1. Introduction
A brain–computer interface (BCI) is a system that directly interprets the intentions of a person based on their brain activity [
1,
2]. It enables users to manipulate or control objects [
3] in their environment using only their thoughts. Typically, BCIs establish a direct connection between the electrical signals in the brain and an external device, such as a computer, an electric wheelchair, a head mounted display, or a robotic limb. These interfaces are primarily used for exploring, mapping, assisting, or enhancing human cognitive or sensory-motor functions. The main components of a brain–computer interface are usually the following:
Brain activity measurement device: This can take the form of a headset, cap, or headband equipped with specialized sensors. These sensors detect and record the signals emitted by the brain.
Computer system for processing and analyzing brain activity: The recorded brain signals are processed and analyzed by BCI software. This software employs specialized methods and algorithms to interpret the user’s intended actions based on the brain activity.
Application control: Once the system has identified the user’s desired action, it sends a signal to the relevant application or tool to execute that command.
There are many alternative techniques used to measure brain signals, and these can be categorized into invasive, semi-invasive, and non-invasive techniques. Invasive BCIs involve the direct implantation of devices into the brain’s grey matter during neurosurgery. While these devices provide the highest quality of signals, they are prone to issues such as scar tissue formation, which can weaken the signals or trigger an immune response due to the presence of a foreign object in the brain.
Semi-invasive BCIs, on the other hand, are implanted inside the skull but positioned outside the brain’s grey matter. These devices offer better signal resolution compared to non-invasive BCIs. In addition, the risk of scar tissue formation within the brain is lower in semi-invasive BCIs than in fully invasive ones.
The least invasive method is the use of a set of electrodes, typically known as an electroencephalograph (EEG), which are attached to the top of the head [
4]. These electrodes can detect and record brain signals. Regardless of the placement of the electrodes, the underlying mechanism remains the same: the electrodes measure small voltage differences between neurons. The signal is then amplified and filtered. Although the electrical signal is partially blocked and distorted by the skull, this non-invasive method is more widely accepted due to its relative advantages over the other techniques mentioned. The most important advantage is the safety of the procedure, as the electrodes do not require surgery to be placed [
5]. Additionally, non-invasive BCIs are widely accessible and easy to use, making them suitable for a larger population without requiring extensive training. They do not restrict mobility or physical movement, allowing users to engage in various activities while using the interface.
BCI systems examine the brain’s electrical activity, which can be recorded using invasive, semi-invasive, or non-invasive techniques, such as electrodes positioned on top of the head. The signals are amplified and converted into digital form using preprocessing methods, and the applicable features of the signals are extracted, processed, and translated into commands capable of controlling external devices or applications. BCI systems can be categorized into three types: active, reactive, and passive. In active BCI systems, users participate in mental tasks that generate specific patterns of EEG signals. These patterns are then detected by the BCI system. The most commonly used method involves motor imagery (MI), where participants imagine moving body parts without physically carrying out the movements [
6]. On the other hand, reactive BCI involves regulating brain activity in response to external stimuli provided by the BCI system. The prevalent paradigm in this category is the P300 speller, where symbols or letters are displayed sequentially on a screen, and participants focus their attention on the desired symbol. Passive BCI [
7] involves solely monitoring the EEG activity of users without requiring them to engage in any mental tasks. In passive systems, the EEG activity is not intentionally manipulated for a specific purpose but rather used to extract information such as the user’s emotional state. The BCI focus of this paper is presented in
Figure 1.
Augmented reality (AR) is an interactive encounter with the actual surroundings in which computer-generated perceptual information enhances the objects present in the real world. This enhancement can involve multiple senses, such as sight, sound, and touch. AR can be described as a system that combines elements of the real and virtual worlds, allowing for real-time interaction and accurate 3D alignment between virtual and real objects. The additional sensory information can either enhance the natural environment (add virtual content in real-world elements) or mask it (hide or override real-world elements). The AR experience seamlessly blends with the physical world, creating an immersive perception within the real environment.
