WO2018117439A1 - Système de rééducation de type jeu utilisant une interface cerveau-ordinateur (bci) et son procédé de commande - Google Patents

Système de rééducation de type jeu utilisant une interface cerveau-ordinateur (bci) et son procédé de commande Download PDF

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Publication number
WO2018117439A1
WO2018117439A1 PCT/KR2017/013302 KR2017013302W WO2018117439A1 WO 2018117439 A1 WO2018117439 A1 WO 2018117439A1 KR 2017013302 W KR2017013302 W KR 2017013302W WO 2018117439 A1 WO2018117439 A1 WO 2018117439A1
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Prior art keywords
game
eeg
brain
user
bci
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PCT/KR2017/013302
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English (en)
Korean (ko)
Inventor
구정훈
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계명대학교 산학협력단
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Priority claimed from KR1020160178528A external-priority patent/KR101888498B1/ko
Priority claimed from KR1020160178518A external-priority patent/KR101878416B1/ko
Application filed by 계명대학교 산학협력단 filed Critical 계명대학교 산학협력단
Publication of WO2018117439A1 publication Critical patent/WO2018117439A1/fr

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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • A61B5/372Analysis of electroencephalograms
    • A61B5/374Detecting the frequency distribution of signals, e.g. detecting delta, theta, alpha, beta or gamma waves
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • A61B5/375Electroencephalography [EEG] using biofeedback
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M21/00Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer

Definitions

  • the present invention relates to a rehabilitation system and a method of controlling the same, and more particularly, by recognizing a signal image including a movement by a user, rehabilitation training using activation of a mirror nerve cell of a user, the brain- A game rehabilitation system using a computer interface (BCI) and a control method thereof.
  • BCI computer interface
  • the present invention relates to a rehabilitation system and a control method thereof, and more particularly, to perform rehabilitation training using activation of a mirror nerve cell of a user according to movement of a body part of an object to be selectively monitored by a user.
  • the present invention relates to a game-based rehabilitation system and a control method thereof, wherein a brain-computer interface (BCI) is directly applied to a game image.
  • BCI brain-computer interface
  • a brain disease patient having a deficiency of exercise ability is not able to control the paralyzed muscles with his or her will in many cases, and physical therapy, drug treatment, surgery, etc. as a method of helping the rehabilitation of the patient.
  • rehabilitation training using physical therapy active treatment by the patient's will has been reported to have a high effect of rehabilitation training, but in patients who have limited movement due to muscle paralysis, such rehabilitation training There is a problem that can only be made manually by the physical therapist.
  • a mirror nerve cell is a cell that causes the same reaction in the observer's body as if the observer actually acted, not just experiencing it directly, but by seeing another person's behavior.
  • this method As a rehabilitation training using this method, there is a method of showing a video including the movement of a specific subject in order to activate the patient's mirror nerve cells, this method, a patient who can not operate by his will due to brain injury For example, just watching someone else's actions affects the patient's physical system as if the patient himself was acting on his own.
  • the BCI Brain-Computer Interface
  • development of rehabilitation system using communication is getting active.
  • SSVEP Steady-State Visually Evoked Potentials
  • the steady state visual oil potential level which is generated by the user's brain waves when the user watches the blinking light.
  • FIG. 1 is a diagram illustrating an example of a system using a conventional SSVEP.
  • SSVEP is detected from an EEG of a user by using light blinking at a specific frequency on a screen, and the detected EEG is transmitted to a computer.
  • there may be one or more blinking lights and each specific frequency is different, and through the analysis of the frequency of the SSVEP detected by the brainwave of the user, it is possible to know what light the user is looking at.
  • Each blinking light has a predetermined signal, and the system can remotely control the device corresponding to the light signal that the user watches. Since the system using the blinking light is only using the blinking light, it is difficult for the user to be interested in it, and there is a problem of low concentration.
  • Korean Patent Application Publication No. 10-2014-0075049 name of the invention: a method for evaluating concentration and a device applying the same
  • Patent No. 10-1431203 name of the invention: EEG Brain machine interface device and method for intention recognition
  • the system using the conventional SSVEP is not interested in the user, the concentration must be low, there is a need for a solution that can increase the concentration of the user, in addition, through active rehabilitation training of the user
  • the necessity of developing the method of activating a mirror nerve cell which can raise the effect of rehabilitation training is increasing.
  • the present invention has been proposed to solve the above problems of the conventionally proposed methods, unlike the conventional system using the SSVEP using a flashing light, the mirror nerve cell as a signal image containing a specific frequency of SSVEP
  • the mirror nerve cell By using a moving image that can activate or by displaying the body part of the object blinking at a specific frequency of SSVEP, and by activating the mirror nerve cell through the game image that the body part of the object to be watched by the user, Increasing the concentration of attention to the image by inducing interest, and at the same time, to provide a rehabilitation system of the game method using a brain-computer interface (BCI) and the control method thereof to enable active rehabilitation training of the user For that purpose.
