Enhancing user experience in c-VEP-based BCI: Effects of visual stimulus opacity on performance and visual fatigue
Enhancing user experience in c-VEP-based BCI: Effects of visual stimulus opacity on performance and visual fatigue
159
- 10.1371/journal.pone.0051077
- Dec 7, 2012
- PLoS ONE
23
- 10.1371/journal.pone.0213197
- Mar 6, 2019
- PLOS ONE
230
- 10.1109/tbme.2014.2320948
- Apr 29, 2014
- IEEE Transactions on Biomedical Engineering
18
- 10.1016/j.eswa.2023.120815
- Jun 15, 2023
- Expert Systems with Applications
3
- 10.17485/ijst/2013/v6i10.3
- Oct 20, 2013
- Indian Journal of Science and Technology
18
- 10.1088/2057-1976/ab0cee
- Mar 28, 2019
- Biomedical Physics & Engineering Express
5
- 10.1111/j.0953-816x.2004.03448.x
- Jun 1, 2004
- European Journal of Neuroscience
17
- 10.1016/j.bspc.2023.104664
- Feb 6, 2023
- Biomedical Signal Processing and Control
63
- 10.1088/1741-2552/ac38cf
- Nov 26, 2021
- Journal of Neural Engineering
6
- 10.1109/jbhi.2024.3373332
- May 1, 2024
- IEEE journal of biomedical and health informatics
- Research Article
- 10.1186/s44247-025-00172-6
- Jul 24, 2025
- BMC Digital Health
Background Fatigue is a multifaceted state characterized by a significant lack of energy or motivation; which is perceived by the individual to interfere with usual and desired activities; it can hinder an individual’s functioning. In recent years, the rise of Mixed Rality (MR) technologies has introduced new dynamics in emergency training. MR environments blend real and virtual elements, facilitating immersive experiences in education, product design, and beyond. However, these environments also present unique challenges regarding user fatigue. Prolonged interaction with MR systems can lead to both physical fatigue, due to sustained movement or attention, and mental fatigue, driven by increased cognitive demands and complexity of tasks. This interaction can adversely affect user performance, learning, and overall experience. Mental fatigue negatively affects concentration, memory, and decision-making. Research on the psychological effects of fatigue from the use of MR in emergency professional training is crucial, but the understanding of its effects is still evolving. Objectives The study aims to assess fatigue experienced by participants during MR training focused on multi-victim incident resolution, and to identify key factors that influence user experience and learning outcomes. Methods This study used a quantitative approach with a cross-sectional study design. The sample technique used total sampling. Respondents were trainees from an MR training about MCI. The research instrument used the MR Fatigue Scale questionnaire. A validated fatigue scale was used to assess five domains of fatigue (general, social, emotional, visual and motivational fatigue) after MR training. The scale was specifically designed for use in mixed-reality professional training. Results The study involved 260 participants. The participants were emergency and non-emergency physicians, emergency nurses and paramedics (173 men, 87 women; mean age = 40.16 years, mean work experience = 12.28 years). It was a multi-country study from six European countries: Austria, Belgium, Germany, Greece, Spain and Sweden. Apart from their previous background, the participants were trained in MR as part of the MED1stMR project. The MR fatigue scale identified significant dimensions of fatigue, with general and visual fatigue having the greatest impact. Medical professionals reported higher levels of visual fatigue compared to other professions involved in the training. Discussion In assessing the result that doctors had a higher level of fatigue, it may be interesting to correlate responsibility and degree of fatigue as a contributing factor in this type of training. Conclusion The study highlights the key dimensions of fatigue in emergency professional MR training and values the importance of addressing visual and general fatigue to improve user experience and learning outcomes in future MR training programs for emergency and medical first responders (MFRs).
