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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...

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Autores principales: Leite, Harlei Miguel de Arruda, de Carvalho, Sarah Negreiros, Costa, Thiago Bulhões da Silva, Attux, Romis, Hornung, Heiko Horst, Arantes, Dalton Soares
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi 2018
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.
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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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