  • BCI brain-computer interface
  • the present invention by using a method of displaying the game image proceeds by using the user's brain waves in accordance with the signal image in the vicinity of the signal image, or displays the image of the body part of the object flickering at a specific frequency and the user When looking at a specific body part of, the body part moves in a preset manner, and by using a method in which the game is progressed by the movement of an object, the user can enjoy the game, thereby inducing the active participation of the user.
  • Another object is to provide a game-type rehabilitation system and a control method of the rehabilitation system using a brain-computer interface (BCI).
  • BCI brain-computer interface
  • the present invention is a rehabilitation system that can simultaneously utilize the activation of the mirror nerve cells in the SSVEP introduced by the BCI technique and a signal image including a moving image, to further enhance the effect of rehabilitation training, brain
  • Another object is to provide a game-type rehabilitation system and a control method of the rehabilitation system using a computer interface (BCI).
  • a display device configured to display a game image and a signal image disposed around the game image and which the user can observe;
  • An EEG obtaining device for acquiring an EEG of a user corresponding to the signal image displayed on the display device
  • An EEG analyzer for analyzing EEG of the user acquired by the EEG acquisition apparatus
  • a control device for controlling a game image of the display device according to a result corresponding to the brain wave analyzed by the brain wave analysis device.
  • the rehabilitation training using the activation of the mirror nerve cells of the user is characterized by its configuration.
  • the display device Preferably, the display device, the display device, and
  • a signal image display unit displaying a signal image for activating a mirror nerve cell of a user
  • It may include a game image display unit for displaying a game image controlled by the control device.
  • the signal image display unit More preferably, the signal image display unit,
  • the display device may include one or more display areas.
  • the signal image display unit Even more preferably, the signal image display unit,
  • Each signal image displayed on the at least one display area may be displayed to blink at a different frequency.
  • the signal image display unit Even more preferably, the signal image display unit,
  • the EEG analysis device Preferably, the EEG analysis device, the EEG analysis device, and
  • An EEG detecting unit for detecting EEG when the user looks at one of the signal images
  • It may include an EEG analyzer for analyzing the frequency of the EEG detected by the EEG detector.
  • the EEG detection unit More preferably, the EEG detection unit,
  • SSVEP may be detected from the EEG signal of the user corresponding to the one signal image that the user watches.
  • the EEG analysis unit Even more preferably, the EEG analysis unit,
  • the frequency of the SSVEP detected by the EEG detector may be analyzed.
  • control device Even more preferably, the control device,
  • a control signal generator configured to generate a game image control signal corresponding to a signal image corresponding to the SSVEP having a specific frequency analyzed by the EEG analyzer;
  • the display device Preferably, the display device, the display device, and
  • It may be at least one of a TV, a computer, a laptop, a smart TV, and a tablet PC.
  • the rehabilitation training using the activation of the mirror nerve cells of the user is characterized by its configuration.
  • the display device Preferably, the display device, the display device, and
  • a signal image display unit displaying a signal image for activating a mirror nerve cell of a user
  • It may include a game image display unit for displaying a game image controlled by the control device.
  • the signal image display unit More preferably, the signal image display unit,
  • the display device may include one or more display areas.
  • the signal image display unit Even more preferably, the signal image display unit,
  • Each signal image displayed on the at least one display area may be displayed to blink at a different frequency.
  • the signal image display unit Even more preferably, the signal image display unit,
  • the EEG analysis device Preferably, the EEG analysis device, the EEG analysis device, and
  • An EEG detecting unit for detecting EEG when the user looks at one of the signal images
  • It may include an EEG analyzer for analyzing the frequency of the EEG detected by the EEG detector.
  • the EEG detection unit More preferably, the EEG detection unit,
  • SSVEP may be detected from the EEG signal of the user corresponding to the one signal image that the user watches.
  • the EEG analysis unit Even more preferably, the EEG analysis unit,
  • the frequency of the SSVEP detected by the EEG detector may be analyzed.
  • control device Even more preferably, the control device,
  • a control signal generator configured to generate a game image control signal corresponding to a signal image corresponding to the SSVEP having a specific frequency analyzed by the EEG analyzer;
  • the display device Preferably, the display device, the display device, and
  • It may be at least one of a TV, a computer, a laptop, a smart TV, and a tablet PC.
  • a game-type rehabilitation system applying a brain-computer interface (BCI) directly to the game image
  • An EEG acquisition device for acquiring an EEG of a user corresponding to a game image displayed on the display device
  • An EEG analyzer for analyzing EEG of the user acquired by the EEG acquisition apparatus
  • a control device for controlling a game image displayed on the display device according to a result corresponding to the brain wave analyzed by the brain wave analysis device.
  • the control device controls the driving device
  • One or more body parts of the object displayed on the game image may be controlled to blink at a specific frequency, and when the user observes the corresponding body parts, the brain waves obtained by the brain wave acquisition device and the brain wave analysis device correspond to the analyzed brain waves. Depending on the result, the body part can be controlled to move in a preset manner.
  • the configuration features the rehabilitation training using the activation of the user's mirror nerve cells according to the movement of the body part of the object that the user selectively watches.
  • the display device Preferably, the display device, the display device, and
  • the display device More preferably, the display device,
  • It may include a voice output device for outputting the voice content corresponding to the guide content.
