Neurogaming with motion-onset visual evoked potentials (mVEPs): adults versus teenagers

Ryan Beveridge, S Wilson, M Callaghan, Damien Coyle

Research output: Contribution to journalArticle

Abstract

Motion-onset visually evoked potentials (mVEPs) are neural potentials that are time-locked to the onset of motion of evoking stimuli. Due to their visually elegant properties, mVEP stimuli may be suited to video game control given gaming's inherent demand on the users' visual attention and the requirement to process rapidly changing visual information. Here, we investigate mVEPs associated with five different stimuli to control the position of a car in a visually rich 3D racing game in a group of 15 BCI naïve teenagers and compared with 19 BCI naive adults. Results from an additional 14 BCI experienced adults were compared with BCI naïve adults. Our results demonstrate that the game control accuracy is related to the number of trials used to make a decision on the users' chosen button/stimulus (76%, 62%, and 35% for 5, 3, and 1 trials, respectively) and information transfer rate (ITR) (13.4, 13.9, and 6.6 bits per minute (BPM)), although, even though accuracy decreases when using three compared to the commonly used five trial repetitions, ITR is maintained. A Kruskal-Wallis test suggests that BCI naïve adults do not outperform BCI naïve teenagers in the 3D racing game in the first and seconds laps (p > 0.05), but do outperform in the third lap (p < 0.05). A comparison between BCI naïve and BCI experienced adults indicates BCI experienced adults do not perform better than BCI naïve adults (p > 0.05).

LanguageEnglish
Article number8664451
Pages572-581
Number of pages10
JournalIEEE Transactions on Neural Systems and Rehabilitation Engineering
Volume27
Issue number4
DOIs
Publication statusPublished - 4 Apr 2019

Fingerprint

Visual Evoked Potentials
Bioelectric potentials
Video Games
Evoked Potentials
Railroad cars

Keywords

  • BCI
  • motion-onset visually evoked potentials (mVEP)
  • video game
  • EEG
  • 3-Dimensional (3D)
  • neurogaming
  • Electroencephalography
  • visualisation
  • electroencephalography (EEG)
  • 3-dimensional (3D)
  • Brain-computer interface (BCI)

Cite this

@article{256db2ebde844f1eb57ed05313189c15,
title = "Neurogaming with motion-onset visual evoked potentials (mVEPs): adults versus teenagers",
abstract = "Motion-onset visually evoked potentials (mVEPs) are neural potentials that are time-locked to the onset of motion of evoking stimuli. Due to their visually elegant properties, mVEP stimuli may be suited to video game control given gaming's inherent demand on the users' visual attention and the requirement to process rapidly changing visual information. Here, we investigate mVEPs associated with five different stimuli to control the position of a car in a visually rich 3D racing game in a group of 15 BCI na{\"i}ve teenagers and compared with 19 BCI naive adults. Results from an additional 14 BCI experienced adults were compared with BCI na{\"i}ve adults. Our results demonstrate that the game control accuracy is related to the number of trials used to make a decision on the users' chosen button/stimulus (76{\%}, 62{\%}, and 35{\%} for 5, 3, and 1 trials, respectively) and information transfer rate (ITR) (13.4, 13.9, and 6.6 bits per minute (BPM)), although, even though accuracy decreases when using three compared to the commonly used five trial repetitions, ITR is maintained. A Kruskal-Wallis test suggests that BCI na{\"i}ve adults do not outperform BCI na{\"i}ve teenagers in the 3D racing game in the first and seconds laps (p > 0.05), but do outperform in the third lap (p < 0.05). A comparison between BCI na{\"i}ve and BCI experienced adults indicates BCI experienced adults do not perform better than BCI na{\"i}ve adults (p > 0.05).",
keywords = "BCI, motion-onset visually evoked potentials (mVEP), video game, EEG, 3-Dimensional (3D), neurogaming, Electroencephalography, visualisation, electroencephalography (EEG), 3-dimensional (3D), Brain-computer interface (BCI)",
author = "Ryan Beveridge and S Wilson and M Callaghan and Damien Coyle",
year = "2019",
month = "4",
day = "4",
doi = "10.1109/TNSRE.2019.2904260",
language = "English",
volume = "27",
pages = "572--581",
journal = "IEEE Transactions on Neural Systems and Rehabilitation Engineering",
issn = "1534-4320",
number = "4",

}

Neurogaming with motion-onset visual evoked potentials (mVEPs): adults versus teenagers. / Beveridge, Ryan; Wilson, S; Callaghan, M; Coyle, Damien.

