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Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs

INTRODUCTION AND OBJECTIVE: Video games are crucial to the entertainment industry, nonetheless they can be challenging to access for those with severe motor disabilities. Brain-computer interfaces (BCI) systems have the potential to help these individuals by allowing them to control video games usin...

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Autores principales: Moreno-Calderón, Selene, Martínez-Cagigal, Víctor, Santamaría-Vázquez, Eduardo, Pérez-Velasco, Sergio, Marcos-Martínez, Diego, Hornero, Roberto
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10435322/
https://www.ncbi.nlm.nih.gov/pubmed/37600556
http://dx.doi.org/10.3389/fnhum.2023.1227727
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author Moreno-Calderón, Selene
Martínez-Cagigal, Víctor
Santamaría-Vázquez, Eduardo
Pérez-Velasco, Sergio
Marcos-Martínez, Diego
Hornero, Roberto
author_facet Moreno-Calderón, Selene
Martínez-Cagigal, Víctor
Santamaría-Vázquez, Eduardo
Pérez-Velasco, Sergio
Marcos-Martínez, Diego
Hornero, Roberto
author_sort Moreno-Calderón, Selene
collection PubMed
description INTRODUCTION AND OBJECTIVE: Video games are crucial to the entertainment industry, nonetheless they can be challenging to access for those with severe motor disabilities. Brain-computer interfaces (BCI) systems have the potential to help these individuals by allowing them to control video games using their brain signals. Furthermore, multiplayer BCI-based video games may provide valuable insights into how competitiveness or motivation affects the control of these interfaces. Despite the recent advancement in the development of code-modulated visual evoked potentials (c-VEPs) as control signals for high-performance BCIs, to the best of our knowledge, no studies have been conducted to develop a BCI-driven video game utilizing c-VEPs. However, c-VEPs could enhance user experience as an alternative method. Thus, the main goal of this work was to design, develop, and evaluate a version of the well-known ‘Connect 4' video game using a c-VEP-based BCI, allowing 2 users to compete by aligning 4 same-colored coins vertically, horizontally or diagonally. METHODS: The proposed application consists of a multiplayer video game controlled by a real-time BCI system processing 2 electroencephalograms (EEGs) sequentially. To detect user intention, columns in which the coin can be placed was encoded with shifted versions of a pseudorandom binary code, following a traditional circular shifting c-VEP paradigm. To analyze the usability of our application, the experimental protocol comprised an evaluation session by 22 healthy users. Firstly, each user had to perform individual tasks. Afterward, users were matched and the application was used in competitive mode. This was done to assess the accuracy and speed of selection. On the other hand, qualitative data on satisfaction and usability were collected through questionnaires. RESULTS: The average accuracy achieved was 93.74% ± 1.71%, using 5.25 seconds per selection. The questionnaires showed that users felt a minimal workload. Likewise, high satisfaction values were obtained, highlighting that the application was intuitive and responds quickly and smoothly. CONCLUSIONS: This c-VEP based multiplayer video game has reached suitable performance on 22 users, supported by high motivation and minimal workload. Consequently, compared to other versions of “Connect 4” that utilized different control signals, this version has exhibited superior performance.
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spelling pubmed-104353222023-08-18 Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs Moreno-Calderón, Selene Martínez-Cagigal, Víctor Santamaría-Vázquez, Eduardo Pérez-Velasco, Sergio Marcos-Martínez, Diego Hornero, Roberto Front Hum Neurosci Human Neuroscience INTRODUCTION AND OBJECTIVE: Video games are crucial to the entertainment industry, nonetheless they can be challenging to access for those with severe motor disabilities. Brain-computer interfaces (BCI) systems have the potential to help these individuals by allowing them to control video games using their brain signals. Furthermore, multiplayer BCI-based video games may provide valuable insights into how competitiveness or motivation affects the control of these interfaces. Despite the recent advancement in the development of code-modulated visual evoked potentials (c-VEPs) as control signals for high-performance BCIs, to the best of our knowledge, no studies have been conducted to develop a BCI-driven video game utilizing c-VEPs. However, c-VEPs could enhance user experience as an alternative method. Thus, the main goal of this work was to design, develop, and evaluate a version of the well-known ‘Connect 4' video game using a c-VEP-based BCI, allowing 2 users to compete by aligning 4 same-colored coins vertically, horizontally or diagonally. METHODS: The proposed application consists of a multiplayer video game controlled by a real-time BCI system processing 2 electroencephalograms (EEGs) sequentially. To detect user intention, columns in which the coin can be placed was encoded with shifted versions of a pseudorandom binary code, following a traditional circular shifting c-VEP paradigm. To analyze the usability of our application, the experimental protocol comprised an evaluation session by 22 healthy users. Firstly, each user had to perform individual tasks. Afterward, users were matched and the application was used in competitive mode. This was done to assess the accuracy and speed of selection. On the other hand, qualitative data on satisfaction and usability were collected through questionnaires. RESULTS: The average accuracy achieved was 93.74% ± 1.71%, using 5.25 seconds per selection. The questionnaires showed that users felt a minimal workload. Likewise, high satisfaction values were obtained, highlighting that the application was intuitive and responds quickly and smoothly. CONCLUSIONS: This c-VEP based multiplayer video game has reached suitable performance on 22 users, supported by high motivation and minimal workload. Consequently, compared to other versions of “Connect 4” that utilized different control signals, this version has exhibited superior performance. Frontiers Media S.A. 2023-08-03 /pmc/articles/PMC10435322/ /pubmed/37600556 http://dx.doi.org/10.3389/fnhum.2023.1227727 Text en Copyright © 2023 Moreno-Calderón, Martínez-Cagigal, Santamaría-Vázquez, Pérez-Velasco, Marcos-Martínez and Hornero. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Human Neuroscience
Moreno-Calderón, Selene
Martínez-Cagigal, Víctor
Santamaría-Vázquez, Eduardo
Pérez-Velasco, Sergio
Marcos-Martínez, Diego
Hornero, Roberto
Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title_full Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title_fullStr Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title_full_unstemmed Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title_short Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs
title_sort combining brain-computer interfaces and multiplayer video games: an application based on c-veps
topic Human Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10435322/
https://www.ncbi.nlm.nih.gov/pubmed/37600556
http://dx.doi.org/10.3389/fnhum.2023.1227727
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