<p>Brain-computer interfaces (BCIs) attempt to establish a connection between the human mind and a computer system. While recent computational advances continue to improve these interfaces, human factors have been overlooked. Factors such as fatigue and attention play a key role in brain signal modulation. This arises the need for paradigms designed and implemented in terms of human factors. Therefore, it is proposed to improve the level of engagement to diminish fatigue and increase attention by a video game-based paradigm for an imagined speech BCI. For this purpose, a sample of 15 volunteers (females = 7) was recruited to study the quality of their imagined speech when it is evoked under an abstract scenario (traditional paradigm) and a video-game paradigm. This dataset helps to study the differences in imagined speech signals when using two different paradigms: (1) one that does not consider human factors, and (2) one that does. Additional applications may include designing imagined speech decoding models for BCI and studying the relationship between users’ profile and their imagined speech signals.</p>

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An EEG-based Imagined Speech Database for comparing Paradigm Designs

  • Edgar Aguilera-Rodríguez,
  • Alma Cuevas-Romero,
  • Santiago Mendoza-Franco,
  • Jonathan Wornovitzky-Green,
  • Eduardo Rivera-Cerros,
  • David Villanueva-Cazares,
  • Luis Alberto Muñoz-Ubando,
  • David Ibarra-Zárate,
  • Luz María Alonso-Valerdi

摘要

Brain-computer interfaces (BCIs) attempt to establish a connection between the human mind and a computer system. While recent computational advances continue to improve these interfaces, human factors have been overlooked. Factors such as fatigue and attention play a key role in brain signal modulation. This arises the need for paradigms designed and implemented in terms of human factors. Therefore, it is proposed to improve the level of engagement to diminish fatigue and increase attention by a video game-based paradigm for an imagined speech BCI. For this purpose, a sample of 15 volunteers (females = 7) was recruited to study the quality of their imagined speech when it is evoked under an abstract scenario (traditional paradigm) and a video-game paradigm. This dataset helps to study the differences in imagined speech signals when using two different paradigms: (1) one that does not consider human factors, and (2) one that does. Additional applications may include designing imagined speech decoding models for BCI and studying the relationship between users’ profile and their imagined speech signals.