Abstract

To reduce frustration while performing no-risk tasks (e.g. in training and games) for BCI users, we propose increasing their perceived level of control through fabricated input - system-generated positive task outcomes. Two surrogate BCI studies injected fabricated input creating additional positive task outcomes to a 50% baseline. Users' perceived control increased significantly compared to the 50% baseline. In turn, frustration levels decreased. Fabricated input worked equally well in a game story context that provided an emotional stake in the protagonist's success and a simpler task lacking such incentives. People's number of input attempts during the tasks determined perceived control more than our controlled ratios of positive to negative task outcomes. Delays between users' input attempts and subsequent fabricated inputs further moderated their perceived control.

Highlights

  • Brain-computer interface systems (BCIs) can be used to control devices using brain activity

  • Fabricated input decreased frustration - according to a repeated measures Friedman test (χ 2=13.4, p

  • Post-hoc Wilcoxon signed rank tests showed significant differences between fabrication rates of 0% and 15%, (p=0.025, r=0.63) and 0% and 30% (p

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Summary

Introduction

Brain-computer interface systems (BCIs) can be used to control devices using brain activity. BCIs may be divided into three major categories: passive, dependent, and independent BCIs. Passive BCIs do not control an external device but are used as a means to assess brain states, e.g. for emotion recognition [40]. Independent BCIs are controlled through internally evoked brain activity, e.g. spontaneous or motor imagery brain activity [29] and do not require external stimuli. This type of BCI is used for control of assistive technology (but with lower input recognition rates) and for neurorehabilitation after e.g. stroke [17, 39]. BCIs further challenge users by not providing inherent feedback [38] in relation to their input attempts

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