Social Interaction in a Cooperative Brain-Computer Interface Game

Does using a brain-computer interface (BCI) influence the social interaction between people when playing a cooperative game? By measuring the amount of speech, utterances, instrumental gestures and empathic gestures during a cooperative game where two participants had to reach a certain goal, and questioning participants about their own experience afterwards this study attempts to provide answers to this question. The results showed that social interaction changed when using a BCI compared to using a mouse. There was a higher amount of utterances and empathic gestures. This indicates that the participants reacted more to the higher difficulty of the BCI selection method. Participants also reported that they felt they cooperated better during the use of the mouse.

[1]  Bonnie A. Nardi,et al.  Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.

[2]  Michael J. Richardson,et al.  Language Use, Coordination, and the Emergence of Cooperative Action , 2008 .

[3]  Dirk Heylen,et al.  Brain-Computer Interfacing and Games , 2010, Brain-Computer Interfaces.

[4]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[5]  Darren Gergle,et al.  Emotion rating from short blog texts , 2008, CHI.

[6]  M Salvaris,et al.  Visual modifications on the P300 speller BCI paradigm , 2009, Journal of neural engineering.

[7]  Anton Nijholt,et al.  Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games , 2009, INTETAIN.

[8]  Xiaorong Gao,et al.  An online multi-channel SSVEP-based brain–computer interface using a canonical correlation analysis method , 2009, Journal of neural engineering.

[9]  A. Fuchs,et al.  Coordination: Neural, Behavioral and Social Dynamics , 2008 .

[10]  Alberto Prieto,et al.  Statistical Characterization of Steady-State Visual Evoked Potentials and Their Use in Brain–Computer Interfaces , 2009, Neural Processing Letters.

[11]  Mark S. Ackerman,et al.  Computing, Social Activity, and Entertainment: A Field Study of a Game MUD , 2004, Computer Supported Cooperative Work (CSCW).

[12]  W. Bruggeman,et al.  APPENDIX : QUESTIONNAIRE I , 2009 .

[13]  Ernst Fernando Lopes Da Silva Niedermeyer,et al.  Electroencephalography, basic principles, clinical applications, and related fields , 1982 .

[14]  Gido Hakvoort,et al.  Comparison of PSDA and CCA detection methods in a SSVEP-based BCI-system , 2011 .

[15]  B. Leventhal,et al.  The Autism Diagnostic Observation Schedule—Generic: A Standard Measure of Social and Communication Deficits Associated with the Spectrum of Autism , 2000, Journal of autism and developmental disorders.

[16]  E. Donchin,et al.  Talking off the top of your head: toward a mental prosthesis utilizing event-related brain potentials. , 1988, Electroencephalography and clinical neurophysiology.

[17]  J.D. Bayliss,et al.  Use of the evoked potential P3 component for control in a virtual apartment , 2003, IEEE Transactions on Neural Systems and Rehabilitation Engineering.

[18]  Ivan Volosyak,et al.  Optimal visual stimuli on LCD screens for SSVEP based brain-computer interfaces , 2009, 2009 4th International IEEE/EMBS Conference on Neural Engineering.

[19]  Xiaorong Gao,et al.  Design and implementation of a brain-computer interface with high transfer rates , 2002, IEEE Transactions on Biomedical Engineering.

[20]  Michel Obbink P 300 parameters in a game environment , 2010 .

[21]  Ivan Volosyak,et al.  Impact of Frequency Selection on LCD Screens for SSVEP Based Brain-Computer Interfaces , 2009, IWANN.

[22]  B.Z. Allison,et al.  ERPs evoked by different matrix sizes: implications for a brain computer interface (BCI) system , 2003, IEEE Transactions on Neural Systems and Rehabilitation Engineering.

[23]  S. Feinberg,et al.  Applying cognitive load theory to the design of Web-based instruction , 2000, 18th Annual Conference on Computer Documentation. ipcc sigdoc 2000. Technology and Teamwork. Proceedings. IEEE Professional Communication Society International Professional Communication Conference an.

[24]  Helge J. Ritter,et al.  Improving Transfer Rates in Brain Computer Interfacing: A Case Study , 2002, NIPS.

[25]  R. Barry,et al.  Removal of ocular artifact from the EEG: a review , 2000, Neurophysiologie Clinique/Clinical Neurophysiology.

[26]  Haihong Zhang,et al.  A Brain-Controlled Wheelchair Based on P300 and Path Guidance , 2006, The First IEEE/RAS-EMBS International Conference on Biomedical Robotics and Biomechatronics, 2006. BioRob 2006..

[27]  Alberto Prieto,et al.  Bio-inspired systems: Computational and ambient intelligence , 2011, Neurocomputing.

[28]  Fang Chen,et al.  Towards Automatic Cognitive Load Measurement from Speech Analysis , 2007, HCI.

[29]  Mahmoud Moghavvemi,et al.  Assessment of Steady-State Visual Evoked Potential for Brain Computer Communication , 2007 .

[30]  Brendan Z. Allison,et al.  Brain-Computer Interfaces , 2010 .

[31]  Nadia Bianchi-Berthouze,et al.  Stirring up experience through movement in game play: effects on engagement and social behaviour , 2008, CHI.

[32]  Anton Nijholt,et al.  BCI for Games: A 'State of the Art' Survey , 2008, ICEC.