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Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game
This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Hindawi
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5925143/ https://www.ncbi.nlm.nih.gov/pubmed/29849549 http://dx.doi.org/10.1155/2018/4920132 |
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author | Leite, Harlei Miguel de Arruda de Carvalho, Sarah Negreiros Costa, Thiago Bulhões da Silva Attux, Romis Hornung, Heiko Horst Arantes, Dalton Soares |
author_facet | Leite, Harlei Miguel de Arruda de Carvalho, Sarah Negreiros Costa, Thiago Bulhões da Silva Attux, Romis Hornung, Heiko Horst Arantes, Dalton Soares |
author_sort | Leite, Harlei Miguel de Arruda |
collection | PubMed |
description | This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. |
format | Online Article Text |
id | pubmed-5925143 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Hindawi |
record_format | MEDLINE/PubMed |
spelling | pubmed-59251432018-05-30 Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game Leite, Harlei Miguel de Arruda de Carvalho, Sarah Negreiros Costa, Thiago Bulhões da Silva Attux, Romis Hornung, Heiko Horst Arantes, Dalton Soares Comput Intell Neurosci Research Article This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. Hindawi 2018-04-15 /pmc/articles/PMC5925143/ /pubmed/29849549 http://dx.doi.org/10.1155/2018/4920132 Text en Copyright © 2018 Harlei Miguel de Arruda Leite et al. https://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Research Article Leite, Harlei Miguel de Arruda de Carvalho, Sarah Negreiros Costa, Thiago Bulhões da Silva Attux, Romis Hornung, Heiko Horst Arantes, Dalton Soares Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title | Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title_full | Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title_fullStr | Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title_full_unstemmed | Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title_short | Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game |
title_sort | analysis of user interaction with a brain-computer interface based on steady-state visually evoked potentials: case study of a game |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5925143/ https://www.ncbi.nlm.nih.gov/pubmed/29849549 http://dx.doi.org/10.1155/2018/4920132 |
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