Source-linked AI summary
Detecting Interbrain Synchronization in EEG Hyperscanning with MUSE-S EEG headban
Tarmo Lipping, Ahmad Sharif, Matin Beiramvand, Jari Turunen
TL;DR
The study asks whether consumer-level MUSE-S EEG can detect interbrain synchronization during hyperscanning. It analyzes paired participants playing Tetris, extracts spectral and cross-coherence features, and trains CNNs to distinguish gaming from relaxation. Full features achieved near-perfect discrimination, while inter-subject cross-coherence alone reached 94% training and 79% testing accuracy, supporting further investigation.
Problem
The study addresses whether a consumer-level MUSE-S EEG headband can detect interbrain synchronization in hyperscanning.
Source: §I · p. 1Method
Five pairs completed alternating relaxation and three two-person Tetris sessions, whose EEG features were classified with CNN models using full or inter-subject cross-coherence sets.
Source: A. Recording setup · p. 1, §IV · p. 4Results
Using only inter-stream cross-coherence, classification reached 94% training accuracy and about 75–80% testing accuracy, including 79% testing accuracy after 50 epochs.
Source: §III · p. 3Takeaways & Limitations
Inter-subject cross-coherence features still discriminated relaxation from gaming, indicating that the consumer EEG headband can detect some interaction between participants’ brain activity.
Source: §IV · p. 4
Abstract
from arXiv · showhide
In this study preliminary results on the classification of EEG hyperscanning data acquired using MUSE-S consumer-level EEG headband are presented. Five pairs of subjects were involved and the recording protocol contained three two-person tetris game sessions alternating with relaxation periods. The data were segmented and ten spectral and cross-coherence features were calculated. The features were arranged into feature matrices and Convolutional Neural Network model was trained to discriminate between the relaxation and gaming. Two different feature sets - the full set and a set containing only inter subject cross-coherence features were tested. The results indicate that using the full feature set, relaxation and gaming periods were perfectly discriminated. Using only inter-subject cross-coherence features 94 % and 79 % classification accuracy for training and testing data was obtained, respectively.
I. INTRODUCTION
The study investigates whether consumer-oriented EEG can detect interbrain synchronization during hyperscanning. It motivates EEG as a feasible real-life modality and presents a preliminary MUSE-S investigation.
- Hyperscanning simultaneously measures brain activity from multiple subjects and supports research on social interaction, teamwork, and collaboration.Source: §I · p. 1
- EEG is presented as the most feasible brain-imaging technique for real-life hyperscanning applications.Source: §I · p. 1
- Consumer-oriented EEG devices are increasingly used in real-life situations, including prior MUSE-S mental-workload classification studies.Source: §I · p. 1
- The present study preliminarily evaluates whether MUSE-S can detect interbrain synchronization and informs a more extensive experiment.Source: §I · p. 1
A. Recording setup
Five two-person hyperscanning recordings used MUSE-S headbands during alternating relaxation and two-person Tetris sessions. The protocol included cooperative, control-swapping, and competitive game conditions.
- Five two-person recordings involved five healthy adult volunteers using MUSE-S EEG headsets with textile electrodes.Source: A. Recording setup · p. 1
- The analysis selected the AF7 and AF8 channels, while TP1 and TP2 were discarded because of excessive artifacts.Source: A. Recording setup · p. 1
- Three Tetris game sessions alternated with 1-minute relaxation periods in each recording.Source: A. Recording setup · p. 1
- The sessions represented cooperation, swapped control over separate wells, and competition between participants.Source: A. Recording setup · p. 1
S EEG devices over Bluetooth. The MuseLSL2 software1
The recording setup used two laptops to capture synchronized MUSE-S streams and present the Tetris task to both participants. LabRecorder stored EEG and keystroke streams for later segmentation.
- The setup used Lab Streaming Layer streams and stored EEG together with recorded keystrokes in .xdf files.Source: S EEG devices over Bluetooth. The… · p. 2, Figure 2 · p. 2
- Laptop A ran LabRecorder, the Tetris game, keystroke recording, and MuseLSL2 for one participant’s data.Source: Figure 2 · p. 2
- Laptop A provided duplicate monitors and keyboards so the two participants could use the game setup.Source: Figure 2 · p. 2
- Laptop B ran MuseLSL2 to capture the other participant’s MUSE-S data.Source: Figure 2 · p. 2
B. Data Preprocessing and Feature Extraction
The data were synchronized, filtered, segmented into overlapping windows, and represented with spectral and coherence features. Full and inter-stream cross-coherence feature matrices were prepared for CNN classification.
