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Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context

Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing develope...

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Autores principales: Labonte-Lemoyne, Elise, Courtemanche, François, Louis, Victoire, Fredette, Marc, Sénécal, Sylvain, Léger, Pierre-Majorique
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6056683/
https://www.ncbi.nlm.nih.gov/pubmed/30065638
http://dx.doi.org/10.3389/fnhum.2018.00282
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author Labonte-Lemoyne, Elise
Courtemanche, François
Louis, Victoire
Fredette, Marc
Sénécal, Sylvain
Léger, Pierre-Majorique
author_facet Labonte-Lemoyne, Elise
Courtemanche, François
Louis, Victoire
Fredette, Marc
Sénécal, Sylvain
Léger, Pierre-Majorique
author_sort Labonte-Lemoyne, Elise
collection PubMed
description Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to investigate the improvement of pBCIs with settings adjusted according to the information provided by a second neurophysiological signal. With the use of a second signal, making the system a hybrid pBCI, those parameters can be continuously adjusted with dynamic thresholding to respond to variations such as fatigue or learning. In this experiment, we hypothesize that the adaptive system with dynamic thresholding will improve perceived game experience and objective game performance compared to two other conditions: an adaptive system with single primary signal biocybernetic loop and a control non-adaptive game. A within-subject experiment was conducted with 16 participants using three versions of the game Tetris. Each participant plays 15 min of Tetris under three experimental conditions. The control condition is the traditional game of Tetris with a progressive increase in speed. The second condition is a cognitive load only biocybernetic loop with the parameters presented in Ewing et al. (2016). The third condition is our proposed biocybernetic loop using dynamic threshold selection. Electroencephalography was used as the primary signal and automatic facial expression analysis as the secondary signal. Our results show that, contrary to our expectations, the adaptive systems did not improve the participants' experience as participants had more negative affect from the BCI conditions than in the control condition. We endeavored to develop a system that improved upon the authentic version of the Tetris game, however, our proposed adaptive system neither improved players' perceived experience, nor their objective performance. Nevertheless, this experience can inform developers of hybrid passive BCIs on a novel way to employ various neurophysiological features simultaneously.
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spelling pubmed-60566832018-07-31 Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context Labonte-Lemoyne, Elise Courtemanche, François Louis, Victoire Fredette, Marc Sénécal, Sylvain Léger, Pierre-Majorique Front Hum Neurosci Neuroscience Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to investigate the improvement of pBCIs with settings adjusted according to the information provided by a second neurophysiological signal. With the use of a second signal, making the system a hybrid pBCI, those parameters can be continuously adjusted with dynamic thresholding to respond to variations such as fatigue or learning. In this experiment, we hypothesize that the adaptive system with dynamic thresholding will improve perceived game experience and objective game performance compared to two other conditions: an adaptive system with single primary signal biocybernetic loop and a control non-adaptive game. A within-subject experiment was conducted with 16 participants using three versions of the game Tetris. Each participant plays 15 min of Tetris under three experimental conditions. The control condition is the traditional game of Tetris with a progressive increase in speed. The second condition is a cognitive load only biocybernetic loop with the parameters presented in Ewing et al. (2016). The third condition is our proposed biocybernetic loop using dynamic threshold selection. Electroencephalography was used as the primary signal and automatic facial expression analysis as the secondary signal. Our results show that, contrary to our expectations, the adaptive systems did not improve the participants' experience as participants had more negative affect from the BCI conditions than in the control condition. We endeavored to develop a system that improved upon the authentic version of the Tetris game, however, our proposed adaptive system neither improved players' perceived experience, nor their objective performance. Nevertheless, this experience can inform developers of hybrid passive BCIs on a novel way to employ various neurophysiological features simultaneously. Frontiers Media S.A. 2018-07-17 /pmc/articles/PMC6056683/ /pubmed/30065638 http://dx.doi.org/10.3389/fnhum.2018.00282 Text en Copyright © 2018 Labonte-Lemoyne, Courtemanche, Louis, Fredette, Sénécal and Léger. http://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 Neuroscience
Labonte-Lemoyne, Elise
Courtemanche, François
Louis, Victoire
Fredette, Marc
Sénécal, Sylvain
Léger, Pierre-Majorique
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title_full Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title_fullStr Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title_full_unstemmed Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title_short Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
title_sort dynamic threshold selection for a biocybernetic loop in an adaptive video game context
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6056683/
https://www.ncbi.nlm.nih.gov/pubmed/30065638
http://dx.doi.org/10.3389/fnhum.2018.00282
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