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CSS and WebGL were adopted to implement four cross-platform Steady State Visually Evoked Potential (SSVEP) stimuli-generator libraries, whose stimuli are produced via constant-period and square wave approximation techniques, for use in a Brain-Computer Interface (BCI) context. These libraries are configured to run as spellers, yet can easily be …

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SSVEP Stimuli-Generator Libraries

CSS and WebGL were adopted to implement four cross-platform Steady State Visually Evoked Potential (SSVEP) stimuli-generator libraries, whose stimuli are produced via constant-period and square wave approximation techniques, for use in a Brain-Computer Interface (BCI) context. These libraries are configured to run as spellers, yet can easily be altered to cater for a wide range of use cases.

More information about these libraries can be found in this peer reviewed publication by the same authors: Towards Accurate Browser-based SSVEP Stimuli Generation.

In alignment with existing documentation, it was found that CSS animations are more stable and performant than their WebGL counterparts.

Generating on-page stimuli

There are 4 stimuli generators in this repository, CSS+Square Wave Approximation, CSS+Constant Period, WebGL+Square Wave Approximation and WebGL+Constant Period.

After importing the library, you can create any number of stimuli on the page using the following data-* attributes:

  1. data-frequency: specifying the SSVEP stimulus frequency
  2. data-light-color: specifying the light color of the flickering SSVEP stimulus
  3. data-dark-color: specifying the dark color of the flickering SSVEP stimulus
  4. data-phase-shift: specifying the phase shift (frames delay) for the SSVEP stimulus
  5. data-pattern: specifying the flickering button's pattern. You can choose from solid, dot, chequered or line pattern types.

The data-light-colour and data-dark-colour attributes define how colors are applied based on the chosen flickering pattern:

  • Solid: The stimulus alternates between data-light-colour and data-dark-colour to create a flickering effect.
  • Chequered: The squares within the pattern will be displayed in data-light-colour and data-dark-colour.
  • Dot: The dots will be displayed in data-light-colour and data-dark-colour, while the background remains white.
  • Line: The background will be data-dark-colour, and the lines will be data-light-colour.

The following is a sample screenshot showcasing all four data-pattern types in action:

Flickering Stimuli in action

Begin Stimuli Generation

To begin stimuli generation, you must select your HTML elements and add to the manager

1. CSS

Stimuli can be defined as follows for CSS:

   <button data-frequency="6.67" data-dark-color="0,0,0,1" data-light-color="255,255,255,1" data-phase-shift="0" data-pattern="solid">Button 1</button>
   <button data-frequency="7" data-dark-color="0,255,0,1" data-light-color="0,0,255,1" data-phase-shift="0" data-pattern="chequered">Button 2</button>
   <button data-frequency="8.57" data-dark-color="255,0,0,1" data-light-color="0,0,255,1" data-phase-shift="0" data-pattern="dot">Button 3</button>
   <button data-frequency="10" data-dark-color="127,127,127,1" data-light-color="255,255,255,1" data-phase-shift="0" data-pattern="line">Button 4</button>
<script type="module">

  import * as stimuli from "./dist/index.js"

  const elements = document.querySelectorAll('button')

  // ----------- CSS Methods -----------
  const manager = new window.stimuli.CSS('approximation', elements.length)
  // const manager = new window.stimuli.CSS('periodic', elements.length)   

  elements.forEach(el => manager.set(el)) // Add Elements
  manager.start() // Start Stimuli Generation

</script>

2. WebGL

Stimuli can be defined as follows for WebGL:

   <canvas id="canvas"></canvas>
   <button data-frequency="6.67" data-dark-color="0,0,0,1" data-light-color="255,255,255,1" data-phase-shift="0" data-pattern="solid">
    <span class="button-text">Button 1</span>
   </button>
   <button data-frequency="7" data-dark-color="0,255,0,1" data-light-color="0,0,255,1" data-phase-shift="0" data-pattern="chequered">
    <span class="button-text">Button 2</span>
   </button>
   <button data-frequency="8.57" data-dark-color="255,0,0,1" data-light-color="0,0,255,1" data-phase-shift="0" data-pattern="dot">
    <span class="button-text">Button 3</span>
   </button>
   <button data-frequency="10" data-dark-color="127,127,127,1" data-light-color="255,255,255,1" data-phase-shift="0" data-pattern="line">
    <span class="button-text">Button 4</span>
   </button>
<script type="module">

  import * as stimuli from "./dist/index.js"

   const elements = document.querySelectorAll('button')

   // ----------- WebGL Methods -----------
   const canvas = document.body.querySelector('canvas')
   const manager = new window.stimuli.WebGL('approximation', canvas, elements.length)
   // const manager = new window.stimuli.WebGL('periodic', canvas, elements.length) 

   elements.forEach(el => manager.set(el)) // Add Elements
   manager.start() // Start Stimuli Generation

</script>
/* Styling the canvas so that it fills the whole screen and the button text above the canvas */
.button-text {
    position: relative;
    z-index: 2; /* Contains a higher z-index than the canvas */   
}

#canvas {
    position: absolute;
    top: 0;
    left: 0;
    width: 100vw;
    height: 100vh;
    z-index: 1; /* Contains a lower z-index than the canvas */
}

Add Stimuli

You can add more stimuli by passing one or more elements to the start() method:

  manager.start(document.getElementById('new_element'))
   //  manager.start(document.body.querySelectorAll('.other'))

This technique also allows you to selectively start a subset of elements.

