion-based personalized digital media
experience in Co-Spaces of National Research Fund of
Singapore.
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