USING VIRTUAL REALITY TO TEST THE FEASIBILITY

OF CONTROLLING AN UPPER LIMB FES SYSTEM DIRECTLY

FROM MULTIUNIT ACTIVITY IN THE MOTOR CORTEX

 

Dawn M. Taylor1, Andrew B. Schwartz1,2

1 Arizona State University, 2 The Neurosciences Institute

 


Abstract

Researchers have shown that the firing patterns of multiple cells simultaneously recorded from the motor cortex can be used to predict arm trajectories in primates. These signals could make a good control signal for an arm FES system. However, offline studies predict hundreds or even thousands of cortical units are needed to accurately predict trajectories. We suggest the actual number of cortical signals needed is much lower than those predicted because those estimates don't take into consideration: 1) the use of visual feedback to make online error corrections, and 2) the brain’s ability to adapt and learn. Using a 3D virtual reality system controlled by cortical signals in real time, we’ve shown that macaques can learn to make target-directed 3D brain-controlled movements using small numbers (18 ± 4) of cortical signals.  The animals made online error corrections, and showed significant learning within each day and across days.

 

Introduction/Background

Restoring arm function to quadriplegics requires a reliable control signal to indicate the desired arm trajectory. Electrode arrays implanted in the motor cortex can detect the individual firing patterns of many cells simultaneously. When enough cells are recorded together, complex 3D arm trajectories can accurately be predicted from these signals. Most off-line studies predict that many hundreds or even thousands of cells need to be recorded to accurately predict complex 3D movements[1,2]. Electrode technology is currently unable to obtain and hold such large numbers of cells for long periods of time.

However, the actual number of cells needed to provide a practical upper limb FES control signal is likely to be much less than these studies suggest. These estimates don't take into consideration two things: 1) the use of visual feedback to make online error corrections, and 2) the brain’s ability to adapt and learn to control movements more effectively. 

By using a virtual reality system, we can simulate the experience of a cortically-controlled, arm prosthetic system, and determine if sufficient control can be achieved using the small numbers of cortical units typically recorded with today’s electrodes.

 

Methods

Two macaques were trained in a virtual 3D center-out reaching task. Their left arm was restrained while their right arm was free to move. The animals could not see their real arms but instead saw a virtual arm cursor (2 cm diameter yellow sphere) which moved with their wrist movement in 3D space. The animals could also see one central start target and eight virtual targets positioned in a cube formation (2.4 cm diameter green spheres). In the task, the central start target would appear. Once the monkey moved the virtual arm cursor (VAC) to the center target, one of the eight corner targets would appear in a random order. The animal would then move the VAC to that corner target to receive a reward. There were no physical targets to touch in the workspace–only virtual ones. The virtual 3D stereo images were created using an SGI Octane with Performer software. The images were projected through a NuVision light polarizing shutter screen (96Hz) onto a mirror suspended at 45º in front of the animal’s face. Differently polarized filters were placed in front of each eye. Wrist position was acquired at 100Hz with an Optotrak 3020 motion tracking system (Northern Digital Inc). We could observe no perceptible lag between the actual and virtual wrist movements.

Once the animals were proficient in this task, they were chronically implanted with 64 stainless steel microwire electrodes in the motor and premotor cortices. Each day, eight minutes of cortical and movement data were acquired during the task described above. Spike times of the individual cortical units were acquired in real-time using a Plexon data acquisition system and RASPUTIN software. Each unit's preferred direction was determined by regressing firing rate with wrist velocity[3]. The task was then modified to alternate between eight arm-controlled and eight brain-controlled center-to-target movements. During the brain-controlled sets, the VAC movement was controlled by the cortical signals instead of by the actual wrist movement. The control signal was a population vector[1] calculated online in real time. Each cell’s contribution to the population vector was also scaled by its level of directional tuning (F value from its preferred direction regression equation raised to the 0.8 power). Additionally, the X, Y and Z components were appropriately scaled to compensate for any differences in the quantity of cells contributing to each component.

Three experimental conditions were examined. The control case when the VAC was linked to wrist movement, the brain-controlled experiment described above, and an offline population vector analysis of the control case.

The percentage of brain-controlled center-to-target movements that successfully hit their target (%BC_hit) and the percentage of offline predicted trajectories of the control set that successfully hit their target (%OPT_hit) were calculated for each set and for each day. This experiment continued for 32 days in monkey ‘L’, and 40 days in monkey ‘M’. Matlab (MathWorks) was used to organize the data and compile statistics.

 

Results

 Table 1 shows summary data on the number and quality of cells recorded over the course of the experiment. It also shows summary data comparing the mean %BC_hit with %OPT_hit. Paired t-tests showed this difference to be highly significant (p<2x10-16).

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Figure 1 shows 2D projections of the wrist trajectories during arm-controlled trials (A), the offline predicted trajectories of those arm-controlled trials (B), and the VAC trajectories during brain-controlled trials (C). These were from a day when activity from 17 cortical units were used with a mean R2 of 0.77 (R2 from regressing each unit’s firing rate per target as a function of target direction).

