Abstract
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.
Highlights
Biocybernetic control describes how the implicit measurement of physiological signals from the brain or body can be transformed into a control input for real-time software adaptation
This study was performed to assess the suitability of oscillatory EEG metrics for the real time monitoring of effort and cognitive demand during Tetris play
The results indicated frontal theta was robustly sensitive to objective game demand but that alpha activity only responded to demand at specific sites
Summary
Biocybernetic control describes how the implicit measurement of physiological signals from the brain or body can be transformed into a control input for real-time software adaptation. An early example of a working biocybernetic control loop was developed by NASA in the 1990s where the real-time analysis of electroencephalography (EEG) signals was converted into an input variable for the control of the level of system automation during simulated aviation tasks (Pope et al, 1995; Freeman et al, 1999; Prinzel et al, 2000; Scerbo et al, 2003). This control loop was designed to sustain operator engagement within an optimal. For both incentive conditions sound effects occurred when rotating the pieces (small ‘‘pop’’) and shifting the pieces left or right (small ‘‘snap’’)
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