Cancel Stimuli Generation

You can cancel all ongoing stimuli generation by calling the stop() method:

  manager.stop()

Or stop a subset by passing one or more elements as the first argument:

  manager.stop(document.getElementById('new_element'))
//  manager.stop(document.body.querySelectorAll('.other'))

Node.js Example (Using CSS)

To use the SSVEP stimuli library in a Node.js project:

  1. Install via npm. Run the following command: npm install ssvep-stimuli.
  2. Use the following code in your JavaScript file:
  const stimuli = require('./dist/index.js');

  // Simulating HTML button elements for the example
  const elements = [
    { frequency: 6.67, lightColor: '255,255,255,1', darkColor: '0,0,0,1', phaseShift: 0, pattern: 'solid' },
    { frequency: 7, lightColor: '0,0,255,1', darkColor: '0,255,0,1', phaseShift: 0, pattern: 'chequered' },
    { frequency: 8.57, lightColor: '0,0,255,1', darkColor: '255,0,0,1', phaseShift: 0, pattern: 'dot' },
    { frequency: 10, lightColor: '255,255,255,1', darkColor: '127,127,127,1', phaseShift: 0, pattern: 'line' }
  ];

  const manager = new stimuli.CSS('approximation', elements.length);
  // const manager = new stimuli.CSS('periodic', elements.length); 

  elements.forEach(el => manager.set(el));
  manager.start();

Node.js Example (Using WebGL)

To use the SSVEP stimuli library in a Node.js project:

  1. Install via npm. Run the following command: npm install ssvep-stimuli.
  2. Use the following code in your JavaScript file:
  const stimuli = require('./dist/index.js');

  // For WebGL, you would typically need to initialise a WebGL context.
  // Here, we assume you're using a package like `headless-gl` or similar.

  const { createCanvas } = require('canvas'); // Example: 'canvas' package for WebGL context in Node.js
  const canvas = createCanvas(800, 600); // Create a canvas to simulate the WebGL context

  // Simulating HTML button elements for the example
  const elements = [
    { frequency: 6.67, lightColor: '255,255,255,1', darkColor: '0,0,0,1', phaseShift: 0, pattern: 'solid' },
    { frequency: 7, lightColor: '0,0,255,1', darkColor: '0,255,0,1', phaseShift: 0, pattern: 'chequered' },
    { frequency: 8.57, lightColor: '0,0,255,1', darkColor: '255,0,0,1', phaseShift: 0, pattern: 'dot' }
    { frequency: 10, lightColor: '255,255,255,1', darkColor: '127,127,127,1', phaseShift: 0, pattern: 'line' }
  ];

  const manager = new stimuli.WebGL('approximation', canvas, elements.length);
  // const manager = new stimuli.WebGL('periodic', canvas, elements.length); 

  elements.forEach(el => { manager.set(el); });
  manager.start();

Roadmap

  • Add and remove elements based on visibility in the window.
  • Dynamically change the frequency values applied to an element
    • Automatically assign for maximum discriminability.
  • Position WebGL Canvas behind arbitrary elements across an entire a webpage with scrolling.
  • Expose a way to assign your own CSS rules and/or WebGL intensities

Known Issues

WebGL

  1. Dynamically adding elements using WebGL techniques will create too many contexts and halt execution.

Acknowledgments

These libraries were developed by Alison Camilleri to fulfill part of the requirements for the award of a Master of Science in Computer Information Systems degree.

Supervisory Team

Department of Computer Information Systems, Faculty of ICT

Department of Systems & Control Engineering, Faculty of Engineering

Other Contributors

Founding Partner at Brains@Play

  • Refactored the libraries for publication (April 2022)

Research Support Officer on the BrainWeb Project

  • Arranged the functionality of data-dark-color (December 2024)
  • Implemented different pattern types for stimuli for both CSS and WebGL (January 2025)

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CSS and WebGL were adopted to implement four cross-platform Steady State Visually Evoked Potential (SSVEP) stimuli-generator libraries, whose stimuli are produced via constant-period and square wave approximation techniques, for use in a Brain-Computer Interface (BCI) context. These libraries are configured to run as spellers, yet can easily be …

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