- Research Article
4
- 10.3390/s24113516
- May 30, 2024
- Sensors (Basel, Switzerland)
This study investigates the effects of ambient illumination and negatively polarized text color on visual fatigue, exploring the issue of visual fatigue when using visual display terminals in low-illumination environments. The research methodology utilizes an experimental design to collect data on changes in pupil accommodation and blink rate through an eye tracker. Participants completed a reading task while exposed to various text colors and ambient light conditions to evaluate visual fatigue and cognitive performance. The study's findings suggest that text color significantly affects visual fatigue, with red text causing the highest level of visual fatigue and yellow text causing the lowest level of visual fatigue. Improvements in ambient lighting reduce visual fatigue, but the degree of improvement varies depending on the text color. Additionally, cognitive performance is better when using yellow and white text but worse when using red text. Yellow text is the most effective choice for reducing visual fatigue under negative polarity. Increasing ambient lighting can also improve visual fatigue in low-illumination conditions. These findings will offer valuable guidance for designing visual terminal device interfaces, especially for low-illumination or night environments, to minimize visual fatigue and improve user experience.
- Book Chapter
2
- 10.4018/978-1-59140-799-7.ch001
- Jan 1, 2006
Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.
- Book Chapter
- 10.4018/978-1-59904-943-4.ch030
- Jan 1, 2008
Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.
- Book Chapter
- 10.4018/978-1-59904-955-7.ch099
- Jan 1, 2008
Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.
- Research Article
- 10.1108/jstpm-10-2024-0414
- Sep 4, 2025
- Journal of Science and Technology Policy Management
Purpose The purpose of this study is to define the key design elements necessary for developing a future smart campus that enhances user experience. By integrating advanced technologies such as artificial intelligence (AI), Internet of Things (IoT) and data-driven systems into campus infrastructure, the study aims to explore how these elements can optimize both operational efficiency and user satisfaction. The research focuses on understanding the interrelated factors that contribute to a smart campus environment, with an emphasis on user-centered improvements that address the evolving needs of students, staff and faculty in higher education institutions. Design/methodology/approach This study uses a two-phase qualitative research approach to explore the conceptualization of a smart campus and its impact on user experience. In the first phase, semi-structured interviews were conducted with experts in campus architecture, smart technologies and relevant stakeholders. The second phase involved focus groups and ad hoc discussions with campus users to validate and rank key areas identified in the interviews. Data from both phases were analyzed using a coding approach and statistical tests, including the Friedman test and Kendall’s W, to examine the significance of user rankings on smart campus design elements. Findings The study identifies 12 key areas that enhance user experience on a smart campus, with workplace availability and findability, energy efficiency and indoor climate comfort being the highest-ranked by users. Participants emphasized the importance of real-time data systems for space management and sustainability, as well as the need for user-friendly technologies. While advanced technologies like robotics and virtual reality were less prioritized, the study highlights that integrating intuitive systems and continuous feedback mechanisms can significantly improve campus efficiency and user satisfaction. The findings suggest a balance between immediate practical solutions and long-term technological advancements for future smart campuses. Practical implications This study offers valuable insights for university administrators, campus facility managers and policymakers aiming to develop smart campuses. The findings emphasize the importance of a user-centered approach, transparent communication and continuous improvement when integrating smart technologies into campus infrastructure. Originality/value This study offers a unique, user-centered approach to smart campus design by focusing not only on technological integration but also on enhancing user experience through practical, data-driven solutions. It bridges the gap between operational efficiency and user satisfaction, emphasizing the importance of real-time data use and intuitive systems. Unlike previous research, which often concentrates on isolated technologies, this study provides a comprehensive framework for how interconnected design elements can work together to create a responsive and efficient campus environment, making it valuable for universities seeking to implement future-focused, sustainable smart campus solutions.
