TY - JOUR
T1 - Comparing interaction techniques for serious games through brain-computer interfaces
T2 - a user perception evaluation study
AU - Liarokapis, Fotis
AU - Debattista, Kurt
AU - Vourvopoulos, Athanasios
AU - Petridis, Panagiotis
AU - Ene, Alina
PY - 2014/12
Y1 - 2014/12
N2 - This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain-computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participants measuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices. The first device provides more satisfaction to the players whereas the second device is more effective in terms of adaptation and interaction with the serious game.
AB - This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain-computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participants measuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices. The first device provides more satisfaction to the players whereas the second device is more effective in terms of adaptation and interaction with the serious game.
KW - brain-computer interfaces
KW - human-machine interaction
KW - serious games
KW - virtual environments
UR - http://www.scopus.com/inward/record.url?scp=84912533814&partnerID=8YFLogxK
U2 - 10.1016/j.entcom.2014.10.004
DO - 10.1016/j.entcom.2014.10.004
M3 - Article
AN - SCOPUS:84912533814
SN - 1875-9521
VL - 5
SP - 391
EP - 399
JO - Entertainment Computing
JF - Entertainment Computing
IS - 4
ER -