Thomas E. Huber

h-index6
2papers

2 Papers

NEApr 1, 2025Code
Scaling Up Resonate-and-Fire Networks for Fast Deep Learning

Thomas E. Huber, Jules Lecomte, Borislav Polovnikov et al.

Spiking neural networks (SNNs) present a promising computing paradigm for neuromorphic processing of event-based sensor data. The resonate-and-fire (RF) neuron, in particular, appeals through its biological plausibility, complex dynamics, yet computational simplicity. Despite theoretically predicted benefits, challenges in parameter initialization and efficient learning inhibited the implementation of RF networks, constraining their use to a single layer. In this paper, we address these shortcomings by deriving the RF neuron as a structured state space model (SSM) from the HiPPO framework. We introduce S5-RF, a new SSM layer comprised of RF neurons based on the S5 model, that features a generic initialization scheme and fast training within a deep architecture. S5-RF scales for the first time a RF network to a deep SNN with up to four layers and achieves with 78.8% a new state-of-the-art result for recurrent SNNs on the Spiking Speech Commands dataset in under three hours of training time. Moreover, compared to the reference SNNs that solve our benchmarking tasks, it achieves similar performance with much fewer spiking operations. Our code is publicly available at https://github.com/ThomasEHuber/s5-rf.

6.4HCMar 30
Improving motor imagery decoding methods for an EEG-based mobile brain-computer interface in the context of the 2024 Cybathlon

Isabel Whiteley Tscherniak, Niels Christopher Thiemann, Ana McWhinnie-Fernández et al.

Motivated by the Cybathlon 2024 competition, we developed a modular, online EEG-based brain-computer interface to address these challenges, increasing accessibility for individuals with severe mobility impairments. Our system uses three mental and motor imagery classes to control up to five control signals. The pipeline consists of four modules: data acquisition, preprocessing, classification, and the transfer function to map classification output to control dimensions. We use three diagonalized structured state-space sequence layers as a deep learning classifier. We developed a training game for our pilot where the mental tasks control the game during quick-time events. We implemented a mobile web application for live user feedback. The components were designed with a human-centred approach in collaboration with the tetraplegic user. We achieve up to 84% classification accuracy in offline analysis using an S4D-layer-based model. In a competition setting, our pilot successfully completed one task; we attribute the reduced performance in this context primarily to factors such as stress and the challenging competition environment. Following the Cybathlon, we further validated our pipeline with the original pilot and an additional participant, achieving a success rate of 73% in real-time gameplay. We also compare our model to the EEGEncoder, which is slower in training but has a higher performance. The S4D model outperforms the reference machine learning models. We provide insights into developing a framework for portable BCIs, bridging the gap between the laboratory and daily life. Specifically, our framework integrates modular design, real-time data processing, user-centred feedback, and low-cost hardware to deliver an accessible and adaptable BCI solution, addressing critical gaps in current BCI applications.