- Research Article
21
- 10.1097/wnr.0000000000001111
- Sep 19, 2018
- Neuroreport
The steady-state visually evoked potential (SSVEP) is a natural response of the brain to visual stimulation at specific frequencies and is used widely for electroencephalography-based brain–computer interface (BCI) systems. Although the SSVEP is useful for its high level of decoding accuracy, visual fatigue from the repetitive visual flickering is an unavoidable problem. In addition, hybrid BCI systems that combine the SSVEP with the event-related potential (ERP) have been proposed recently. These hybrid BCI systems would improve the decoding accuracy; however, the competing effect by simultaneous presentation of the visual stimulus could possibly supervene the signal in the hybrid system. Nevertheless, previous studies have not sufficiently reported these problems of visual fatigue with SSVEP stimuli or the competing effect in the SSVEP+ERP system. In this study, two different experiments were designed to explore our claims. The first experiment evaluated the visual fatigue level and decoding accuracy for the different types of SSVEP stimuli, which were the peripheral-field SSVEP (pSSVEP) and the central-field SSVEP (cSSVEP). We report that the pSSVEP could reduce the visual fatigue level by avoiding direct exposure of the eye-retina to the flickering visual stimulus, while also delivering a decoding accuracy comparable to that of cSSVEP. The second experiment was designed to examine the competing effect of the SSVEP stimuli on ERP performance and vice versa. To do this, the visual stimuli of ERP and SSVEP were presented simultaneously as part of the BCI speller layout. We found a clear competing effect wherein the evoked brain potentials were influenced by the SSVEP stimulus and the band power at the target frequencies was also decreased significantly by the ERP stimuli. Nevertheless, these competing effects did not lead to a significant loss in decoding accuracy; their features preserved sufficient information for discriminating a target class. Our work is the first to evaluate the visual fatigue and competing effect together, which should be considered when designing BCI applications. Furthermore, our findings suggest that the pSSVEP is a viable substitution for the cSSVEP because of its ability to reduce the level of visual fatigue while maintaining a minimal loss of decoding accuracy.
- Research Article
- 10.3390/buildings15020253
- Jan 16, 2025
- Buildings
This study aims to investigate the key factors influencing user experience in the design of virtual interactive platforms for the preservation of industrial heritage within the context of digitalization. In the literature review, this paper introduces a theoretical model comprising five latent variables: cultural identity, functional clarity, scenario interactivity, narrative quality, and user experience. To construct and validate the model, the author employed structural equation modeling (SEM) to analyze data from 323 valid questionnaires collected in China. The validation of the SEM model led to conclusions regarding the impact of each latent variable on user experience. The results indicate that cultural identity, functional clarity, scene interactivity, and narrative quality significantly affect user experience and play a critical role in enhancing user experience on virtual platforms. To validate this theoretical framework, the study employs the virtual interactive platform of Hanyang Ironworks as a case study, examining how these factors manifest in practical scenarios and their specific impact on platform design. The findings reveal that a strong sense of cultural identity, clear functional design, interactive scenes, and a well-structured narrative are the core factors that enhance user experience on virtual industrial heritage platforms. This research provides both theoretical support for the digital preservation of industrial heritage and practical insights for the design of virtual platforms. The study improves virtual interactions with industrial heritage and informs future research and applications.
- Research Article
2
- 10.3991/ijim.v16i02.27317
- Jan 28, 2022
- International Journal of Interactive Mobile Technologies (iJIM)
Adaptive augmented reality (AAR) is the latest concept of the augmented reality that responds and adapts to a real-time context and thecharacteristics of the users. This concept is said to provide adaptation of 3Daugmented reality, better engagement and more emotional experience to theusers. In AAR, the information is provided to the users through interaction tracking and sensor on the device. However, this technology is still in itsinfancy. Therefore, a study to explore positive ways of providing relevantinformation that can enhance user experience is urgently required. Theobjective of this paper is to identify the components of an AAR model forheritage mobile application. It is hypothesized that such model would enhance user experience and provide better engagement. Consequently, models from past studies on Augmented Reality, UX Design and storytelling are reviewed. Findings indicate that personalization and emotion are among the important components. Inclusion of these components seems to allow users to be more engaged and inspired to learn about the cultural heritage, hence enhances user experience.
- Book Chapter
- 10.1007/978-3-030-02053-8_20
- Oct 17, 2018
The emerging design disciplines and research are rapidly transforming, and not only designer-driven, but also user-driven are prominent values in the design process. This paper presents a considerable design discipline towards enhanced user experience focused on embodied cognition, by distinguishing the following definitions in the concept model: human-being, subjective innate filter, and experience. In the approach, the suggestion in embodied cognition were considered that people’s cognitive processes are tightly related to the interaction between their body and the physical environment for enhancing user experience in their daily lives. By verifying the relationship between subjective innate filter and relevant variables, it clarifies how to enhance user experience with embodied cognition in design.