  • the specific frequency at which one or more body parts of the object blinks may be the same frequency regardless of the body parts, or may be different frequencies for each body part.
  • the game image in which the body part moves in a preset manner may include a movement to help the user's rehabilitation.
  • the EEG analysis device Preferably, the EEG analysis device, the EEG analysis device, and
  • An EEG detecting unit for detecting EEG when the user selectively looks at a specific body part of the object
  • It may include an EEG analyzer for analyzing the frequency of the EEG detected by the EEG detector.
  • the EEG detection unit More preferably, the EEG detection unit,
  • SSVEP may be detected from the EEG signal of the user corresponding to a specific body part of the object that the user selectively watches.
  • the EEG analysis unit Even more preferably, the EEG analysis unit,
  • the frequency of the SSVEP detected by the EEG detector may be analyzed.
  • control device Even more preferably, the control device,
  • a control signal generator configured to generate a control signal for moving a body part of an object corresponding to a Steady-State Visually Evoked Potentials (SSVEP) having a specific frequency analyzed by the EEG analyzer in a preset manner;
  • SSVEP Steady-State Visually Evoked Potentials
  • the controller may include a controller configured to control a display device displaying the movement of the object by using the control signal generated by the control signal generator.
  • the display device Preferably, the display device, the display device, and
  • It may be at least one of a TV, a computer, a laptop, a smart TV, and a tablet PC.
  • step (1)
  • step (4)
  • the body part is controlled to move in a preset manner according to the result corresponding to the brain wave acquired through the steps (2) and (3).
  • the configuration features the rehabilitation training using the activation of the user's mirror nerve cells according to the movement of the body part of the object that the user selectively watches.
  • the display device Preferably, the display device, the display device, and
  • the display device More preferably, the display device,
  • It may include a voice output device for outputting the voice content corresponding to the guide content.
  • the specific frequency of one or more body parts of the object may be the same frequency regardless of the body parts, or may be different frequencies for each body part.
  • the game image in which the body part moves in a preset manner may include a movement to help the user's rehabilitation.
  • the EEG analysis device Preferably, the EEG analysis device, the EEG analysis device, and
  • An EEG detecting unit for detecting EEG when the user selectively looks at a specific body part of the object
  • It may include an EEG analyzer for analyzing the frequency of the EEG detected by the EEG detector.
  • the EEG detection unit More preferably, the EEG detection unit,
  • SSVEP may be detected from the EEG signal of the user corresponding to a specific body part of the object that the user selectively watches.
  • the EEG analysis unit Even more preferably, the EEG analysis unit,
  • the frequency of the SSVEP detected by the EEG detector may be analyzed.
  • control device Even more preferably, the control device,
  • a control signal generator configured to generate a control signal for moving a body part of an object corresponding to the SSVEP having a specific frequency analyzed by the EEG analyzer in a preset manner
  • the controller may include a controller configured to control a display device displaying the movement of the object by using the control signal generated by the control signal generator.
  • the display device Preferably, the display device, the display device, and
  • It may be at least one of a TV, a computer, a laptop, a smart TV, and a tablet PC.
  • the conventional system using the SSVEP includes a specific frequency of the SSVEP, unlike using a flashing light Using a moving image that can activate mirror nerve cells as a signal image, or displaying the body part of an object blinking at a specific frequency of SSVEP, and through the game image where the body part of the object that the user watches is moved, the mirror nerve By activating the cells, it is possible to increase the concentration of attention to the image by inducing the interest of the user, and at the same time, it is possible to enable active rehabilitation training of the user.
  • a method of displaying the game image proceeds by using the user's brain waves according to the signal image in the vicinity of the signal image, or displays the image of the body part of the object flickering at a specific frequency
  • the body part moves in a preset manner and the game is progressed by the movement of the object, so that the user can enjoy the game and induce active participation of the user. Can be.
  • SSVEP which is introduced by the BCI technique and a signal image including a moving image as a rehabilitation system that can utilize the activation of the mirror nerve cells at the same time, it is possible to further enhance the effect of rehabilitation training.
  • FIG. 1 is a diagram illustrating an example of a system using a conventional SSVEP.
  • FIG. 2 is a diagram illustrating a frequency analysis result of brain waves output through a system using a conventional SSVEP.
  • Figure 3 is a photograph showing that a certain area of the brain of the observer observing the movement of others is activated.
  • FIG. 4 is a view showing a user performing rehabilitation training in a game-type rehabilitation system using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 5 is a diagram illustrating an EEG acquisition apparatus of a game-based rehabilitation system using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 6 is a diagram illustrating a display device of a game-based rehabilitation system using a brain-computer interface (BCI) according to another embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 7 is a block diagram of a game-based rehabilitation system using a brain-computer interface (BCI) in accordance with one embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 8 is a diagram showing the overall configuration of a game-based rehabilitation system using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 9 is a diagram showing the overall configuration of a game-based rehabilitation system using a brain-computer interface (BCI) according to another embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 10 is a flowchart illustrating a control method of a rehabilitation system in a game-based rehabilitation system using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 11 is a view showing the configuration of a game-based rehabilitation system 10 applying a brain-computer interface (BCI) directly to the game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 12 is a diagram illustrating a user performing rehabilitation training in a game-type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 13 is a diagram illustrating a game image in which a body part of an object to be watched by a user moves in a game-type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 14 is a block diagram of a game type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 15 illustrates a part of a game image in a game type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 16 is a view showing a user performing rehabilitation training in a game-type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to another embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 17 is a flowchart illustrating a control method in a game-type rehabilitation system in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 1 is a diagram illustrating an example of a system using a conventional SSVEP.
