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脑机接口控制游戏:严重运动受限的终端用户对可用性的评估。

Brain-computer interface controlled gaming: evaluation of usability by severely motor restricted end-users.

机构信息

Institute of Psychology, University of Würzburg, Marcusstr. 9-11, 97070 Würzburg, Germany.

出版信息

Artif Intell Med. 2013 Oct;59(2):111-20. doi: 10.1016/j.artmed.2013.08.001. Epub 2013 Sep 12.

Abstract

OBJECTIVE

Connect-Four, a new sensorimotor rhythm (SMR) based brain-computer interface (BCI) gaming application, was evaluated by four severely motor restricted end-users; two were in the locked-in state and had unreliable eye-movement.

METHODS

Following the user-centred approach, usability of the BCI prototype was evaluated in terms of effectiveness (accuracy), efficiency (information transfer rate (ITR) and subjective workload) and users' satisfaction.

RESULTS

Online performance varied strongly across users and sessions (median accuracy (%) of end-users: A=.65; B=.60; C=.47; D=.77). Our results thus yielded low to medium effectiveness in three end-users and high effectiveness in one end-user. Consequently, ITR was low (0.05-1.44bits/min). Only two end-users were able to play the game in free-mode. Total workload was moderate but varied strongly across sessions. Main sources of workload were mental and temporal demand. Furthermore, frustration contributed to the subjective workload of two end-users. Nevertheless, most end-users accepted the BCI application well and rated satisfaction medium to high. Sources for dissatisfaction were (1) electrode gel and cap, (2) low effectiveness, (3) time-consuming adjustment and (4) not easy-to-use BCI equipment. All four end-users indicated ease of use as being one of the most important aspect of BCI.

CONCLUSION

Effectiveness and efficiency are lower as compared to applications using the event-related potential as input channel. Nevertheless, the SMR-BCI application was satisfactorily accepted by the end-users and two of four could imagine using the BCI application in their daily life. Thus, despite moderate effectiveness and efficiency BCIs might be an option when controlling an application for entertainment.

摘要

目的

“四子连珠”是一种新的基于感觉运动节律(SMR)的脑机接口(BCI)游戏应用,由四位运动严重受限的终端用户进行评估;其中两位处于闭锁状态且眼动不可靠。

方法

采用以用户为中心的方法,从有效性(准确性)、效率(信息传输率(ITR)和主观工作量)和用户满意度三个方面评估了 BCI 原型的可用性。

结果

在线表现因用户和会话而异(终端用户的中位数准确率(%):A=.65;B=.60;C=.47;D=.77)。因此,我们的结果表明,三位终端用户的有效性较低至中等,一位终端用户的有效性较高。因此,ITR 较低(0.05-1.44bits/min)。只有两位终端用户能够在自由模式下玩游戏。总工作量适中,但在不同会话中差异较大。主要的工作负载来源是心理和时间需求。此外,挫折感也导致了两位终端用户的主观工作负荷。然而,大多数终端用户都能很好地接受 BCI 应用,并对满意度给予中等至高度的评价。不满的原因有(1)电极凝胶和帽子,(2)低有效性,(3)耗时的调整,(4)不易使用的 BCI 设备。所有四位终端用户都表示易用性是 BCI 最重要的方面之一。

结论

与使用事件相关电位作为输入通道的应用程序相比,有效性和效率较低。尽管如此,感觉运动节律(SMR)-BCI 应用还是得到了终端用户的满意接受,其中四位中的两位可以想象在日常生活中使用 BCI 应用。因此,尽管 BCI 的有效性和效率较低,但在控制娱乐应用程序时,BCI 可能是一种选择。

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