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Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces by Peter Mitchell, Dr. Brett Wilkinson, and Dr. Sean Fitzgibbon
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Evaluating brain signal input for Kinect-based games Dr Brett Wilkinson Presenting the work of: Mr Peter Mitchell, Dr Brett Wilkinson, Dr Sean Fitzgibbon and Mr Lawrence Sambrooks
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Page 1: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Evaluating brain signal input for Kinect-based games

Dr Brett Wilkinson Presenting the work of:

Mr Peter Mitchell, Dr Brett Wilkinson, Dr Sean Fitzgibbon and Mr Lawrence Sambrooks

Page 2: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Research Overview • Used Natural User Interfaces (NUIs) through a

combination of the Microsoft Kinect and Emotiv EPOC to provide a full body Human Computer Interaction experience (HCI).

• Research completed as a pilot study to determine the usability of the combination of hardware to explore whether there is future potential for the combination.

Emotiv 2010, Arizona State University, viewed 9 September 2013, <http://lsrl.lab.asu.edu/site/?p=848> Microsoft Kinect 2012, Microsoft, viewed 9 September 2013 , <http://www.microsoft.com/en-us/kinectforwindows/>

Page 3: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Presentation Overview

• Background • Testing methodology • The Games

– Tile Puzzle – Street Puzzle – River Puzzle

• Results

Page 4: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Background on Existing Studies

VAN DE LAAR, B. L. 2009. Actual and imagined movement in BCI gaming. BOS, D.-O., REUDERINK, B., VAN DE LAAR, B., GURKOK, H., MUHL, C., POEL, M., HEYLEN, D. & NIJHOLT, A. Human-computer interaction for BCI games: Usability and user experience. Cyberworlds (CW), 2010 International Conference on, 2010. IEEE, 277-281.

• BrainBasher (van de Laar, 2009) • Used actual and imagined movement to

have participants attempt to match actions. (seen top right)

• BacteriaHunt (Bos et al., 2010) • BCI interaction used to provide a

speed modifier in combination with keyboard interaction.

• AlphaWoW (Bos et al. 2010) • Used a variety of BCI methods for

character interaction in the game World of Warcraft. Inner speech, association, and mental states.

Page 5: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Goals for Testing

• Does BCI input with Kinect-based games modify the experience?

• What signals are most appropriate for gameplay?

• Can individuals maintain control over their own brain waves?

Page 6: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Testing Approach

• 15 participants from Flinders University – Students and academics – Primarily male

• Play three puzzle games • Complete post experiment survey • Complete post experiment NASA TLX

Page 7: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Application Overview: Tile Puzzle

Page 8: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Application Overview: Tile Puzzle

• Time-based task – Freedom to explore the interaction techniques with

the Emotiv and Kinect • Concentration and Relaxation used as input

– Relax: reveal hidden image – Concentrate: hide image

• Kinect used to map movements and speech to interaction – Control cursor – Select, place, rotate tiles

Page 9: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Original Mock-up Example Image of initial state

Image of Calm view

Image of moving squares

Image of complete

Free Sandstone Image 2012, viewed 2/04/2012, http://www.hoskingindustries.com.au/blog/tag/grunge/page/2/ Free Sandstone Image 2012, viewed 2/04/2012, http://www.spiralgraphics.biz/packs/stone_muted/index.htm?36 Hieroglify font, http://www.fontspace.com/download/1123/e17737daec4347e0b3edd50cd5c47df6/barmee_hieroglify.zip

Initial State Relaxed State

Swapping Tiles Completed Puzzle

Page 10: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Finished Tile Puzzle (Video)

Page 11: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Street Puzzle Overview

Street Puzzle

Page 12: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Application Overview: Street Puzzle

• Motion – goal – control brain state • Rail-based task

– Set, randomised path • Concentration and Relaxation used as input

– Relax: slow down game time – Concentrate: speed up game time

• Kinect used to map movements to interaction – Sideway step to jump rail – Both hands used to halt motion

Page 13: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

River Puzzle Overview

River Puzzle

Page 14: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Application Overview: River Puzzle

• Time-based task – Selection of appropriate game items within a set

time – The more collected the higher the score

• Concentration and Relaxation used as input – Relax: slow down game time – Concentrate: speed up game time

• Kinect used to map movements to interaction – Control cursor – Select treasure and place in inventory

Page 15: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Results

General Gameplay Responses

Page 16: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Results Continued

Ease of use with specific HCI components

Page 17: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Results Continued

Combination of Inputs and Marketability

Page 18: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Results Continued

Comparison of Percent Time Spent in EEG States

Page 19: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Results Continued

• Technical issues encountered with BCI equipment: – Cheap headset resulted in limited

performance – Calibration difficulties and inconsistencies – Delay between updates – Muscle movement heavily contaminated

data.

Page 20: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Future Work

• Look at the potential of other BCI devices • Look at the potential of other platforms • Extended evaluation to investigate if

training of state can be achieved

Page 21: Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces

Conclusion

• Pilot study indicated that the technology can work together

• Developed a functional test platform • User evaluation conducted to suggest

the potential for training brain state


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