Interacting with multiple game genres using Motion Onset Visual Evoked Potentials

David Marshall, R. Beveridge, Shane Wilson, D. Coyle
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引用次数: 7

Abstract

Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71% (5 class classification chance accuracy is 20%). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75%).
使用动作诱发视觉诱发电位与多种游戏类型互动
运动诱发视觉诱发电位(mvep)允许用户在脑机接口(BCI)中使用非视觉疲劳刺激与技术进行交互。本研究在一个屏幕控制器上使用mVEP,并评估玩家在三种不同类型的游戏中使用mVEP进行在线游戏的能力,即动作,益智和体育。屏幕上的控制器由五个mVEP刺激组成,这些刺激以按钮的形式呈现,允许参与者在每个游戏中从五个不同的动作中进行选择。表现是根据在线BCI准确性和每场比赛的比赛分数来评估的。结果表明,玩家控制游戏的平均在线准确率为71%(5类分类机会准确率为20%)。研究结果还表明,使用mVEP控制器和一个详细的环境以及动作游戏形式的刺激反馈有助于达到最高的在线准确率(75%)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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