Publikationen

Hier finden Sie von Know-Center MitarbeiterInnen verfasste wissenschaftliche Publikationen

2015

Scherer Reinhold, Schwarz Andreas , Müller-Putz G. R. , Pammer-Schindler Viktoria, Lloria Garcia Mariano

Game-based BCI training: Interactive design for individuals with cerebral palsy

IEEE International Conference on Systems, Man, Cybernetics 2015, 2015

Konferenz
Mutual brain-machine co-adaptation is the mostcommon approach used to gain control over spontaneouselectroencephalogram (EEG) based brain-computer interfaces(BCIs). Co-adaptation means the concurrent or alternating useof machine learning and the brain’s reinforcement learningmechanisms. Results from the literature, however, suggest thatcurrent implementations of this approach does not lead todesired results (“BCI inefficiency”). In this paper, we proposean alternative strategy that implements some recommendationsfrom educational psychology and instructional design. We presenta jigsaw puzzle game for Android devices developed to train theBCI skill in individuals with cerebral palsy (CP). Preliminaryresults of a supporting study in four CP users suggest high useracceptance. Three out of the four users achieved better thanchance accuracy in arranging pieces to form the puzzle.Index Terms—Brain-Computer Interface, Electroencephalo-gram, Human-Computer Interaction, Game-based learning,Cerebral palsy.
2014

Pammer-Schindler Viktoria, Simon Jörg Peter, Wilding Karin, Keller Stephan, Scherer Reinhold

Designing for Engaging BCI Training: A Jigsaw Puzzle

Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI Play 2015), 2014

Konferenz
Brain-computer interface (BCI) technology translatesbrain activity to machine-intelligible patterns, thusserving as input “device” to computers. BCI traininggames make the process of acquiring training data forthe machine learning more engaging for the users. Inthis work, we discuss the design space for BCI traininggames based on existing literature, and a traininggame in form of a Jigsaw Puzzle. The game wastrialled with four cerebral palsy patients. All patientswere very acceptant of the involved technology, which,we argue, relates back to the concept of BCI traininggames plus the adaptations we made. On the otherhand, the data quality was unsatisfactory. Hence, infuture work both concept and implementation need tobe finetuned to achieve a balance between useracceptance and data quality.
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