Leeb, Robert ; Lancelle, Marcel ; Kaiser, Vera ; Fellner, Dieter W. ; Pfurtscheller, Gert (2013)
Thinking Penguin: Multimodal Brain-Computer Interface Control of a VR Game.
In: IEEE Transactions on Computational Intelligence and AI in Games, 5 (2)
doi: 10.1109/TCIAIG.2013.2242072
Artikel, Bibliographie
Kurzbeschreibung (Abstract)
In this paper, we describe a multimodal brain-computer interface (BCI) experiment, situated in a highly immersive CAVE. A subject sitting in the virtual environment controls the main character of a virtual reality game: a penguin that slides down a snowy mountain slope.While the subject can trigger a jump action via the BCI, additional steering with a game controller as a secondary task was tested. Our experiment profits from the game as an attractive task where the subject is motivated to get a higher score with a better BCI performance. A BCI based on the so-called brain switch was applied, which allows discrete asynchronous actions. Fourteen subjects participated, of which 50 achieved the required performance to test the penguin game. Comparing the BCI performance during the training and the game showed that a transfer of skills is possible, in spite of the changes in visual complexity and task demand. Finally and most importantly, our results showed that the use of a secondary motor task, in our case the joystick control, did not deteriorate the BCI performance during the game. Through these findings, we conclude that our chosen approach is a suitable multimodal or hybrid BCI implementation, in which the user can even perform other tasks in parallel.
Typ des Eintrags: | Artikel |
---|---|
Erschienen: | 2013 |
Autor(en): | Leeb, Robert ; Lancelle, Marcel ; Kaiser, Vera ; Fellner, Dieter W. ; Pfurtscheller, Gert |
Art des Eintrags: | Bibliographie |
Titel: | Thinking Penguin: Multimodal Brain-Computer Interface Control of a VR Game |
Sprache: | Englisch |
Publikationsjahr: | 2013 |
Titel der Zeitschrift, Zeitung oder Schriftenreihe: | IEEE Transactions on Computational Intelligence and AI in Games |
Jahrgang/Volume einer Zeitschrift: | 5 |
(Heft-)Nummer: | 2 |
DOI: | 10.1109/TCIAIG.2013.2242072 |
Kurzbeschreibung (Abstract): | In this paper, we describe a multimodal brain-computer interface (BCI) experiment, situated in a highly immersive CAVE. A subject sitting in the virtual environment controls the main character of a virtual reality game: a penguin that slides down a snowy mountain slope.While the subject can trigger a jump action via the BCI, additional steering with a game controller as a secondary task was tested. Our experiment profits from the game as an attractive task where the subject is motivated to get a higher score with a better BCI performance. A BCI based on the so-called brain switch was applied, which allows discrete asynchronous actions. Fourteen subjects participated, of which 50 achieved the required performance to test the penguin game. Comparing the BCI performance during the training and the game showed that a transfer of skills is possible, in spite of the changes in visual complexity and task demand. Finally and most importantly, our results showed that the use of a secondary motor task, in our case the joystick control, did not deteriorate the BCI performance during the game. Through these findings, we conclude that our chosen approach is a suitable multimodal or hybrid BCI implementation, in which the user can even perform other tasks in parallel. |
Freie Schlagworte: | Forschungsgruppe Semantic Models, Immersive Systems (SMIS), Brain-computer interfaces (BCI), Multimodality, Virtual reality (VR), Computer games, Multitasking |
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Graphisch-Interaktive Systeme |
Hinterlegungsdatum: | 12 Nov 2018 11:16 |
Letzte Änderung: | 04 Feb 2022 12:40 |
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