- EEG signals sampled at 256 Hz were visualized, marked by session boundaries, and filtered from 0.5 to 42 Hz with a 6th-order Butterworth bandpass filter.Source: B. Data Preprocessing and Feature… · p. 2
- The two data streams were resampled so their samples occurred at exactly the same timestamps.Source: B. Data Preprocessing and Feature… · p. 2
- Sessions were divided into 10-second segments with 8-second overlap, producing 475 relaxation and 2161 gaming segments.Source: B. Data Preprocessing and Feature… · p. 2
- Ten features comprised four scaled power spectral densities, two within-stream coherences, and four inter-stream coherences.Source: B. Data Preprocessing and Feature… · p. 2
- Features were computed from 0 to 45 Hz in 0.5 Hz steps, forming 91 × 10 matrices that were augmented for CNN input.Source: B. Data Preprocessing and Feature… · p. 2
- An inter-stream-only subset used four features and was augmented into 91 × 20 matrices for classification.Source: B. Data Preprocessing and Feature… · p. 2
C. Classification
The study uses a CNN to classify augmented EEG feature matrices, with separate configurations for the full feature set and inter-stream cross-coherence features. Training used repeated runs with fixed data splits and balancing of the gaming segments.
C. Classification
- A CNN classifier was applied to augmented EEG feature matrices to identify patterns associated with the two conditions.The network included convolutional and fully connected layers with ReLU and sigmoid activations.Source: C. Classification · pp. 2–3
- The feature matrices represented either the full feature set or only inter-stream cross-coherence features.The two feature configurations corresponded to the alternatives evaluated by the classifier.Source: Figure 3 · p. 3
- The full-feature configuration used batch size 32 and learning rate 0.00009, whereas the inter-stream configuration used batch size 16 and learning rate 0.0002.Both configurations used Adam optimization and binary cross-entropy loss.Source: C. Classification · p. 3
- 70% of the data were randomly assigned to training and 30% to testing across 50 runs of 50 epochs.Gaming samples were randomly downsampled to match the 475 relaxation feature matrices in each run.Source: C. Classification · p. 3
III. RESULTS AND DISCUSSION
The CNN distinguished relaxation from gaming using the full feature set and also achieved substantial classification accuracy using only inter-stream cross-coherence features. The latter configuration learned more slowly and reached lower testing accuracy than training accuracy.
III. RESULTS AND DISCUSSION
- The full-feature model learned to discriminate relaxation and gaming during approximately the first few epochs, despite a learning rate of 0.00009.Training loss and classification accuracy were aggregated over 50 runs for the reported comparison.Source: §III · p. 3, Figure 4 · p. 3
- The full feature set produced nearly perfect discrimination between relaxation and gaming despite data acquisition with a consumer-oriented wireless EEG device.The authors attribute part of this separability to the differing eye states between conditions.Source: §III · p. 3
- 94% training accuracy was reached after 50 epochs using only inter-stream cross-coherence features.Testing accuracy became limited at about 75–80% after 20 epochs.Source: §III · p. 3
- 79% accuracy using only interbrain features and consumer-oriented EEG devices was considered noteworthy.The authors also noted information leakage between subjects because there were only five subjects and random cross-validation was used.Source: §III · p. 3
IV. CONCLUSIONS
Using consumer-oriented MUSE-S EEG headbands, the study discriminated relaxation from gaming with spectral and cross-coherence features. Inter-subject cross-coherence alone also supported discrimination, indicating detectable interaction between participants’ brain activity, while broader recordings are needed.
- Five hyperscanning EEG recordings used CNN models to discriminate relaxation and gaming during two-player Tetris sessions.The analysis used power spectral density and cross-coherence features.Source: §IV · p. 4
- Spectral and cross-coherence features enabled easy discrimination of relaxation and gaming with a low-complexity consumer-oriented EEG headband using prefrontal channels.Source: §IV · p. 4
- Inter-subject cross-coherence features alone still discriminated the two brain states, indicating that the headband detected some interaction between subjects’ brain activity.Source: §IV · p. 4
- More extensive hyperscanning recordings are needed, and future experiments will better control collaborative and competitive tasks.The study did not promisingly discriminate the different game types.Source: §IV · p. 4