  • SSVEP is detected from an EEG of a user by using light blinking at a specific frequency on a screen, and the detected EEG is transmitted to a computer.
  • Each blinking light has a predetermined signal, and the system can remotely control the device corresponding to the light signal that the user watches.
  • FIG. 2 is a diagram illustrating a frequency analysis result of brain waves output through a conventional system using SSVEP.
  • SSVEP of the same frequency as that of the blinking light gazed by the user may be detected, and peaks are displayed at respective frequencies. You can check it.
  • FIG. 3 is a photograph showing that a certain region of the brain of an observer observing the motion of another person is activated.
  • the results of the study showed that when the observer observed the transitional movement and the mimicking movement, the observer showed different activities in specific regions of the brain, unlike when observing the same movement in a static picture. It is reported that this depends on the effector participating in the observed behavior. From this, motion observation can confirm that a certain region of the observer's brain is activated, and activated mirror neurons enhance the exercise circuits involved in the observer's actual execution of the observed movement, without the observer's actual movement. You can see that you can do rehabilitation training.
  • FIG. 4 is a diagram illustrating a user performing rehabilitation training in a game-based rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • a game-based rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention is a rehabilitation system, which is arranged around a game image and a game image and is user.
  • the display device 100 for displaying a signal image that can be observed by the user
  • the brain wave acquisition device 200, and the brain wave acquisition device 200 for acquiring an EEG of a user corresponding to the signal image displayed on the display device 100.
  • the EEG analysis device 300 for analyzing the brain waves of the user, and the control device 400 for controlling the game image of the display device 100 according to the result corresponding to the brain waves analyzed by the EEG analysis device 300
  • the rehabilitation training using the activation of the mirror nerve cells of the user is characterized by its configuration.
  • the EEG analyzing apparatus 300 analyzes a corresponding frequency of the SSVEP obtained by the EEG obtaining apparatus 200, and uses the thus analyzed frequency to control the signal generator 410 of the control apparatus 400.
  • the game image display unit 120 of the display device 100 By controlling the game image display unit 120 of the display device 100 according to the control signal generated by the user, the user observes the signal image to activate the mirror nerve cells and at the same time active participation through the game progress Through rehabilitation training through.
  • FIG. 5 is a diagram illustrating an EEG acquisition apparatus 200 of a game type rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • the EEG acquisition apparatus 200 of the game-based rehabilitation system 10 using a brain-computer interface (BCI) may include one or more electrodes for measuring EEG. It may include.
  • one or more electrodes may be configured as a device surrounding the user's head, or by coupling the electrodes to the hat, the hat itself may be the EEG acquisition device 200.
  • the electrode can also be used by applying an electrolyte gel, since the electrolyte gel plays a role in delivering the EEG detected from the scalp to the electrode well.
  • FIG. 6 is a diagram illustrating a display device 100 of a game-based rehabilitation system 10 using a brain-computer interface (BCI) according to another embodiment of the present invention.
  • the display device 100 of the game-based rehabilitation system 10 using the brain-computer interface (BCI) according to an embodiment of the present invention is for activating a mirror nerve cell of a user. It may include a signal image display unit 110 for displaying a signal image, and a game image display unit 120 for displaying a game image controlled by the control device 400.
  • the display device 100 of the game system rehabilitation system 10 using the brain-computer interface (BCI) according to an embodiment of the present invention, the signal image for displaying a signal image having a specific frequency including the movement
  • the display unit 110 and the game image display unit 120 displaying a game in progress using the selected signal image according to the user's intention.
  • the signal image display unit 110 of the game-type rehabilitation system 10 using the brain-computer interface (BCI) may be configured with one or more display areas on the display device 100.
  • the signal image display unit 110 may be disposed in front of the display device 100, and the signal image display unit 110 may be disposed on the same surface of the display device 100 so as to facilitate selective viewing of the user. It is common and can consist of four, eight or ten.
  • the number of display regions of the signal image display unit 110 is limited to the above number only. no.
  • the signal image display unit 110 of the game-type rehabilitation system 10 using the brain-computer interface (BCI) blinks at different frequencies for each signal image displayed on one or more display areas. Can be displayed.
  • the frequency of the signal image may use a frequency range of 7 Hz to 20 Hz.
  • the frequency range of 7 Hz to 20 Hz the user may recognize flickering, and thus the user may easily feel eye fatigue. Because the user feels, the user may reduce eye fatigue by using a frequency of 30 Hz or more, which is not recognized by the user.
  • Signal image display unit 110 of the game-type rehabilitation system 10 using the brain-computer interface (BCI) according to an embodiment of the present invention, the activation of the mirror nerve cells for each signal image displayed on one or more display areas It can display different movements for.