 

Data Type

 ‘L’

 ‘M’

‘L+M’

# Cortical Units

18 ± 4

18 ± 3

18 ± 4

Mean R2 of

Cortical Units

0.63 ± 0.07

0.64 ± 0.09

0.64 ± 0.08

 %BC_hit

52 ± 14

46 ± 18

49 ± 17

 %OPT_hit

31 ± 11

23 ± 5

27 ± 9

Table 1: Mean and Standard Deviation of Daily Statistics by Animal (‘L’,‘M’ or both). ‘Mean R2’ is the R2 from regressing each unit’s average firing rate per target as a function of target direction then averaging R2s daily over all units.

Figure 2 shows a plot of the difference in percentage of targets hit under the brain-controlled and offline-predicted conditions (%BC_hit – %OPT_hit) as a function of the number of days each animal had done the experiment.

Taking %BC_hit data across all days and comparing them by set showed the mean %BC_hit increased significantly from the first to the third set (p< 0.03) but not significantly after that.

 

 

 

Figure 1: 2D projections of 3D trajectories to each of the eight targets in the three experimental conditions. The thick straight lines go from the center start position to the intended targets. Thin lines are the individual trajectories. Asterisks indicate when individual trajectories have successfully hit the target. Upper two rows are to proximal targets. Bottom two rows are to distal targets. Actual wrist trajectories during the control sets (non-brain-controlled) are shown in A. B shows the offline predicted trajectories of the trials shown in A. C shows trajectories of the virtual arm cursor during the brain control trials.

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


       

Figure 2: Improvement by day in percentage of targets hit in the brain-controlled case over the offline predicted trajectory case.

 

Discussion/Conclusions

In this experiment the typical number of units used was an order of magnitude lower than the literature says is needed to accurately predict trajectories. As expected, the offline predictions of the arm-controlled trajectories were very poor. However, in the brain-controlled trials, the animals used visual feedback to correct for errors in the trajectories. Initially, the animals would move their real arm toward the virtual target position in space. The small numbers of units used in the experiments were an imperfect predictor of the intended movement. Therefore, the VAC would often drift away from the intended trajectory. The animals would then compensate by altering their real arm movements. The accompanying changes in the cortical activity would redirect the VAC to head toward the target again. On occasion, the animals would stop moving their arm completely and move the VAC just by thinking about it, but neither animal learned to do this consistently. The animals usually explored the space with their arm during the initial brain-controlled trials, and learned that day’s mapping between their arm/brain activity and the VAC trajectory. Each day the number and modulation properties of the cortical units would change. The significant increase in %BC_hit from the first to the third set shows the animals learned each day’s new mapping fairly quickly.

Both animals improved their brain-control skills over the course of the experiment (increased average %BC_hit by 0.6% per day, p=0.0013). This could happen by coincidence if the number and/or quality of units recorded from day-to-day improved. If this were so, we would expect the %OPT_hit to also improve. Since the %OPT_hit decreased slightly over the course of the experiment, the improvement seen in %BC_hit from day to day must be due to learning. Figure 2 shows this improvement in brain control over the offline predictions (average improvement of about 1% per day, p<1x10-8)

The population vector used in these experiments is a very simple prediction algorithm that is easy to compute in real-time. Other algorithms which take correlations and history into consideration have been shown to more accurately predict trajectories[4]. We are currently investigating whether the more complicated algorithms will improve brain-control, or if they will simply make the mapping more difficult to learn.

These animals experienced brain-control for less than two hours per day during the experiment. The rest of the day they were free to used their arms normally. If a prosthetic system was used continuously throughout the day, we would expect the rate of learning to be much faster.

It is unknown how the cortical re-mapping after paralysis will affect the ability to learn brain-control of an FES system. There may be a limited time window after paralysis in which implantation and training will be successful.

As with any new technology, the risks have to be weighed against the benefits before it is used in humans. This research shows the benefit of using even small numbers of cortical signals is much greater than previous offline studies suggest. 

 

References

[1] Georgopoulos A.P. et al. (1988) Primate Motor Cortex and Free Arm Movements to Visual Targets in 3D Space. II. Coding of Direction of Movement by Neural Population. J. Neurosci. 8(8): 2928-2937

[2] Wessberg J. et al. (2000) Real-Time Prediction of hand Trajectory by Ensembles of Cortical Neurons in Primates. Nature 408: 361-365

[3] Schwartz A.B. et al. (1988) Primate Motor Cortex and Free Arm Movements to Visual Targets in 3D Space. I. Relations Between Single Cell Discharge and Direction of Movement. J. Neurosci. 8(8): 2913-2927

[4] Issacs RE. et al. (2000) Work Toward Real-Time Control of a Cortical Neural Prosthesis. IEEE Trans. Rehabil. Eng. 8(2): 196-198

 

Acknowledgments:  This research was supported by: The Whitaker Foundation, PEO Scholarship Fund, and PHS contracts #N01-NS-6-2347 #N01-NS-9-2321.