Gaming the attention with a SSVEP-based brain-computer interface

  1. M. A. Lopez-Gordo 1
  2. Eduardo Perez 2
  3. Jesus Minguillon 3
  1. 1 Universidad de Granada
    info

    Universidad de Granada

    Granada, España

    ROR https://ror.org/04njjy449

  2. 2 University College Cork. Ireland
  3. 3 Pompeu Fabra University, Barcelona
Libro:
Understanding the Brain Function and Emotions: 8th International Work-Conference on the Interplay Between Natural and Artificial Computation, IWINAC 2019 Almería, Spain, June 3–7, 2019 Proceedings, Part I
  1. José Manuel Ferrández Vicente (dir. congr.)
  2. José Ramón Álvarez-Sánchez (dir. congr.)
  3. Félix de la Paz López (dir. congr.)
  4. Javier Toledo Moreo (dir. congr.)
  5. Hojjat Adeli (dir. congr.)

Editorial: Springer Suiza

ISBN: 978-3-030-19591-5

Año de publicación: 2019

Páginas: 51-59

Tipo: Capítulo de Libro

Resumen

Steady-State Visually Evoked Potentials (SSVEPs) havebeen widely used in neuroscience for the characterization of dynamic processes from the retina to the visual cortex. In Neuro-engineering, SSVEP-based Brain-computer Interfaces (SSVEP-BCIs) have been used in variety of applications (e. g., communication, entertainment, etc.) for the detection of attention to visual stimuli. In this work, we propose a hands-free videogame in which the player joystick is a SSVEP-BCI.In the videogame, hostile avatars fire weapons against the player who could deflect them if enough attention is exerted. Attention is detected based on the analysis of SSVEP and Alphaband powers. For this purpose, weapons are mobile checkerboards that flicker at a constant frequency. We presented this videogame as a demo in a technologic event for students of engineering who freely tried it. The main findings were:(i) the attention detection algorithm based on SSVEPs is robust enough to be performed in few seconds even with mobile visual stimuli and in a non-isolated room; (ii) the videogame is capable to dose and quantify the amount of cognitive attention that a player exerts on mobile stimuli by controlling their time and position. The results suggest that this videogame could be used as a serious game to play/train the attentional and visual tracking capabilities with direct application in Special Needs Education or in attention disorders