Publication details
Examining User Experiences Through A Multimodal BCI Puzzle Game
Authors | |
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Year of publication | 2015 |
Type | Article in Proceedings |
Conference | Proc. of the 19th International Conference on Information Visualisation (IV 2015) |
MU Faculty or unit | |
Citation | |
Web | http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7272646&queryText=Examining%20User%20Experiences%20Through%20A%20Multimodal%20BCI%20Puzzle&newsearch=true |
Doi | http://dx.doi.org/10.1109/iV.2015.87 |
Field | Informatics |
Keywords | brain-computer interfaces; computer games; human-machine interaction |
Description | This paper presents a study of users’ experiences in low cost multimodal brain-computer interface (BCI) games. A 2D puzzle game (Tetris) was designed featuring two modes (non-BCI and BCI input) which require users to meditate in order to change the game difficulty. Thirty participants were asked to report on the two modes separately. Results indicate that a one-sensor BCI device in games positively contributes to enjoyability but raises mental demand. There was no reported drop in performance in a hybrid system where direct control is not handled by a BCI input. It was found that meditation could not be self-regulated making shortterm direct control a bad design decision in future BCI gaming scenarios for one-sensor headsets. |