HCSep 30, 2019

Development of a Game with a Purpose for Acquisition of Brain-Computer Interface Data

arXiv:1910.00106v12 citations
Originality Synthesis-oriented
AI Analysis

This addresses data acquisition challenges for BCI researchers, but it is incremental as it adapts an existing GWAP concept to BCI contexts.

The paper tackles the problem of insufficient data for robust brain-computer interfaces (BCIs) by developing a game with a purpose (GWAP) to collect BCI-relevant data, showing in pilot tests that it elicits neural signals similar to traditional tasks.

Brain-computer interfaces (BCIs) have the potential to significantly change the ways in which humans interact with technology, the environment, and even each other. Unfortunately, BCI technologies are seldom robust enough for use in real-world applications, in part due to the large amount of data that must be collected, processed, and classified in order to develop models of task-related neural activity that account for two of the most important and least-understood drivers of BCI illiteracy: individual differences in neural signals and intra-individual differences across interdependent, time-varying neural states. This paper describes the feasibility of using a game with a purpose (GWAP) as a viable instrument for collecting data from BCI-relevant research tasks. By leveraging game-related reward processes to maintain participant interest and engagement, this approach will enable large amounts of BCI data to be acquired, both across many individuals and longitudinally from specific individuals as neural states vary naturally over time. Pilot and technical testing results are presented here to demonstrate that the BCI-relevant tasks embedded within the research game elicit neural signals similar to those that would be expected from more traditional BCI tasks. These preliminary data provide support and validation of the use of GWAPs as promising tools to enable long-term collection of BCI-relevant data in an engaging environment.

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