  • the movement of the signal image may be displayed as a part of the body including a hand, a foot, a head, an arm, a leg, and the like, which is observed by the user by watching the movement of the body displayed on the signal image display unit 110.
  • BCI brain-computer interface
  • the signal image of the present invention includes a moving operation process, can increase the concentration by inducing the interest of the user, and by observing the movement, rehabilitation through activation of the user's mirror nerve cells The effect can also be obtained.
  • the EEG obtained by the EEG acquisition apparatus 200 is an EEG detection unit. It may be connected to the EEG analysis device 300 including the 310 and the EEG analysis unit 320. In addition, the EEG analysis device 300 is connected to the control device 400 including the control signal generation unit 410 and the control unit 420, and controls the brain waves analyzed by the EEG analysis device 300 as a control device ( 400, the control device 400 may control a game of the game image display unit 120 of the display device 100 using the game image control signal.
  • FIG. 8 is a diagram illustrating the overall configuration of a game-based rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • a user may use one or more signal image display units of the display device 100 ( 110 may be selectively monitored, and the brain wave generated by watching the signal image may be transmitted to the brain wave analyzing apparatus 300.
  • the EEG analysis device 300 is based on the EEG detection unit 310 for detecting EEG when the user looks at one signal image of the signal image, and the frequency of the EEG detected by the EEG detection unit 310
  • the EEG analyzer 320 may be analyzed.
  • the EEG detector 310 may detect the SSVEP from the EEG signal of the user corresponding to one signal image that the user observes.
  • the brain wave having the same frequency as that of the signal image is physically induced in the visual cortex of the user's occipital lobe, and the oscillating brain wave having the same frequency as the stimulus induced by the signal image is SSVEP. It is called.
  • SSVEP the frequency of the SSVEP to a specific frequency according to the user's intention to selectively look at the signal image having various frequencies.
  • the brain wave is induced to 15Hz
  • the brain wave is induced to 20Hz
  • the frequency of the SSVEP detected in the EEG signal may be adjusted, and finally, the EEG of the specific frequency selected by the user may be detected by the EEG detector 310.
  • the brain wave analysis unit 320 of the game-based rehabilitation system 10 using the brain-computer interface (BCI) according to an embodiment of the present invention detected by the brain wave detection unit 310, a specific frequency selected by the user It can analyze the frequency of SSVEP having a.
  • BCI brain-computer interface
  • the control device 400 of the game-based rehabilitation system 10 using the brain-computer interface (BCI) corresponds to the SSVEP having a specific frequency analyzed by the brain wave analyzer 320.
  • the control signal for controlling the game image may include a plurality of operation modes predetermined by the user.
  • the plurality of operation modes are contents that the user manipulates to advance the game image, and include movement of the game object, holding technology, and the like, and the signal image and the operation mode correspond to one-to-one.
  • the object in the game image receives a forward control signal
  • the object may receive a control signal moving to the right or the object of the game image may jump when the user watches the signal image disposed on the upper right side.
  • the control signal corresponding to the SSVEP having a specific frequency is not limited to only the control signal presented above.
  • the control unit 420 of the game-based rehabilitation system 10 using the brain-computer interface (BCI) according to an embodiment of the present invention, the control signal generated by the control signal generation unit 410 as described above Accordingly, the game image may be controlled to proceed.
  • the signal image display unit 110 may include 10 display regions, and the user may select 10 signal image display units 110 of the display apparatus 100. (Or at least ten signal regions of the signal image display unit 110) may selectively monitor the one or more signal image display units 110, and the brain waves generated by watching the signal image may cause the EEG acquisition apparatus 200 to Obtained through.
  • control signal generated by the control signal generator 410 is a signal corresponding to the SSVEP having a specific frequency corresponding to each of the 10 signal images, which is not only an essential operation mode required when the game is played, but a game.
  • An additional control signal that may be utilized in the progress of the image may be further included, and the game of the game image display unit 120 is progressed through various operation modes consisting of selective attention of the user.
  • the display device 100 of the game-based rehabilitation system 10 using the brain-computer interface (BCI) may be at least one of a TV, a computer, a laptop, a smart TV, and a tablet PC. have. sure, In the game-based rehabilitation system 10 using the brain-computer interface (BCI), the display device 100 is not limited to the above devices.
  • FIG. 10 is a flowchart illustrating a control method of a rehabilitation system in a game-based rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention.
  • the display device 100 may include a game image and a game image.
  • Game-type rehabilitation system 10 using a brain-computer interface (BCI) according to an embodiment of the present invention, by controlling the steps including these steps, according to the movement for the activation of the mirror nerve cells displayed in the signal image, Activation of the user's mirror nerve cells can be used to assist the user in rehabilitation training.
  • BCI brain-computer interface
  • step S300 the brain wave detector 310 detects the SSVEP from the user's brain wave signal corresponding to one signal image that the user gaze, and the brain wave analyzer 320 is the brain wave detector 310
  • the method may further include analyzing a frequency of the SSVEP having a specific frequency selected by the user, detected in step (a).