- Research Article
2
- 10.54254/2754-1169/74/20241520
- Apr 17, 2024
- Advances in Economics, Management and Political Sciences
In the age of big data, business intelligence technology is pivotal in enhancing user experiences and driving innovation across industries. This paper focuses on Alibaba Group, a trailblazer in e-commerce, to examine the transformative role of business intelligence. This paper investigates Alibabas cutting-edge application of business intelligence technology, focusing on intelligent recommendation systems, personalized marketing strategies, and efficient supply chain management. The recommendation system harnesses data analysis to provide tailored product suggestions, boosting user satisfaction and sales. Data-driven marketing strategies enable Alibaba to create personalized promotions and coupons, enhancing user experiences and building loyalty. Intelligent supply chain management employs real-time monitoring, optimized transportation, and data-driven decisions to ensure timely deliveries and cost efficiency. A case study of Alibaba's "Singles Day Global Shopping Festival" illustrates how business intelligence technology creates a dynamic, data-powered shopping event. Every decision during this event is informed by real-time analysis and AI insights, enabling swift responses to evolving consumer needs. In summary, business intelligence, a driving force in the age of big data, is at the heart of Alibabas success. Alibaba has tapped the potential of business intelligence by enhancing the user experience and facilitating data-driven decision-making.
- Book Chapter
- 10.4018/978-1-6684-8785-3.ch009
- Jun 30, 2023
This chapter discusses the emerging paradigm of edge computing and its potential to optimize performance and enhance user experience in modern computing systems. The chapter begins by introducing the concept of edge computing, its definition, and its various applications. It then highlights the key benefits of edge computing. The chapter also delves into the various architectures and models of edge computing. It examines the challenges associated with edge computing, such as resource constraints, security, and privacy issues. The authors then provide an overview of the technologies and tools used in edge computing. They discuss how these technologies can be used to optimize performance and enhance user experience in edge computing systems. The chapter also presents several use cases and real-world applications of edge computing, including smart homes, autonomous vehicles, and healthcare systems. The authors examine the benefits and challenges of using edge computing in these domains and provide insights into how to optimize performance and enhance user experience.
- Conference Article
5
- 10.1117/12.454902
- Nov 1, 2002
It is said that visual fatigue caused by watching stereoscopic images is due to the conflict between convergence eye movement and accommodation functions. We studied the degree of visual fatigue in subjects watching HDTV stereoscopic images. The HDTV stereoscopic images used as visual stimuli contained only absolute, with no relative, parallax. In the experiments, images were displayed behind or in front of the screen by a 120-Hz time-sequential method. The examination of visual fatigue was carried out with a five-grade subjective evaluation test and measurement of the accommodation response after watching for one hour. We found that when stereoscopic HDTV images were displayed within the corresponding range of depth of focus, and remained static in the depth direction, the degree of visual fatigue was almost the same as that induced by watching images displayed at the depth of the screen. However, when images were displayed outside the corresponding range of depth of focus, visual fatigue was clearly induced. Moreover, we found that even if images were displayed within the corresponding range of depth of focus, visual fatigue was induced if the images were moved in depth according to a step pulse function.
- Research Article
- 10.3991/ijim.v18i08.46329
- Apr 23, 2024
- International Journal of Interactive Mobile Technologies (iJIM)
E-governments are considered the primary gateway through which citizens can access services and benefit from the information provided by electronic platforms when needed. Although the situation in developed countries has shifted from electronic governments to local electronic services, many developing countries still encounter various challenges, such as ease of use and enhancing user experience. This study aims to help address the obstacles faced by North African countries, including Morocco and Tunisia, in the context of e-government usability. It evaluates the accessibility of these sites, addresses the issues involved in using them, and suggests solutions that could enhance user experience by improving ease of use. The limited previous research on this region makes this study even more relevant. Research-based web design and usability guidelines (RBWDUG), specifically the chapter on optimizing user experience, serve as the foundation of this research, facilitating the assessment of ease of use and user satisfaction. Converting this valuable tool into a questionnaire enabled the research to achieve valuable results through evaluation. The evaluation of ten websites in each country, with 100 participants involved in the assessment, reveals a common pitfall when it in improving user experience and ease of use. This issue impacts user satisfaction and the effectiveness of e-government services. An important relationship has been established between these usability issues and the effectiveness and efficiency of these services. The study emphasizes the vital connection between usability and e-government service efficiency while recommending improvements based on user feedback.
- Research Article
2
- 10.24191/jcrinn.v6i3.249
- Sep 13, 2021
- Journal of Computing Research and Innovation
A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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