arXivDaily arXiv每日学术速递 周一至周五更新

科学与医疗

脑机接口 / BCI

脑机接口、EEG、神经信号解码、神经假体和脑控交互。

2026-06-19 至 2026-06-19 收录 2 信号源:q-bio.NC, eess.SP, cs.LG, cs.HC, cs.RO

1. EEG解码 1 篇

2503.02636 2026-06-19 q-bio.NC cs.AI 版本更新 90%

A Deep Generative Model for Resting-State EEG Synthesis and Transferable Representation Learning

一种用于静息态脑电合成与可迁移表示学习的深度生成模型

Yeganeh Farahzadi, Morteza Ansarinia, Zoltan Kekecs

发表机构 * Institute of Psychology, Eötvös Loránd University(埃斯特哈兹·洛朗大学心理学研究所) Doctoral School of Psychology, Eötvös Loránd University(埃斯特哈兹·洛朗大学心理学博士学院) Department of Behavioural and Cognitive Sciences, University of Luxembourg(卢森堡大学行为与认知科学系)

专题命中 EEG解码 :提出REST-GAN生成静息态EEG并学习可迁移表示。

AI总结 提出REST-GAN框架,结合对抗训练与自监督重构,从原始时域信号合成静息态EEG并学习可迁移表示,在频谱、连接性及分类任务中表现优异。

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AI中文摘要

静息态脑电提供了一种非侵入性的自发脑活动观测方式,但提取有意义的模式常受限于高质量数据稀缺和对人工设计特征的依赖。生成对抗网络(GAN)能够合成神经信号并从原始数据中学习可迁移表示,这一双重能力在脑电研究中尚未被充分探索。本文提出REST-GAN,一个基于GAN的静息态脑电框架,将对抗训练与辅助自监督重构目标相结合,以支持信号合成和无监督特征提取。尽管仅使用原始时域信号训练,未引入显式的频域或传感器拓扑监督,生成的时序列再现了真实脑电的关键时间、频谱和连接特性。在频带功率特征空间中,生成的样本在睁眼和闭眼条件下均表现出高精确率和召回率(EO: 0.91/0.67; EC: 0.87/0.65),而组平均频谱相干矩阵与真实数据在各频段上的平均绝对差异较低(约0.01-0.03)。模型判别器学习到的表示可迁移至独立的静息态人口统计学分类任务,其性能优于直接在原始脑电上训练的模型,并与近期脑电基础模型表现相当,同时所需训练数据和计算资源大幅减少。这些发现突显了一种计算高效的架构驱动策略,其中生成模型不仅作为脑电信号生成器,还作为无监督特征提取器。该方法有望支持更数据高效的脑电分析,同时减少对人工特征工程的依赖。REST-GAN的实现代码见:this https URL。

英文摘要

Resting-state EEG provides a non-invasive view of spontaneous brain activity, but extracting meaningful patterns is often limited by scarce high-quality data and reliance on manually engineered features. Generative adversarial networks (GANs) can synthesize neural signals and learn transferable representations directly from raw data, a dual capability that remains underexplored in EEG research. Here, we introduce REST-GAN, a GAN-based framework for resting-state EEG that combines adversarial training with an auxiliary self-supervised reconstruction objective to support signal synthesis and unsupervised feature extraction. Although trained only on raw time-domain signals, without explicit frequency-domain or sensor-topographic supervision, the generated time series reproduced key temporal, spectral, and connectivity properties of real EEG. In band-power feature space, generated samples showed high precision and recall across eyes-open and eyes-closed conditions (EO: 0.91/0.67; EC: 0.87/0.65), while group-average spectral coherence matrices showed low mean absolute differences from real data across frequency bands (~0.01-0.03). The representations learned by the model's critic transferred to independent resting-state demographic classification tasks, outperforming models trained directly on raw EEG and showing competitive performance relative to a recent EEG foundation model, while requiring substantially less training data and computational resources. These findings highlight a computationally efficient, architecture-driven strategy in which generative models serve not only as EEG signal generators, but also as unsupervised feature extractors. This approach may support more data-efficient EEG analysis while reducing reliance on manual feature engineering. The implementation code for REST-GAN is available at: https://github.com/Yeganehfrh/REST-GAN.

2. 其他BCI 1 篇

2605.09550 2026-06-19 cs.HC 版本更新 60%

Who embraces AI in play? Exploratory modeling of player preference profiles toward game AI

谁在游戏AI中持支持态度?游戏AI玩家偏好轮廓的探索性建模

Ting-Chen Hsu, Jiangxu Lin, Wenran Chen, Zheyuan Zhang, Fei Qin

专题命中 其他BCI :研究玩家对游戏AI的接受度,与脑机接口无关

AI总结 本文通过问卷数据和AA分析,揭示玩家对游戏AI接受度的跨情境偏好轮廓,识别出七种典型群体,并探讨其与AI素养、游戏习惯等因素的关系。

Comments Accepted to 2026 IEEE Conference on Games (IEEE CoG 2026)

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AI中文摘要

人工智能正通过多种功能进入数字游戏。尽管先前研究显示玩家对游戏AI的态度高度依赖于情境,但对这些态度在不同玩家群体中如何结构化组合仍知之甚少。本研究通过建模玩家的跨情境AI接受度作为可解释的态度轮廓来填补这一空白。基于771名数字游戏玩家的问卷数据,我们应用架构分析(AA)对八个代表性AI应用情境中的中心化接受评分进行分析。分析识别出七种不同的轮廓:AI怀疑者、广泛AI支持者、创造性玩法探索者、经验导向支持者、系统秩序倡导者、情感中心支持者和治理怀疑者。探索性的一对多(OvR)逻辑回归进一步表明,轮廓成员与玩家的感知AI素养、游戏习惯、学科背景、个性特征和应用特定优先级相关。通过将关注点从孤立的接受判断转向模式化的偏好结构,本研究为分割游戏AI受众提供了探索性经验词汇,并为更情境敏感和玩家敏感的AI整合提供了初步设计启示。

英文摘要

Artificial intelligence is increasingly entering digital games through diverse functions. While prior work has shown that player attitudes toward game AI are strongly context-dependent, less is known about how these attitudes are structurally combined within different groups of players. This study addresses this gap by modeling players' cross-context AI acceptance as interpretable attitude profiles. Based on questionnaire data from 771 digital game players, we apply Archetypal Analysis (AA) to centered acceptance ratings across eight representative AI application contexts in games. The analysis identifies seven distinctive profiles: AI-Skeptics, Broad AI-Supporters, Creative-Play Explorers, Experience-Oriented Supporters, Systemic Order Advocates, Emotion-Centered Supporters, and Governance-Skeptics. Exploratory one-vs-rest (OvR) logistic regressions further suggest that profile membership is associated with players' perceived AI literacy, gaming habits, disciplinary background, personality traits, and application-specific priorities. By shifting attention from isolated acceptance judgments to patterned preference structures, this study provides an exploratory empirical vocabulary for segmenting game AI audiences and offers preliminary design implications for more context-sensitive and player-sensitive AI integration in digital games.