In: IEEE Transactions on Neural Systems and Rehabilitation Engineering, Vol. 27, No. 4, 8664451, 04.04.2019, p. 572-581.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Neurogaming with motion-onset visual evoked potentials (mVEPs): adults versus teenagers

AU - Beveridge, Ryan

AU - Wilson, S

AU - Callaghan, M

AU - Coyle, Damien

PY - 2019/4/4

Y1 - 2019/4/4

N2 - Motion-onset visually evoked potentials (mVEPs) are neural potentials that are time-locked to the onset of motion of evoking stimuli. Due to their visually elegant properties, mVEP stimuli may be suited to video game control given gaming's inherent demand on the users' visual attention and the requirement to process rapidly changing visual information. Here, we investigate mVEPs associated with five different stimuli to control the position of a car in a visually rich 3D racing game in a group of 15 BCI naïve teenagers and compared with 19 BCI naive adults. Results from an additional 14 BCI experienced adults were compared with BCI naïve adults. Our results demonstrate that the game control accuracy is related to the number of trials used to make a decision on the users' chosen button/stimulus (76%, 62%, and 35% for 5, 3, and 1 trials, respectively) and information transfer rate (ITR) (13.4, 13.9, and 6.6 bits per minute (BPM)), although, even though accuracy decreases when using three compared to the commonly used five trial repetitions, ITR is maintained. A Kruskal-Wallis test suggests that BCI naïve adults do not outperform BCI naïve teenagers in the 3D racing game in the first and seconds laps (p > 0.05), but do outperform in the third lap (p < 0.05). A comparison between BCI naïve and BCI experienced adults indicates BCI experienced adults do not perform better than BCI naïve adults (p > 0.05).

AB - Motion-onset visually evoked potentials (mVEPs) are neural potentials that are time-locked to the onset of motion of evoking stimuli. Due to their visually elegant properties, mVEP stimuli may be suited to video game control given gaming's inherent demand on the users' visual attention and the requirement to process rapidly changing visual information. Here, we investigate mVEPs associated with five different stimuli to control the position of a car in a visually rich 3D racing game in a group of 15 BCI naïve teenagers and compared with 19 BCI naive adults. Results from an additional 14 BCI experienced adults were compared with BCI naïve adults. Our results demonstrate that the game control accuracy is related to the number of trials used to make a decision on the users' chosen button/stimulus (76%, 62%, and 35% for 5, 3, and 1 trials, respectively) and information transfer rate (ITR) (13.4, 13.9, and 6.6 bits per minute (BPM)), although, even though accuracy decreases when using three compared to the commonly used five trial repetitions, ITR is maintained. A Kruskal-Wallis test suggests that BCI naïve adults do not outperform BCI naïve teenagers in the 3D racing game in the first and seconds laps (p > 0.05), but do outperform in the third lap (p < 0.05). A comparison between BCI naïve and BCI experienced adults indicates BCI experienced adults do not perform better than BCI naïve adults (p > 0.05).

KW - BCI

KW - motion-onset visually evoked potentials (mVEP)

KW - video game

KW - EEG

KW - 3-Dimensional (3D)

KW - neurogaming

KW - Electroencephalography

KW - visualisation

KW - electroencephalography (EEG)

KW - 3-dimensional (3D)

KW - Brain-computer interface (BCI)

UR - http://www.scopus.com/inward/record.url?scp=85064647012&partnerID=8YFLogxK

U2 - 10.1109/TNSRE.2019.2904260

DO - 10.1109/TNSRE.2019.2904260

M3 - Article

VL - 27

SP - 572

EP - 581

JO - IEEE Transactions on Neural Systems and Rehabilitation Engineering

T2 - IEEE Transactions on Neural Systems and Rehabilitation Engineering

JF - IEEE Transactions on Neural Systems and Rehabilitation Engineering

SN - 1534-4320

IS - 4

M1 - 8664451

ER -