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首页> 外文期刊>Computational Intelligence and AI in Games, IEEE Transactions on >Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device
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Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device

机译:消费级EEG设备上基于稳态视觉诱发电位的计算机游戏

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摘要

In this paper, we introduce a game in which the player navigates an avatar through a maze by using a brain–computer interface (BCI) that analyzes the steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG) on the player's scalp. The four-command control game, called The Maze, was specifically designed around an SSVEP BCI and validated in several EEG setups when using a traditional electrode cap with relocatable electrodes and a consumer-grade headset with fixed electrodes (Emotiv EPOC). We experimentally derive the parameter values that provide an acceptable tradeoff between accuracy of game control and interactivity, and evaluate the control provided by the BCI during gameplay. As a final step in the validation of the game, a population study on a broad audience was conducted with the EPOC headset in a real-world setting. The study revealed that the majority (85%) of the players enjoyed the game in spite of its intricate control (mean accuracy 80.37%, mean mission time ratio 0.90). We also discuss what to take into account while designing BCI-based games.
机译:在本文中,我们介绍了一种游戏,其中玩家使用脑机接口(BCI)在迷宫中导航虚拟形象,该接口可分析通过脑电图(EEG)记录的玩家的稳态视觉诱发电位(SSVEP)反应头皮。四命令控制游戏称为The Maze,是专门针对SSVEP BCI设计的,并在使用带有可重定位电极的传统电极盖和带有固定电极的消费级耳机(Emotiv EPOC)时在几种EEG设置中得到了验证。我们通过实验得出参数值,该值在游戏控制的准确性和交互性之间提供了可接受的折衷,并评估了BCI在游戏过程中提供的控制。作为游戏验证的最后一步,在实际环境中使用EPOC头戴式耳机进行了广泛受众群体研究。研究表明,尽管游戏控制复杂(平均准确度为80.37%,平均任务时间比率为0.90),但大多数(85%)的玩家还是喜欢这款游戏。我们还将讨论在设计基于BCI的游戏时应考虑的因素。

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