  • the control signal generating unit 410 generates a game image control signal corresponding to a signal image corresponding to the SSVEP having a specific frequency
  • the control unit 420 controls the control signal generating unit 410.
  • the method may further include controlling the game image by using the generated game image control signal.
  • the game-based rehabilitation system and control method of the rehabilitation system using a brain-computer interface (BCI) unlike the conventional system using the SSVEP using the blinking light
  • BCI brain-computer interface
  • moving images that can activate mirror nerve cells with a signal image containing a specific frequency of SSVEP it is possible to increase the concentration of attention to the image by inducing the interest of the user, and at the same time, active rehabilitation training of the user. You can make this possible.
  • by displaying the game image proceeds by using the user's brain waves according to the signal image in the vicinity of the signal image, the user can enjoy the game, thereby inducing the user's active participation.
  • SSVEP which is introduced as a BCI technique and a signal image including a moving image as a rehabilitation system that can utilize the activation of the mirror nerve cells at the same time, it is possible to further enhance the effectiveness of rehabilitation training.
  • FIG. 11 is a diagram illustrating a configuration of a game-based rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • a game-based rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is a rehabilitation system that displays a game image.
  • an EEG acquisition apparatus 200 for acquiring the EEG of the user corresponding to the game image displayed on the display device 100
  • an EEG analysis apparatus 300 for analyzing the EEG of the user acquired by the EEG acquisition apparatus 200
  • a control device 400 for controlling a game image displayed on the display device 100 according to a result corresponding to the brain waves analyzed by the EEG analysis device 300.
  • the control device 400 of the game-type rehabilitation system 10 to which the brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to the game image one or more body parts of the object displayed on the game image May be controlled to blink at a specific frequency, and when the user observes the corresponding body part, according to the result corresponding to the brain wave acquired and analyzed by the brain wave acquisition device 200 and the brain wave analysis device 300, the body The part can be controlled to move in a preset manner, and as a result, the rehabilitation training using the activation of the user's mirror nerve cells according to the movement of the body part of the object that the user selectively watches It is done.
  • BCI brain-computer interface
  • the brain wave analysis device 300 is EEG acquisition device 200 Analyze the corresponding frequency of the SSVEP obtained in the)
  • the control unit 420 moves the body part of the object according to the control signal generated by the control signal generator 410 of the control device 400 using the analyzed frequency
  • the user activates the mirror nerve cells by using the movement of a specific body part of the object and at the same time through the game that proceeds in response to the user.
  • the user can be rehabilitation training in an active posture.
  • the display device 100 of the game-based rehabilitation system 10 that applies a brain-computer interface (BCI) directly to a game image is a content related to a game. It may display the guide content including the content, such as how to participate, and may include a voice output device 110 that can output the content corresponding to the guide content, and other various content as a voice.
  • BCI brain-computer interface
  • FIG. 12 is a diagram illustrating a user performing rehabilitation training in a game-type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • the display device 100 of the game-type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is processed.
  • the guide content for the display may be further included.
  • the guide content may be composed of content corresponding to a predetermined movement mode, which will be described below with reference to FIG. 15.
  • the body part of the object In order for the body part of the object to operate the movement suggested by the guide content, when the user looks at the specific body part of the object, the body part of the object moves in a predetermined movement mode corresponding to the guide content. For example, as shown in FIG. 12, the display device 100 displays the guide content 'If you want to swing the knife, look at the blinking left arm', the user needs to move the necessary movement to swing the knife. You will know what it is, and the user will watch the left arm of the blinking object to move the left arm of the object.
  • the predetermined movement corresponding to the guide content may be 'movement of the left arm and the movement of the sword.
  • the guide content corresponding to the predetermined movement mode is not limited to the guide content presented above.
  • the game-type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image has been described by applying to a fencing operation, but is not limited thereto.
  • it may be described by applying each part of the face to a moving motion. That is, a face image is provided as an object in the game image, and when the user watches the blinking eye in the face image, a game image of a form in which a winking operation by moving the eyes is performed may be provided.
  • the display device 100 of the game type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image is a voice output device for outputting voice content corresponding to guide content. 110 may be included.
  • the display device 100 may include a speaker as the voice output device 110 capable of outputting voice content, or may include a device capable of connecting a headset.
  • the voice output device 110 is not limited to the device that can connect the speaker, the headset presented above, According to another exemplary embodiment, the voice output device 110 may be configured separately from the display device 100.
  • the voice content may be composed of not only the voice content corresponding to the guide content, but also various contents required for game progress.
  • It may include an electrode.
  • one or more electrodes may be configured as a device surrounding the user's head, or by coupling the electrodes to the hat, the hat itself may be the EEG acquisition device 200.
  • the electrode can also be used by applying an electrolyte gel, since the electrolyte gel plays a role in delivering the EEG detected from the scalp to the electrode well.
  • FIG. 13 illustrates a game image in which a body part of an object to be watched by a user moves in a game type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • 14 is a block diagram of a game type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • the brain wave acquiring apparatus 200 may be used in the game-type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image.
