Grégoire Cattan

HC
9papers
104citations
Novelty8%
AI Score20

9 Papers

AIJul 20, 2023
Towards an architectural framework for intelligent virtual agents using probabilistic programming

Anton Andreev, Grégoire Cattan

We present a new framework called KorraAI for conceiving and building embodied conversational agents (ECAs). Our framework models ECAs' behavior considering contextual information, for example, about environment and interaction time, and uncertain information provided by the human interaction partner. Moreover, agents built with KorraAI can show proactive behavior, as they can initiate interactions with human partners. For these purposes, KorraAI exploits probabilistic programming. Probabilistic models in KorraAI are used to model its behavior and interactions with the user. They enable adaptation to the user's preferences and a certain degree of indeterminism in the ECAs to achieve more natural behavior. Human-like internal states, such as moods, preferences, and emotions (e.g., surprise), can be modeled in KorraAI with distributions and Bayesian networks. These models can evolve over time, even without interaction with the user. ECA models are implemented as plugins and share a common interface. This enables ECA designers to focus more on the character they are modeling and less on the technical details, as well as to store and exchange ECA models. Several applications of KorraAI ECAs are possible, such as virtual sales agents, customer service agents, virtual companions, entertainers, or tutors.

HCMay 13, 2019Code
Building Brain Invaders: EEG data of an experimental validation

Gijsbrecht Van Veen, Alexandre Barachant, Anton Andreev et al.

We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.2649006 in mat and csv formats. This dataset contains electroencephalographic (EEG) recordings of 25 subjects testing the Brain Invaders (Congedo, 2011), a visual P300 Brain-Computer Interface inspired by the famous vintage video game Space Invaders (Taito, Tokyo, Japan). The visual P300 is an event-related potential elicited by a visual stimulation, peaking 240-600 ms after stimulus onset. EEG data were recorded by 16 electrodes in an experiment that took place in the GIPSA-lab, Grenoble, France, in 2012 (Van Veen, 2013 and Congedo, 2013). Python code for manipulating the data is available at https://github.com/plcrodrigues/py.BI.EEG.2012-GIPSA. The ID of this dataset is BI.EEG.2012-GIPSA.

HCApr 19, 2019Code
Brain Invaders Adaptive versus Non-Adaptive P300 Brain-Computer Interface dataset

Erwan Vaineau, Alexandre Barachant, Anton Andreev et al.

We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.1494163 in mat and csv formats. This dataset contains electroencephalographic (EEG) recordings of 24 subjects doing a visual P300 Brain-Computer Interface experiment on PC. The visual P300 is an event-related potential elicited by visual stimulation, peaking 240-600 ms after stimulus onset. The experiment was designed in order to compare the use of a P300-based brain-computer interface on a PC with and without adaptive calibration using Riemannian geometry. The brain-computer interface is based on electroencephalography (EEG). EEG data were recorded thanks to 16 electrodes. Data were recorded during an experiment taking place in the GIPSA-lab, Grenoble, France, in 2013 (Congedo, 2013). Python code for manipulating the data is available at https://github.com/plcrodrigues/py.BI.EEG.2013-GIPSA. The ID of this dataset is BI.EEG.2013-GIPSA.

HCApr 1, 2019Code
Passive Head-Mounted Display Music-Listening EEG dataset

Grégoire Cattan, Pedro C. Rodrigues, Marco Congedo

We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.2617084 in mat (Mathworks, Natick, USA) and csv formats. This dataset contains electroencephalographic recordings of 12 subjects listening to music with and without a passive head-mounted display, that is, a head-mounted display which does not include any electronics at the exception of a smartphone. The electroencephalographic headset consisted of 16 electrodes. Data were recorded during a pilot experiment taking place in the GIPSA-lab, Grenoble, France, in 2017 (Cattan and al, 2018). Python code for manipulating the data is available at https://github.com/plcrodrigues/py.PHMDML.EEG.2017-GIPSA. The ID of this dataset is PHMDML.EEG.2017-GIPSA.

HCMar 27, 2019Code
Dataset of an EEG-based BCI experiment in Virtual Reality and on a Personal Computer

Grégoire Cattan, A. Andreev, P. Rodrigues et al.

