Reference Information:
Kenton O'Hara, Abigail Sellen, and Richard Harper, "Embodiment in brain-computer interaction". CHI '11 Proceedings of the 2011 annual conference on Human factors in computing systems. ACM New York, NY, USA. ©2011. ISBN: 978-1-4503-0228-9.
Author Bio:
Kenton O'Hara- Microsoft Researcher in Cambridge in the Department of Socio Digital Systems.
Abigail Sellen- Abigail Sellen is a Principal Researcher at Microsoft Research Cambridge in the UK and co-manager of Socio-Digital Systems, an interdisciplinary group with a focus on the human perspective in computing.
Richard Harper- Richard Harper is Principal Researcher at Microsoft Research in Cambridge and co-manages the Socio-Digital Systems group.
Summary:
- Hypothesis: If BCI technology can be effectively used and harnassed, then it can be used outside of the realm of just video gaming and possibly with the combination of other technologies.
- Methods: The authors decided to test the effectiveness of BCI with a video game called MindFlex. In the game, you keep a ball floating by concentrating (not just on the ball..on anything really. Higher concentration sends a higher "fan level" to the game. The higher the fan level, the higher the ball was kept up). The authors conducted a user study on participants (of at least two in a normal social setting) playing the game in a trial run to measure social relationships, interactions with the game, and coordination of the gameplay.
- Results: The results of the video stream and data from gameplay indicate strategies were taken by participants to keep the ball up (they would hold certain poses, do certain things, etc...because they thought it would help them). Other things such as gaze, intent, vision, imagination, proximity to the ball, and gestures all played roles in gameplay. Spectators also played roles in how the players played the game. Sometimes they would joke with the player or sometimes they would help them play.
- Content: The authors wanted to create an environment where the limits and applications of a BCI game were recordable. To do this, they took a game called MindFlex and gave it to participants to play for a week to later study how the game was played in terms of group size, strategy, focus, gestures, time spent playing, etc. They found that each user would approach the game uniquely and had a different style of play. Even the spectators of the game had a role to play in the gameplay of the player.
I thought this was kind of cool. I think I would have fun if I were able to play a game like this. I wonder if it would be difficult or not. I noticed that some players had some difficulty in controlling the ball sometimes. I wonder what kind of gestures / movements / strategies I would take to do well in the game. I don't think spectators would have an effect on me at all. I think that the authors definitely showed the the power of BCI technology is tangible and applicable to (at least) video gaming. Like the authors said, there are many other avenues of application for technologies like BCI. I think the authors achieved their goals for sure.