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  AI4NG: AI for Neurogaming - AI-Cloud Platform for Largescale Neurogaming with Neurotechnology


   Centre for Accountable, Responsible and Transparent AI

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  Prof Damien Coyle  No more applications being accepted  Self-Funded PhD Students Only

About the Project

Implantable and wearable neurotechnology utilization is expected to increase dramatically in the coming years, with applications in enabling movement-independent control and communication, rehabilitation, treating disease, improving health, recreation (neurogaming) and sport among other applications. There are multiple driving forces:− continued advances in underlying science and technology; increasing demand for solutions to repair the nervous system; increase in the aging population world-wide producing a need for solutions to age-related, neurodegenerative disorders and “assistive” brain-computer interface (BCI) technologies; and commercial demand for nonmedical BCIs. The potential for the UK economy to benefit from neurotechnology R&D has been recognised in the recent transformative roadmap for neurotechnology in the UK [1].

Wearable neurotechnologies which perform electroencephalography (EEG), non-invasively, present an excellent challenge for gamers and games developer. EEG-based games interaction are controlled through BCIs which require sophisticated signal processing to produce a relatively inaccurate and unstable control signal that provides a low communication bandwidth with only a few degrees of freedom. Extracting a reliable control signal from non-stationary brainwaves is a challenge being addressed by many researchers. Producing paradigms for training users to produce brain activity that is easily translated into a control is key focus of BCI research. Another challenge is to develop games and games control strategies that can be operated using unstable and limited control signals and exploit the rich dynamics available in brainwaves. It is therefore important to engage those involved in games development to help develop new paradigms for not only enabling non-muscular game interaction but also for advancing the field of brain computer interface in general.

Collecting data outside a laboratory setting from users who wilfully use neurogaming technology so that very largescale datasets can be acquired to train state-of the-art AI to enhance performance presents a number of challenges. It is expected that substantial progress in the field will be realised by applying state-of-the-art deep learning and optimisation technologies combined with largescale data collection through wearable neurotechnology and cloud connection (assisted by NeuroCONCISE Ltd), in addition to ample computing resources for analytics and optimisation. This project will focus on a framework for large-scale neurogaming trials and demonstrate neurotechnology and neurogaming adoption in the real world (outside the lab) over extended periods. 

The proposed research programme which is aligned with a UKRI Turing AI Fellowship (https://tinyurl.com/TuringAIFellow) and NeuroCONCISE Ltd aims to address these challenges with innovations in deploying neurotech and neurogaming solutions in the wild.

The proposed AI-cloud framework for Neurogaming (AI4NG) will enable the delivery of neurotech to gamers in their home, enable ease of use and allow tracking of performance, incentivisation and remote updates and upgrading .

Successful applicants will have access to facilities at the Bath Institute for the Augmented Human including High Performance Computing and will be integrated in a team of researchers that are trialling neurotechnology with end-users including those with brain injuries, people living with stroke, spinal injury and post-traumatic stress disorder as well as in advanced applications in silent speech decoding [2][3] and 3D arm motion trajectory prediction [4] in augmented and virtual reality paradigms and neurogaming [5][6][7]. 

The project will based in the UKRI Centre for Doctoral Training in Accountable, Responsible and Transparent AI (ART-AI). The ART-AI CDT aims at producing interdisciplinary graduates who can act as leaders and innovators with the knowledge to make the right decisions on what is possible, what is desirable, and how AI can be ethically, safely and effectively deployed. We value people from different life experiences with a passion for research. The CDT's mission is to graduate diverse specialists with perspectives who can go out in the world and make a difference.

Successful applicants will have, or expect to receive, a master's degree or first or upper-second bachelor's degree in an appropriate subject.

Formal applications should include a research proposal and be made via the University of Bath’s online application form. Enquiries about the application process should be sent to [Email Address Removed]. Enquiries about the research should be directed to Prof Coyle.

Start date: 2 October 2023.


Biological Sciences (4) Computer Science (8) Engineering (12)

References

[1] K. Mathieson, T. Denison, and C. Winkworth-Smith, “A transformative roadmap for neurotechnology in the UK,” A Transform. roadmap neurotechnology UK, 2021, [Online]. Available: https://ktn-uk.org/wp-content/uploads/2021/06/A-transformative-roadmap-for-neurotechnology-in-the-UK.pdf.
[2] C. Cooney, R. Folli, and D. H. Coyle, “A bimodal deep learning architecture for EEG-fNIRS decoding of overt and imagined speech,” IEEE Trans. Biomed. Eng., pp. 1–1, 2021, doi: 10.1109/TBME.2021.3132861.
[3] C. Cooney, R. Folli, and D. Coyle, “Neurolinguistics for Continuous Direct-Speech Brain-Computer Interfaces,” IScience, vol. 8, pp. 103–125, 2018, doi: 10.1016/j.isci.2018.09.016.
[4] A. Korik, R. Sosnik, N. Siddique, and D. Coyle, “Decoding Imagined 3D Hand Movement Trajectories From EEG : Evidence to Support the Use of Mu , Beta , and Low Gamma Oscillations,” Front. Neurosci., vol. 12, no. March, pp. 1–16, 2018, doi: 10.3389/fnins.2018.00130.
[5] D. Marshall, D. Coyle, S. Wilson, and M. Callaghan, “Games, Gameplay, and BCI: The State of the Art,” IEEE Trans. Comput. Intell. AI Games, vol. 5, no. 2, pp. 82–99, Jun. 2013, doi: 10.1109/TCIAIG.2013.2263555.
[6] D. Coyle, J. Principe, F. Lotte, and A. Nijholt, “Guest Editorial: Brain/neuronal - Computer game interfaces and interaction,” IEEE Trans. Comput. Intell. AI Games, vol. 5, no. 2, pp. 77–81, Jun. 2013, doi: 10.1109/TCIAIG.2013.2264736.
[7] R. Beveridge, S. Wilson, M. Callaghan, and D. Coyle, “Neurogaming with motion-onset visual evoked potentials (mVEPs): adults versus teenagers,” IEEE Trans. Neural Syst. Rehabil. Eng., vol. 27, no. 4, pp. 1–1, 2019, doi: 10.1109/tnsre.2019.2904260.

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 About the Project