Interacting with multiple game genres using Motion Onset Visual Evoked Potentials

David Marshall, Ryan Beveridge, Shane Wilson, Damien Coyle

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

6 Citations (SciVal)

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%).
Original languageEnglish
Title of host publication2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)
Place of PublicationU. S. A.
PublisherIEEE Computational Intelligence Society
Pages18-27
Number of pages10
ISBN (Electronic)9781467379212
DOIs
Publication statusPublished - 29 Jul 2015
Event2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) - Louisville, Kentucky, USA United States
Duration: 27 Jul 201529 Jul 2015

Conference

Conference2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)
Country/TerritoryUSA United States
CityKentucky
Period27/07/1529/07/15

Keywords

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

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