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Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller

Coyle, Damien, Stow, Jacqueline, McCreadie, Karl, Li, Chen, Garcia, Jhonatan, McElligott, Jacinta and Carroll, Aine (2015) Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller. In: Handbook of Digital Games and Entertainment Technologies. Springer, Singapore, pp. 1-34. ISBN 978-981-4560-52-8 [Book section]

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URL: http://dx.doi.org/10.1007/978-981-4560-52-8_1-1

DOI: doi:10.1007/978-981-4560-52-8_1-1

Abstract

Motor imagery is a skill that can be learned to maximize the accuracy of sensorimotor rhythm (SMR)-based brain-computer game interaction (BCGI). Strategies for learning to intentionally modulate sensorimotor cortex activity have been developed, using computer games as a training paradigm and gameplay characteristics to motivate and challenge players. These range from one-dimensional movement of a game object to single-button or multi-button BCGI controllers. This chapter overviews SMR-based BCGI focusing on a number of studies to illustrate the key concepts, principles, and methodologies. Examples drawn from the action genre, the most popular BCI game genre, with progressive difficulty and challenges, are presented, including a classic ball-basket game, a spaceship game involving asteroid avoidance, and a platform-based combat-fighter game. A focus is on elucidating the prospects and challenges for BCGI. Preliminary results from a proof-of-concept study of a BCGI multi-button controller referred to as the “CircleTime” controller are presented. The CircleTime controller offers the user the option of selecting between six separate buttons using just two motor imagery tasks. Results involving five able-bodied and seven physically impaired users are presented to provide evidence that the games are accessible even without motor control and the typical levels of control accuracy given the length of time played. The CircleTime controller is tested within combat-fighter game which requires higher cognitive processes to determine commands and select actions as well as completion of short-term and longer-term time-critical actions. The chapter covers basic SMR-based BCI signal processing and performance assessment, progressive learning across games, and camouflaging prolonged training.

Item Type:Book section
Keywords:Brain-computer interface, electroencephalography (EEG), BCI, Sensorimotor, Games Controller Motor imagery, Action games, Game genre
Faculties and Schools:Faculty of Computing & Engineering
Faculty of Computing & Engineering > School of Computing and Intelligent Systems
Faculty of Computing & Engineering > School of Engineering
Research Institutes and Groups:Computer Science Research Institute > Intelligent Systems Research Centre
Engineering Research Institute
Engineering Research Institute > Nanotechnology & Integrated BioEngineering Centre (NIBEC)
Computer Science Research Institute
ID Code:32716
Deposited By: Prof Damien Coyle
Deposited On:11 Dec 2015 14:48
Last Modified:11 Dec 2015 14:48

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