Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context
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 develope...
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Frontiers Media S.A.
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Online Access: | https://www.frontiersin.org/article/10.3389/fnhum.2018.00282/full |
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doaj-249aed7adc6e4c53833d194b03dada8c2020-11-25T03:49:38ZengFrontiers Media S.A.Frontiers in Human Neuroscience1662-51612018-07-011210.3389/fnhum.2018.00282307287Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game ContextElise Labonte-LemoyneFrançois CourtemancheVictoire LouisMarc FredetteSylvain SénécalPierre-Majorique LégerPassive 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. (2016). 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.https://www.frontiersin.org/article/10.3389/fnhum.2018.00282/fulldynamic adaptationpassive brain computer interfacehybrid brain computer interfaceBCIpBCIhBCI |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Elise Labonte-Lemoyne François Courtemanche Victoire Louis Marc Fredette Sylvain Sénécal Pierre-Majorique Léger |
spellingShingle |
Elise Labonte-Lemoyne François Courtemanche Victoire Louis Marc Fredette Sylvain Sénécal Pierre-Majorique Léger Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context Frontiers in Human Neuroscience dynamic adaptation passive brain computer interface hybrid brain computer interface BCI pBCI hBCI |
author_facet |
Elise Labonte-Lemoyne François Courtemanche Victoire Louis Marc Fredette Sylvain Sénécal Pierre-Majorique Léger |
author_sort |
Elise Labonte-Lemoyne |
title |
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context |
title_short |
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context |
title_full |
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context |
title_fullStr |
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context |
title_full_unstemmed |
Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context |
title_sort |
dynamic threshold selection for a biocybernetic loop in an adaptive video game context |
publisher |
Frontiers Media S.A. |
series |
Frontiers in Human Neuroscience |
issn |
1662-5161 |
publishDate |
2018-07-01 |
description |
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. (2016). 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. |
topic |
dynamic adaptation passive brain computer interface hybrid brain computer interface BCI pBCI hBCI |
url |
https://www.frontiersin.org/article/10.3389/fnhum.2018.00282/full |
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