Smart glasses offer two primary methods for displaying AR content: optical see-through and video see-through. Video see-through systems utilize cameras embedded within the head-mounted device to present video feeds. This is the conventional approach employed by smartphones for AR applications. Video see-through is particularly advantageous when remote experiences are desired, such as controlling a robot to fix something from a distant location or virtually exploring a potential vacation destination. It is also beneficial for utilizing image enhancement systems like night-vision devices. On the other hand, optical see-through systems combine computer-generated imagery with a real-world view seen through the glasses via a semi-transparent mirror. This method is useful in scenarios where concerns arise about potential power failures. An optical see-through solution allows users to maintain visual perception in every situation. Additionally, if high image quality is a priority, portable cameras and fully immersive head-mounted displays cannot match the experience of direct viewing provided by optical see-through technology.
Various review attempts have been made in the literature to demonstrate the brain’s connection with alternative realities. However, most of them focus on virtual reality and distinct applications like patient rehabilitation. A comparative analysis is presented in
Table 1 to showcase the existing review attempts.
Lotte et al. [
8] conducted a review in 2012, highlighting the existing BCI-VR applications. The articles were categorized according to the neurophysiological signal used to drive the BCI (MI, P300, SSVEP).
Kohli et al. [
9] reviewed the use cases of virtual and augmented reality-based BCI applications for smart cities. The review was conducted in 2022, and the papers included were divided into two main categories depending on the type of reality (virtual or augmented).
Angrisani et al. [
10] provided a comprehensive picture of the current state-of-the-art SSVEP BCIs in AR environments. The search was conducted on the Scopus database using the AR and SSVEP keywords and covering the last 6 years (2018–2023). Out of the 56 articles retrieved, 20 of them were thoroughly compared based on EEG acquisition, EEG processing, and BCI application.
Nwagu et al. [
11] conducted a systematic review focusing on EEG-based BCI applications in immersive environments. The search was performed in four online databases (ACM, IEEE Xplore, PubMed, and Scopus), resulting in 2982 papers. The final number of articles to be assessed was 76, and they covered the last decade (2012 to 2022). The structure of the results contained the following sections: trend by year, application domains, trend by country, features of the VR/AR application, BCI paradigms, EEG acquisition, EEG signal processing, BCI interaction tasks, system evaluation, study findings, and challenges.
This work presents a systematic review of EEG-based BCI applications in AR environments. To the best of our knowledge, this is the first systematic review focusing explicitly on immersive AR environments projected on HMDs. This review spans from 2012 to 2024 and exclusively includes applications involving only healthy participants. A search was performed in three online databases (IEEE Xplore, PubMed, and Scopus) retrieving 730 search results. The final 41 papers included for analysis were divided into three categories based on the BCI paradigm (reactive, passive, and active).
This systematic review investigates the progress and trends in the domain of BCI-AR systems. The primary goal is to conduct a comprehensive analysis of the existing literature and point out crucial discoveries and emerging patterns. The main objective is to identify innovative directions and potential future developments through the synthesis of available knowledge.
5. Discussion
The present systematic review analyzed research articles that use EEG signals in order to control an AR environment projected on HMDs. The study relies on the results obtained from three established scientific databases: IEEE Xplore, Scopus, and PubMed. The initial section of the review showcases the statistical outcomes of the articles, including the publication year, number of participants, and BCI paradigm. In the following section, the articles are grouped into three categories according to their BCI paradigm (reactive, passive, or active). For each category, a summary of each article is presented, along with an analysis of the number of system commands, feature extraction stage, classification techniques, and evaluation metrics employed.
The review yields numerous significant observations. The vast majority of the researchers (78.04% of the studies included) chose the reactive BCI paradigm. This may be attributed to the nature of reactive BCI techniques, such as SSVEP, which demand minimal to no training, making them well-suited for BCI-AR applications. Also, the literature showed that reactive BCI systems, and more specifically, SSVEP systems, provide the best accuracy and ITR. Another observation is the use of EEG caps instead of headbands. Since AR technology requires HMDs to render the environment, most commercial headbands are not a good solution because of their shape and size, which do not allow them to integrate with HMDs. Furthermore, the average number of participants was 12.14, which is a relatively small number. This phenomenon could have several explanations. First, most studies were conducted after 2019, coinciding with the COVID-19 pandemic, which made it challenging to gather volunteers. In addition, the physical discomfort of the systems plays a significant role in the limited number of volunteers since they need to wear both the BCI device and the HMD. Moreover, because the BCI-AR technology is still in its early stages of development, researchers primarily focus on the feasibility of the systems.
