Interacting with multiple game genres using Motion Onset Visual Evoked Potentials

David Marshall, Ryan Beveridge, Shane Wilson, Damien Coyle

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)

Abstract

Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players’ ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71% (5 class classification chance accuracy is 20%). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75%).
LanguageEnglish
Title of host publicationUnknown Host Publication
Pages18-27
Number of pages8
DOIs
Publication statusPublished - 2015
EventThe 20th International Conference on Computer Games -
Duration: 1 Jan 2015 → …

Conference

ConferenceThe 20th International Conference on Computer Games
Period1/01/15 → …

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Bioelectric potentials
Brain computer interface
Controllers
Computer games
Sports
Feedback

Keywords

  • brain-computer interface
  • EEG
  • games
  • motion onset visual evoked potentials

Cite this

Marshall, David ; Beveridge, Ryan ; Wilson, Shane ; Coyle, Damien. / Interacting with multiple game genres using Motion Onset Visual Evoked Potentials. Unknown Host Publication. 2015. pp. 18-27
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title = "Interacting with multiple game genres using Motion Onset Visual Evoked Potentials",
abstract = "Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players’ ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71{\%} (5 class classification chance accuracy is 20{\%}). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75{\%}).",
keywords = "brain-computer interface, EEG, games, motion onset visual evoked potentials",
author = "David Marshall and Ryan Beveridge and Shane Wilson and Damien Coyle",
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Marshall, D, Beveridge, R, Wilson, S & Coyle, D 2015, Interacting with multiple game genres using Motion Onset Visual Evoked Potentials. in Unknown Host Publication. pp. 18-27, The 20th International Conference on Computer Games, 1/01/15. https://doi.org/10.1109/CGames.2015.7272957

Interacting with multiple game genres using Motion Onset Visual Evoked Potentials. / Marshall, David; Beveridge, Ryan; Wilson, Shane; Coyle, Damien.

Unknown Host Publication. 2015. p. 18-27.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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