Brain-EE: Brain Enjoyment Evaluation using Commercial EEG Headband

M. Abujelala, Cheryl Abellanoza, Aayush Sharma, F. Makedon
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引用次数: 52

Abstract

Previous studies that involve measuring EEG, or electroencephalograms, have mainly been experimentally-driven projects; for instance, EEG has long been used in research to help identify and elucidate our understanding of many neuroscientific, cognitive, and clinical issues (e.g., sleep, seizures, memory). However, advances in technology have made EEG more accessible to the population. This opens up lines for EEG to provide more information about brain activity in everyday life, rather than in a laboratory setting. To take advantage of the technological advances that have allowed for this, we introduce the Brain-EE system, a method for evaluating user engaged enjoyment that uses a commercially available EEG tool (Muse). During testing, fifteen participants engaged in two tasks (playing two different video games via tablet), and their EEG data were recorded. The Brain-EE system supported much of the previous literature on enjoyment; increases in frontal theta activity strongly and reliably predicted which game each individual participant preferred. We hope to develop the Brain-EE system further in order to contribute to a wide variety of applications (e.g., usability testing, clinical or experimental applications, evaluation methods, etc.).
脑电- ee:用商用脑电头带评价脑享受
以前涉及测量脑电图的研究主要是实验驱动的项目;例如,脑电图长期以来一直用于研究,以帮助确定和阐明我们对许多神经科学,认知和临床问题(例如,睡眠,癫痫发作,记忆)的理解。然而,技术的进步使脑电图更容易为人们所接受。这为脑电图提供更多关于日常生活中大脑活动的信息开辟了道路,而不是在实验室环境中。为了利用技术进步,我们引入了Brain-EE系统,这是一种使用商用EEG工具(Muse)来评估用户参与乐趣的方法。在测试过程中,15名参与者参与两项任务(通过平板电脑玩两种不同的视频游戏),并记录他们的脑电图数据。脑-情感系统支持了先前关于享受的许多文献;额叶θ波活动的增加强烈而可靠地预测了每个参与者更喜欢哪种游戏。我们希望进一步开发Brain-EE系统,以便为各种各样的应用做出贡献(例如,可用性测试,临床或实验应用,评估方法等)。
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