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Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context

机译:自适应视频游戏环境中生物cybernetic循环的动态阈值选择。

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摘要

Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to investigate the improvement of pBCIs with settings adjusted according to the information provided by a second neurophysiological signal. With the use of a second signal, making the system a hybrid pBCI, those parameters can be continuously adjusted with dynamic thresholding to respond to variations such as fatigue or learning. In this experiment, we hypothesize that the adaptive system with dynamic thresholding will improve perceived game experience and objective game performance compared to two other conditions: an adaptive system with single primary signal biocybernetic loop and a control non-adaptive game. A within-subject experiment was conducted with 16 participants using three versions of the game Tetris. Each participant plays 15 min of Tetris under three experimental conditions. The control condition is the traditional game of Tetris with a progressive increase in speed. The second condition is a cognitive load only biocybernetic loop with the parameters presented in Ewing et al. (). The third condition is our proposed biocybernetic loop using dynamic threshold selection. Electroencephalography was used as the primary signal and automatic facial expression analysis as the secondary signal. Our results show that, contrary to our expectations, the adaptive systems did not improve the participants' experience as participants had more negative affect from the BCI conditions than in the control condition. We endeavored to develop a system that improved upon the authentic version of the Tetris game, however, our proposed adaptive system neither improved players' perceived experience, nor their objective performance. Nevertheless, this experience can inform developers of hybrid passive BCIs on a novel way to employ various neurophysiological features simultaneously.
机译:被动脑机接口(pBCI)是一种人机通信工具,其中计算机可以从神经生理学信号中检测出用户当前的心理或情绪状态。然后,系统可以调整自身以将用户引导至所需状态。 pBCI开发人员面临的一个挑战是,系统参数通常是在交互作用开始时设置的,并且在整个过程中都保持稳定,无法适应随时间变化的潜在变化,例如疲劳。本文的目的是研究根据第二神经生理信号提供的信息调整设置的pBCI的改进。通过使用第二信号,使系统成为混合pBCI,可以使用动态阈值连续调整这些参数,以响应诸如疲劳或学习之类的变化。在本实验中,我们假设与其他两个条件相比,具有动态阈值的自适应系统将改善感知的游戏体验和客观游戏性能:具有单个主信号生物神经环路的自适应系统和非自适应控制游戏。使用三个版本的俄罗斯方块,对16位参与者进行了一项主题内实验。每个参与者在三个实验条件下玩15分钟的俄罗斯方块。控制条件是俄罗斯方块的传统游戏,速度逐渐提高。第二个条件是仅认知负荷的生物神经网络环路,其参数如Ewing等人所述。 ()。第三个条件是我们建议的使用动态阈值选择的生物cybernetic回路。脑电图被用作主要信号,自动面部表情分析被用作辅助信号。我们的结果表明,与我们的预期相反,自适应系统不能改善参与者的体验,因为参与者比BCI条件对BCI条件的负面影响更大。我们努力开发一种可以在《俄罗斯方块》游戏的真实版本上进行改进的系统,但是,我们提出的自适应系统既不能改善玩家的感知体验,也不能改善他们的客观表现。但是,这种经验可以以一种新颖的方式为混合被动BCI的开发人员提供信息,以同时采用各种神经生理学特征。

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