947 research outputs found

    Affective aspects of perceived loss of control and potential implications for brain-computer interfaces

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    © 2017 Grissmann, Zander, Faller, Brönstrup, Kelava, Gramann and Gerjets. Most brain-computer interfaces (BCIs) focus on detecting single aspects of user states (e.g., motor imagery) in the electroencephalogram (EEG) in order to use these aspects as control input for external systems. This communication can be effective, but unaccounted mental processes can interfere with signals used for classification and thereby introduce changes in the signal properties which could potentially impede BCI classification performance. To improve BCI performance, we propose deploying an approach that potentially allows to describe different mental states that could influence BCI performance. To test this approach, we analyzed neural signatures of potential affective states in data collected in a paradigm where the complex user state of perceived loss of control (LOC) was induced. In this article, source localization methods were used to identify brain dynamics with source located outside but affecting the signal of interest originating from the primary motor areas, pointing to interfering processes in the brain during natural human-machine interaction. In particular, we found affective correlates which were related to perceived LOC. We conclude that additional context information about the ongoing user state might help to improve the applicability of BCIs to real-world scenarios

    Affective Brain-Computer Interfaces Neuroscientific Approaches to Affect Detection

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    The brain is involved in the registration, evaluation, and representation of emotional events, and in the subsequent planning and execution of adequate actions. Novel interface technologies – so-called affective brain-computer interfaces (aBCI) - can use this rich neural information, occurring in response to affective stimulation, for the detection of the affective state of the user. This chapter gives an overview of the promises and challenges that arise from the possibility of neurophysiology-based affect detection, with a special focus on electrophysiological signals. After outlining the potential of aBCI relative to other sensing modalities, the reader is introduced to the neurophysiological and neurotechnological background of this interface technology. Potential application scenarios are situated in a general framework of brain-computer interfaces. Finally, the main scientific and technological challenges that have to be solved on the way toward reliable affective brain-computer interfaces are discussed

    Bacteria Hunt: A multimodal, multiparadigm BCI game

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    Brain-Computer Interfaces (BCIs) allow users to control applications by brain activity. Among their possible applications for non-disabled people, games are promising candidates. BCIs can enrich game play by the mental and affective state information they contain. During the eNTERFACE’09 workshop we developed the Bacteria Hunt game which can be played by keyboard and BCI, using SSVEP and relative alpha power. We conducted experiments in order to investigate what difference positive vs. negative neurofeedback would have on subjects’ relaxation states and how well the different BCI paradigms can be used together. We observed no significant difference in mean alpha band power, thus relaxation, and in user experience between the games applying positive and negative feedback. We also found that alpha power before SSVEP stimulation was significantly higher than alpha power during SSVEP stimulation indicating that there is some interference between the two BCI paradigms

    How much control is enough? Optimizing fun with unreliable input

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    Brain-computer interfaces (BCI) provide a valuable new input modality within human- computer interaction systems, but like other body-based inputs, the system recognition of input commands is far from perfect. This raises important questions, such as: What level of control should such an interface be able to provide? What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for perfect control, or is the optimum elsewhere? In this experiment the user plays a simple game in which a hamster has to be guided to the exit of a maze, in which the amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user �lled out a short questionnaire on fun and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although in the beginning fun does increase with improved control, the level of fun drops again just before perfect control is reached. This poses new insights for developers of games wanting to incorporate some form of BCI in their game: for creating a fun game, unreliable input can be used to create a challenge for the user

    Affective Brain-Computer Interfaces

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    BCI and Eye Gaze: Collaboration at the Interface

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    Using neurophysiological signals that reflect cognitive or affective state: Six recommendations to avoid common pitfalls

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    Estimating cognitive or affective state from neurophysiological signals and designing applications that make use of this information requires expertise in many disciplines such as neurophysiology, machine learning, experimental psychology, and human factors. This makes it difficult to perform research that is strong in all its aspects as well as to judge a study or application on its merits. On the occasion of the special topic “Using neurophysiological signals that reflect cognitive or affective state” we here summarize often occurring pitfalls and recommendations on how to avoid them, both for authors (researchers) and readers. They relate to defining the state of interest, the neurophysiological processes that are expected to be involved in the state of interest, confounding factors, inadvertently “cheating” with classification analyses, insight on what underlies successful state estimation, and finally, the added value of neurophysiological measures in the context of an application. We hope that this paper will support the community in producing high quality studies and well-validated, useful applications
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