Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.

Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.
复制标题

DOI:
10.3389/fnhum.2016.00223
复制
发表时间:
2016
影响因子:
2.9
通讯作者:
Gilleade K
Gilleade K
中科院分区:
医学3区
文献类型:
--
作者:
Ewing KC;Fairclough SH;Gilleade K

文献摘要

被引文献

相似文献

生物循环适应是一种生理计算形式,通过这种方式,来自大脑和身体的实时数据流被负控制环路用来适应用户界面。本文描述了一种自适应游戏系统的开发,该系统旨在通过利用实时脑电(EEG)的变化来调整游戏需求的水平来最大化玩家的参与度。这项研究包括四个主要阶段:(1)建立一个概念性框架来模拟人与系统之间的相互作用;(2)验证支撑环路的心理生理学推理;(3)构建一个工作原型;(4)对适应性游戏进行评估。报道了两项研究。第一项研究展示了(额叶)theta和(顶叶)阿尔法频段的脑电能量对游戏需求水平变化的敏感性。然后,这些变量在为最大化玩家参与度而设计的工作生物环路中重新制定。第二项研究从系统行为和用户体验两个方面评估了俄罗斯方块自适应游戏的性能。讨论了闭环系统接口设计和评估的重要问题。
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.