TY - GEN
T1 - Distinguishing difficulty levels with non-invasive brain activity measurements
AU - Girouard, Audrey
AU - Solovey, Erin Treacy
AU - Hirshfield, Leanne M.
AU - Chauncey, Krysta
AU - Sassaroli, Angelo
AU - Fantini, Sergio
AU - Jacob, Robert J.K.
N1 - Copyright:
Copyright 2009 Elsevier B.V., All rights reserved.
PY - 2009
Y1 - 2009
N2 - Passive brain-computer interfaces are designed to use brain activity as an additional input, allowing the adaptation of the interface in real time according to the user's mental state. The goal of the present study is to distinguish between different levels of game difficulty using non-invasive brain activity measurement with functional near-infrared spectroscopy (fNIRS). The study is designed to lead to adaptive interfaces that respond to the user's brain activity in real time. Nine subjects played two levels of the game Pacman while their brain activity was measured using fNIRS. Statistical analysis and machine learning classification results show that we can discriminate well between subjects playing or resting, and distinguish between the two levels of difficulty with some success. In contrast to most previous fNIRS studies which only distinguish brain activity from rest, we attempt to tell apart two levels of brain activity, and our results show potential for using fNIRS in an adaptive game or user interface.
AB - Passive brain-computer interfaces are designed to use brain activity as an additional input, allowing the adaptation of the interface in real time according to the user's mental state. The goal of the present study is to distinguish between different levels of game difficulty using non-invasive brain activity measurement with functional near-infrared spectroscopy (fNIRS). The study is designed to lead to adaptive interfaces that respond to the user's brain activity in real time. Nine subjects played two levels of the game Pacman while their brain activity was measured using fNIRS. Statistical analysis and machine learning classification results show that we can discriminate well between subjects playing or resting, and distinguish between the two levels of difficulty with some success. In contrast to most previous fNIRS studies which only distinguish brain activity from rest, we attempt to tell apart two levels of brain activity, and our results show potential for using fNIRS in an adaptive game or user interface.
KW - Brain-computer interface
KW - Difficulty level
KW - FNIRS
KW - Functional near-infrared spectroscopy
KW - Game
KW - Human cognition
KW - Task classification
UR - http://www.scopus.com/inward/record.url?scp=70350583239&partnerID=8YFLogxK
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U2 - 10.1007/978-3-642-03655-2_50
DO - 10.1007/978-3-642-03655-2_50
M3 - Conference contribution
AN - SCOPUS:70350583239
SN - 3642036546
SN - 9783642036545
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 440
EP - 452
BT - Human-Computer Interaction - INTERACT 2009 - 12th IFIP TC 13 International Conference, Proceedings
T2 - 12th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2009
Y2 - 24 August 2009 through 28 August 2009
ER -