  • the obtained EEG may be connected to an EEG analyzing apparatus 300 including an EEG detecting unit 310 and an EEG analyzing unit 320.
  • the EEG analysis device 300 is connected to the control device 400 including the control signal generation unit 410 and the control unit 420, and controls the brain waves analyzed by the EEG analysis device 300 as a control device ( 400, the control device 400 may control the display device 100 displaying the movement of an object by using the control signal generated by the control signal generator 410.
  • the EEG analyzing apparatus 300 of the game type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is a user.
  • BCI brain-computer interface
  • the EEG analyzing apparatus 300 of the game type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is a user.
  • BCI brain-computer interface
  • the brain wave detection unit 310 of the game-based rehabilitation system 10 to which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is provided to a specific body part of an object that the user selectively observes.
  • the SSVEP may be detected.
  • an EEG having the same frequency as that of the body part is physically in the visual cortex of the user's occipital lobe.
  • the EEG detection unit 310 is able to detect the SSVEP having the same frequency as the specific frequency of the blinking body part in the EEG of the user.
  • the brain wave analysis unit 320 of the game-type rehabilitation system 10 to which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is detected by the user by the brain wave detection unit 310.
  • the frequency of the SSVEP with the particular frequency selected can be analyzed.
  • the frequency of the SSVEP is analyzed to determine whether the SSVEP having the same frequency as the frequency of the body part of the blinking object displayed on the display device 100 is detected in the EEG of the user.
  • the control device 400 When the SSVEP having the corresponding frequency is detected in the EEG of the user, the control device 400 generates a control signal for moving the corresponding body part of the object in a preset manner.
  • the game image in which a body part moves in a predetermined manner is helpful for rehabilitation of a user.
  • the movement of the body part may be a component that moves a part of the body, including a hand, a foot, a head, an arm, a leg, and the like, in addition to a bend motion, a twisting motion, and a forward rolling motion. And the like.
  • This operation is for activating the user's mirror nerve cell by moving the corresponding body part of the object by watching the blinking body part of the object displayed on the display device 100.
  • the movement of the image moving in a preset manner is not limited to the above-described movement.
  • FIG. 6 it can be seen that the leg portion of the object moves in a preset manner, and the user can watch the flickering of the leg portion of the object so that the leg of the object moves.
  • a specific frequency at which one or more body parts of the object blinks is independent of the body parts. It may be the same frequency or different frequencies for each body part.
  • the hardware of the present invention is constructed as compared to the case where the body parts have different frequencies. There is an advantage in that it is convenient. On the other hand, it is preferable that each body part blinks at a different frequency.
  • the body part that the user watches is determined by judging only the SSVEP of a specific frequency detected by the user's brain waves. This is because it can be easily determined to which part.
  • the body parts such as the arms and legs of the object may all blink at 30 Hz
  • the arm of the object may blink at different frequencies for each body part as 35 Hz and the legs are 40 Hz
  • A may be related to the right arm of the object.
  • the motion is 30Hz and the B motion related to the right arm of the object is 35Hz.
  • Even the same body part may blink at different frequencies depending on the motion or situation involved. In the case of the same body part, there may be a case where the first scene displayed on the display device 100 and the second scene have different frequencies.
  • the specific frequency at which the body part blinks may use a frequency range of 7 Hz to 20 Hz.
  • the frequency range of 7 Hz to 20 Hz the user may recognize that the user blinks. Since fatigue is easily felt, the user may reduce eye fatigue by using a frequency of 30 Hz or more, which is not recognized by the user.
  • the control device 400 of the game type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image includes a control signal generator 410 and a controller 420.
  • the control signal generator 410 and the controller 420 will be described in detail below with reference to FIG. 15.
  • FIG. 15 is a diagram illustrating a part of a game image in a game type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • the control device 400 of the game type rehabilitation system 10 in which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is an EEG analyzer 320.
  • the controller 420 may be configured to control the display device 100 displaying the movement of an object by using the same. That is, the control device 400 transmits the control signal generated by the control signal generator 410 to the controller 420 so that the control unit 420 receiving the control signal displays the movement of the object. ) To control.
  • a signal corresponding to an SSVEP having the same frequency generated by a user watching a body part of an object blinking at a specific frequency, and a control signal for controlling a game image is an object previously designated by a user. It may include the movement mode of.
  • the movement mode is content related to the movement of an object necessary for the user to play a game image and may include a configuration in which a specific body part of the object moves. That is, the movement mode refers to a control signal for moving the corresponding body part observed by the user in a preset manner when the user watches the blinking body part of the object.
  • the movement of the object required to move to the next stage of the game image on the game screen is walking on the right road
  • the guide content presented on the game screen 'to move the right arm to go to the right road Raise and lower ', so the user must raise and lower the right arm of the object.
  • the user's brain wave detects and analyzes an SSVEP of 40 Hz, which is the same frequency as the right arm of the object, and controls the signal generator 410. ) Generates a control signal.
  • the predetermined movement mode may be a movement in which the right arm of the object moves up and down, a movement in which the object walks on the right road, and the like.
  • the control signal corresponding to the SSVEP having a specific frequency is not limited to the control signal presented above.
