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dc.contributor.author임창환-
dc.date.accessioned2020-09-16T05:54:30Z-
dc.date.available2020-09-16T05:54:30Z-
dc.date.issued2019-09-
dc.identifier.citationCOMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE, v. 2019, article no. 9680697en_US
dc.identifier.issn1687-5265-
dc.identifier.issn1687-5273-
dc.identifier.urihttps://www.hindawi.com/journals/cin/2019/9680697/-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/153969-
dc.description.abstractRecent studies on brain-computer interfaces (BCIs) based on the steady-state visual evoked potential (SSVEP) have demonstrated their use to control objects or generate commands in virtual reality (VR) environments. However, most SSVEP-based BCI studies performed in VR environments have adopted visual stimuli that are typically used in conventional LCD environments without considering the differences in the rendering devices (head-mounted displays (HMDs) used in the VR environments). The proximity between the visual stimuli and the eyes in HMDs can readily cause eyestrain, degrading the overall performance of SSVEP-based BCIs. Therefore, in the present study, we have tested two different types of visual stimuli-pattern-reversal checkerboard stimulus (PRCS) and grow/shrink stimulus (GSS)-on young healthy participants wearing HMDs. Preliminary experiments were conducted to investigate the visual comfort of each participant during the presentation of the visual stimuli. In subsequent online avatar control experiments, we observed considerable differences in the classification accuracy of individual participants based on the type of visual stimuli used to elicit SSVEP. Interestingly, there was a close relationship between the subjective visual comfort score and the online performance of the SSVEP-based BCI: most participants showed better classification accuracy under visual stimulus they were more comfortable with. Our experimental results suggest the importance of an appropriate visual stimulus to enhance the overall performance of the SSVEP-based BCIs in VR environments. In addition, it is expected that the appropriate visual stimulus for a certain user might be readily selected by surveying the user's visual comfort for different visual stimuli, without the need for the actual BCI experiments.en_US
dc.description.sponsorshipThis work was supported by the Institute of Information and Communications Technology Planning and Evaluation (IITP) grant funded by the Korea government (MSIT) (2017-0-00432, Development of non-invasive integrated BCI SW platform to control home appliances and external devices by user's thought via AR/VR interface).en_US
dc.language.isoenen_US
dc.publisherHINDAWI LTDen_US
dc.subjectMULTIVARIATE SYNCHRONIZATION INDEXen_US
dc.subjectFREQUENCY RECOGNITIONen_US
dc.subjectSYSTEMen_US
dc.titleComparison of Visual Stimuli for Steady-State Visual Evoked Potential-Based Brain-Computer Interfaces in Virtual Reality Environment in terms of Classification Accuracy and Visual Comforten_US
dc.typeArticleen_US
dc.relation.no9680697-
dc.relation.volume2019-
dc.identifier.doi10.1155/2019/9680697-
dc.relation.page1-10-
dc.relation.journalCOMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE-
dc.contributor.googleauthorChoi, Kang-min-
dc.contributor.googleauthorPark, Seonghun-
dc.contributor.googleauthorIm, Chang-Hwan-
dc.relation.code2019038277-
dc.sector.campusS-
dc.sector.daehakCOLLEGE OF ENGINEERING[S]-
dc.sector.departmentDIVISION OF ELECTRICAL AND BIOMEDICAL ENGINEERING-
dc.identifier.pidich-
dc.identifier.orcidhttps://orcid.org/0000-0003-3795-3318-


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