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

机译:使用在设计过程中验证过的EEG度量作为生物神经网络环路输入的自适应游戏的评估

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摘要

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.
机译:生物神经适应症是生理计算的一种形式,负控制回路使用从大脑和身体流出的实时数据来适应用户界面。本文介绍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图(EEG)的变化来调整游戏需求水平来最大程度地提高玩家的参与度。该研究包括四个主要阶段:(1)建立一个概念框架,以其为模型来模拟人与系统之间的相互作用; (2)验证支撑循环的心理生理学推论; (3)工作原型的构建; (4)对自适应游戏的评估。报告了两项研究。第一个证明了(额叶)theta和(顶壁)alpha波段中的脑电图功率对不断变化的游戏需求的敏感性。这些变量然后在旨在最大程度提高玩家参与度的工作生物cybernetic控制回路内重新制定。第二项研究评估了俄罗斯方块自适应游戏在系统行为和用户体验方面的性能。讨论了闭环接口设计和评估的重要问题。

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