We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.2605204 in mat (Mathworks, Natick, USA) and csv formats. This dataset contains electroencephalographic recordings on 21 subjects doing a visual P300 experiment on PC (personal computer) and VR (virtual reality). The visual P300 is an event-related potential elicited by a visual stimulation, peaking 240-600 ms after stimulus onset. The experiment was designed in order to compare the use of a P300-based brain-computer interface on a PC and with a virtual reality headset, concerning the physiological, subjective and performance aspects. The brain-computer interface is based on electroencephalography (EEG). EEG were recorded thanks to 16 electrodes. The virtual reality headset consisted of a passive head-mounted display, that is, a head-mounted display which does not include any electronics at the exception of a smartphone. This experiment was carried out at GIPSA-lab (University of Grenoble Alpes, CNRS, Grenoble-INP) in 2018, and promoted by the IHMTEK Company (Interaction Homme-Machine Technologie). The study was approved by the Ethical Committee of the University of Grenoble Alpes (Comit{é} d'Ethique pour la Recherche Non-Interventionnelle). Python code for manipulating the data is available at https://github.com/plcrodrigues/py.VR.EEG.2018-GIPSA. The ID of this dataset is VR.EEG.2018-GIPSA.

HCFeb 6, 2020
A comparison of mobile VR display running on an ordinary smartphone with standard PC display for P300-BCI stimulus presentation

Grégoire Cattan, Anton Andreev, Cesar Mendoza et al.

A brain-computer interface (BCI) based on electroencephalography (EEG) is a promising technology for enhancing virtual reality (VR) applications-in particular, for gaming. We focus on the so-called P300-BCI, a stable and accurate BCI paradigm relying on the recognition of a positive event-related potential (ERP) occurring in the EEG about 300 ms post-stimulation. We implemented a basic version of such a BCI displayed on an ordinary and affordable smartphone-based head-mounted VR device: that is, a mobile and passive VR system (with no electronic components beyond the smartphone). The mobile phone performed the stimuli presentation, EEG synchronization (tagging) and feedback display. We compared the ERPs and the accuracy of the BCI on the VR device with a traditional BCI running on a personal computer (PC). We also evaluated the impact of subjective factors on the accuracy. The study was within-subjects, with 21 participants and one session in each modality. No significant difference in BCI accuracy was found between the PC and VR systems, although the P200 ERP was significantly wider and larger in the VR system as compared to the PC system.

HCJun 28, 2019
Engineering study on the use of Head-Mounted display for Brain- Computer Interface

Anton Andreev, Grégoire Cattan, M Congedo

In this article, we explore the availability of head-mounted display (HMD) devices which can be coupled in a seamless way with P300-based brain-computer interfaces (BCI) using electroencephalography (EEG). The P300 is an event-related potential appearing about 300ms after the onset of a stimulation. The recognition of this potential on the ongoing EEG requires the knowledge of the exact onset of the stimuli. In other words, the stimulations presented in the HMD must be perfectly synced with the acquisition of the EEG signal. This is done through a process called tagging. The tagging must be performed in a reliable and robust way so as to guarantee the recognition of the P300 and thus the performance of the BCI. An HMD device should also be able to render images fast enough to allow an accurate perception of the stimulations, and equally to not perturb the acquisition of the EEG signal. In addition, an affordable HMD device is needed for both research and entertainment purposes. In this study, we selected and tested two HMD configurations.

HCApr 8, 2019
Implementation of a Daemon for OpenBCI

Maxime Chabance, Grégoire Cattan, Bastien Maureille

This document describes a technical study of the electroencephalographic (EEG) headset OpenBCI (New York, US). In comparison to research grade EEG, the OpenBCI headset is affordable thus suitable for the general public use. In this study we designed a daemon, that is, a background and continuous task communicating with the headset, acquiring, filtering and analyzing the EEG data. This study was promoted by the IHMTEK Company (Vienne, France) in 2016 within a thesis on the integration of EEG-based brain-computer interfaces in virtual reality for the general public.

HCDec 7, 2018
Analysis of tagging latency when comparing event-related potentials

Grégoire Cattan, Anton Andreev, Bastien Maureille et al.

Event-related potentials (ERPs) are very small voltage produced by the brain in response to external stimulation. In order to detect and evaluate an ERP in an ongoing electroencephalogram (EEG), it is necessary to tag the EEG with the exact onset time of the stimulus. We define the latency as the delay between the time the tagging command is sent and the detection of the stimulus on the screen. Failing to control sequencing in the tagging pipeline causes problems when interpreting latency, in particular when comparing ERPs generated from stimuli displayed by different systems. In this work, we present number of technical aspects which can influence latency such as the refresh rate of the screen or the display of a stimulus at different screen location. A few propositions are suggested to estimate and correct this latency.