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Investigating BCI to detect flow & immersion factors in music-based games: A step toward examining passive BCI as an adaptive design tool or a step

Investigating BCI to detect flow & immersion factors in music-based games: A step toward examining passive BCI as an adaptive design tool or a step
研究 BCI 以检测流量
批准号:
2275732
负责人:
金额:
$0.0万
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2019
资助国家:
英国
项目状态:
已结题
起止时间:
2019 至 --

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中文摘要
翻译
基于音乐的游戏在娱乐和严肃游戏行业中已经很成熟了。节奏动作和节奏训练分别是这些市场中受欢迎的子流派。这些游戏创造了一种独特的体验,似乎捕捉到了一种音乐表演和自我表达的形式,无论玩家的音乐知识如何。然而,基于音乐的电子学习游戏可能无法捕捉到这一点,即使玩家学习表演。基于音乐的游戏的研究很少,特别是在识别人机交互(HCI)中的流动状态、沉浸和用户体验时。尽管脑机接口(BCI)有其局限性,但它具有支持这些心理学研究的潜力,在游戏中起到被动和主动控制的双重作用。这项研究的开始阶段是:a)回顾非BCI和BCI音乐游戏中的游戏流程和沉浸方法,总体上,b)报告整合BCI(情绪系统)的细微差别,解释数据和相关工具以帮助这一过程,以及c)应用这些方法来调查流行的基于节奏的游戏。这是为了确定BCI和传统的球员体验自我报告指标之间是否可以建立联系。然后,这些发现将决定是探索BCI来研究被动/主动控制作为基于音乐的游戏中的自适应系统,还是进一步研究与这些游戏的以严肃为中心和以娱乐为中心的设计相关的人机交互特征。
英文摘要
Music-based games are well established within the entertainment and serious game industry. Rhythm action and rhythmic training are popular sub-genres, amongst these markets respectively. These games create a unique experience, that seemly capture a form of music performance and self-expression, irrespective of the player's musical knowledge. Whereas, music-based e-learning games potentially fail to capture this, even though the player learns to perform. Research in music-based games is sparse, in particular when identifying flow state, immersion and user experience within Human Computer Interaction (HCI). Brain Computer Interfaces (BCI) despite its limitations, has the potential to support these psychological studies, in duality to function as passive and active controls in games. The beginning stage of this research sets out to, a) review game-flow and immersion methodology in non-BCI and BCI music-based games and in general, b) report on the nuances of integrating BCI (Emotiv system), interpreting the data and relative tools to aid in this process and c) apply these methods to investigate popular rhythm-based games. This in mind to ascertain if a connection can be made between BCI and traditional self-report measures of player experience. The findings will then inform a decision to either explore BCI to investigate passive/active controls as adaptive systems in music-based games or further study the HCI features in relation to serious-centric and entertainment-centric design of these games.
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