Regarding the classification process, the researchers utilized several algorithms (
Figure 6). It is worth mentioning again that the researchers were aiming to enhance the performance of their systems; therefore, in the majority of the studies, multiple algorithms were employed. SVM, alongside CCA and its variations, was the most utilized algorithms, appearing in 11 studies. LDA was another prevalent choice, being utilized in 9 studies. Moreover, Neural Networks and KNN were employed in 5 studies.
Among the feature extraction methods (
Figure 7), CCA was the most frequently used method to extract features for the classifier, being utilized in six studies. FFT ranked as the second most popular choice among researchers, being applied in five studies.
Figure 8 shows the number of system commands for BCI-AR systems from the literature. Most of the authors designed their systems with up to eight commands. Since most of the studies utilized the reactive BCI paradigm, the system commands were displayed in the HMD. Consequently, as the number of commands increased, the user’s field of view decreased, resulting in a limited view of the environment for the user. Although the mean number of commands is 7.37, the median is much lower, being 4, since two studies [
21,
41] employed 36 commands for their systems. In summary, for this dataset, the median is a more representative measure of central tendency than the mean due to the presence of outliers.
Future Trends
Many key points were identified throughout the course of this research. The most common aspect shared among studies was the relatively low number of participants. Since HMDs for AR are still in their early stages of development, they are not very comfortable for the user, especially when they have to be combined with a BCI. Hence, the rapid advancement of AR technology is expected to play a significant role in enhancing the comfort and usability of AR-BCI systems. Another future trend is the adoption of deep learning techniques to enhance the classification accuracy of the systems. Researchers are working on integrating different machine learning algorithms and constructing neural networks to improve the transfer rate of BCI systems. Yet another critical aspect that demands attention is finding the ideal stimulation and acquisition time for EEG signals in reactive BCIs. Various studies [
19,
20,
23] that have examined the correlation between classification accuracy and different stimulation times indicate that an increase in stimulation time is associated with a corresponding rise in classification accuracy. In addition to stimulation time, ref. [
39] highlighted the importance of determining the optimal color for visual stimuli. Their research findings indicated that varying stimulus colors can impact classification accuracy. One more important future trend to be considered is the development of hybrid BCI systems. This approach enables researchers to harness the benefits of each BCI paradigm while mitigating their respective limitations. As ref. [
51] proposed, combining MI with SSVEP can result in decreasing the training time needed for BCIs relying on MI while expanding the range of usable classes without introducing additional visual complexity.
6. Conclusions
This systematic review presents an overview of BCI-AR systems, including studies from 2012–2024. The 41 studies were grouped into three main categories: reactive BCI, passive BCI, and active BCI. The review provides a summary of the conducted experiments, the obtained results, and the signal processing and classification techniques utilized. It also reveals several important contributions from the existing research on BCI-AR systems. The most significant finding is the consistent use of reactive BCIs, particularly SSVEP, which demonstrates high accuracy and ease of use, making it a valuable paradigm for controlling AR environments. Furthermore, the integration of BCI with AR through HMDs shows considerable potential for creating immersive, hands-free interaction systems. Despite these advances, there are key limitations in the current state of research. A major challenge is the discomfort associated with EEG caps, which not only limits user participation but also affects the long-term feasibility of BCI-AR systems. Using a wearable BCI-AR system that involves two separate devices placed on the head—such as an EEG cap and an HMD—further adds to the discomfort, making these systems less practical for extended use. Looking forward, several promising directions for future research have emerged. One key area involves developing more comfortable, user-friendly BCI devices that can seamlessly integrate with HMDs. The adoption of advanced machine learning and deep learning techniques is also expected to significantly enhance classification accuracy and improve system performance. Additionally, hybrid BCI systems, which combine multiple paradigms, can help increase functionality and expand applications. Addressing these challenges will be essential for advancing the field and unlocking the full potential of BCI-AR technologies.