  • the control unit 420 of the game-type rehabilitation system 10 to which a brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is generated by the control signal generator 410 as described above. According to the control signal, the display device 100 displaying the movement of the object may be controlled to control the progress of the game.
  • FIG. 16 is a diagram illustrating a user performing rehabilitation training in a game-based rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to another embodiment of the present invention.
  • BCI brain-computer interface
  • FIG. 16 at least one object displayed on the display device 100 of the game-based rehabilitation system 10 to which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention may be used.
  • more than one user may play a game together and perform rehabilitation training.
  • the display device 100 of the game-type rehabilitation system 10 in which the brain-computer interface (BCI) according to an embodiment of the present invention is directly applied to a game image is selected from among a TV, a computer, a laptop, a smart TV, and a tablet PC. There may be at least one.
  • the display device 100 is not limited to the above devices.
  • FIG. 17 is a flowchart illustrating a control method of a game-type rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention.
  • a control method of a game-based rehabilitation system 10 in which a brain-computer interface (BCI) is directly applied to a game image according to an embodiment of the present invention may be described in detail.
  • the brain wave acquiring apparatus 200 acquires the brain waves of the user corresponding to the game image displayed in step S100' (S200 '), and the brain wave analyzing apparatus 300 in step S200'.
  • Analyzing the acquired brain waves of the user (S300 ′), and controlling the game image displayed on the display device 100 according to a result corresponding to the brain waves analyzed in step S300 ′ ( S400 ') may be included. That is, in step S100 ', the game image is displayed such that one or more body parts of the object displayed on the game image blink at a specific frequency, and in step S400', when the user watches the body part, steps S200 'and S300' are displayed. According to the result corresponding to the brain waves acquired and analyzed through the control, the body parts are controlled to move in a predetermined manner, and the activation of the mirror nerve cells of the user according to the movement of the body parts of the object to be selectively monitored by the user Can help with rehabilitation training.
  • step S300 ′ the EEG detection unit 310 detects the SSVEP from the EEG signal of the user corresponding to the specific body part of the object that the user selectively monitors, and EEG analysis unit 320
  • the method may further include analyzing a frequency of the SSVEP having a specific frequency selected by the user, detected by the EEG detector 310.
  • the control signal generating unit 410 generates a control signal for moving the body part of the object corresponding to the SSVEP having a specific frequency in a preset manner, and the control unit 420 generates the control signal.
  • the method may further include controlling 100 to display the movement of the object by using the control signal generated by the unit 410.
  • the control method of the game system rehabilitation system and rehabilitation system applying the brain-computer interface (BCI) directly to the game image the conventional SSVEP system using the flashing light
  • the body part of the blinking object can be displayed at the specific frequency of SSVEP, and the user's attention can be activated through the game image in which the body part of the object moves. It is possible to increase the concentration of watching the image, and at the same time, it is possible to enable active rehabilitation training of the user.
  • the body part of the object displays an image flickering at a specific frequency and the user looks at the specific body part of the object, the corresponding body part moves in a preset manner, and how the game proceeds with the movement of the object.
  • SSVEP which is introduced as a BCI technique, and a game image including moving images, can be used as a rehabilitation system that can simultaneously utilize the activation of mirror nerve cells, which can further enhance the effectiveness of rehabilitation training.

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Abstract

Selon un système de rééducation de type jeu utilisant une interface cerveau-ordinateur (BCI) et son procédé de commande, qui sont présentés dans la présente invention, et d'une manière différente de celle de l'utilisation de lumière scintillante par un système classique utilisant SSVEP, des neurones miroirs sont activés à l'aide d'une image animée capable d'activer des neurones miroirs au moyen d'une image de signal comprenant une fréquence particulière de SSVEP, ou par l'intermédiaire d'une image de jeu dans laquelle une partie corporelle scintillante d'un objet est affichée par une fréquence particulière de SSVEP et la partie corporelle de l'objet observé par un utilisateur se déplace, ce qui permet à la concentration d'observation d'image d'augmenter en suscitant l'intérêt d'un utilisateur et, simultanément, permet à l'utilisateur de se rééduquer activement.
PCT/KR2017/013302 2016-12-23 2017-11-21 Système de rééducation de type jeu utilisant une interface cerveau-ordinateur (bci) et son procédé de commande WO2018117439A1 (fr)

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KR10-2016-0178528 2016-12-23
KR10-2016-0178518 2016-12-23
KR1020160178528A KR101888498B1 (ko) 2016-12-23 2016-12-23 뇌-컴퓨터 인터페이스(bci)를 게임영상에 직접 적용한 게임 방식의 재활 시스템 및 그 제어방법
KR1020160178518A KR101878416B1 (ko) 2016-12-23 2016-12-23 뇌-컴퓨터 인터페이스(bci)를 이용한 게임 방식의 재활 시스템 및 그 제어방법

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CN113419537A (zh) * 2021-07-08 2021-09-21 西安理工大学 一种面向移动机器人自主运动的脑机融合控制方法及系统
CN115381465A (zh) * 2022-07-28 2022-11-25 山东海天智能工程有限公司 基于bci/vr、ar技术的康复训练系统

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