David Marshall, R. Beveridge, Shane Wilson, D. Coyle
{"title":"使用动作诱发视觉诱发电位与多种游戏类型互动","authors":"David Marshall, R. Beveridge, Shane Wilson, D. Coyle","doi":"10.1109/CGames.2015.7272957","DOIUrl":null,"url":null,"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%).","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Interacting with multiple game genres using Motion Onset Visual Evoked Potentials\",\"authors\":\"David Marshall, R. Beveridge, Shane Wilson, D. Coyle\",\"doi\":\"10.1109/CGames.2015.7272957\",\"DOIUrl\":null,\"url\":null,\"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%).\",\"PeriodicalId\":447614,\"journal\":{\"name\":\"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CGames.2015.7272957\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CGames.2015.7272957","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Interacting with multiple game genres using Motion Onset Visual Evoked Potentials
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%).