Objective.Steady-state visual evoked potentials (SSVEPs) in response to flickering stimuli are popular in brain-computer interfacing but their implementation in virtual reality (VR) offers new opportunities also for clinical applications. While traditional SSVEP target selection relies on single-frequency stimulation of both eyes simultaneously, further called congruent stimulation, recent studies attempted to improve the information transfer rate by using dual-frequency-coded SSVEP where each eye is presented with a stimulus flickering at a different frequency, further called incongruent stimulation. However, few studies have investigated incongruent multifrequency-coded SSVEP (MultiIncong-SSVEP).Approach.This paper reports on a systematical investigation of incongruent dual-, triple-, and quadruple-frequency-coded SSVEP for use in VR, several of which are entirely novel, and compares their performance with that of congruent dual-frequency-coded SSVEP.Main results.We were able to confirm the presence of a summation effect when comparing monocular- and binocular single-frequency congruent stimulation, and a suppression effect when comparing monocular- and binocular dual-frequency incongruent stimulation, as both tap into the binocular vision capabilities which, when hampered, could signal amblyopia.Significance.In sum, our findings not only evidence the potential of VR-based binocularly incongruent SSVEP but also underscore the importance of paradigm choice and decoder design to optimize system performance and user comfort.
Keywords: EEG; binocular stimulation; brain–computer interfaces; steady-state visual evoked potential; virtual reality.
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