BCI Could Make Old Two-Player Games Even More Fun: A Proof of Concept with “Connect Four”
Open Access
- 1 January 2012
- journal article
- research article
- Published by Wiley in Advances in Human-Computer Interaction
- Vol. 2012, 1-8
Abstract
We present a brain-computer interface (BCI) version of the famous “Connect Four”. Target selection is based on brain event-related responses measured with nine EEG sensors. Two players compete against each other using their brain activity only. Importantly, we turned the general difficulty of producing a reliable BCI command into an advantage, by extending the game play and rules, in a way that adds fun to the game and might well prove to trigger up motivation in future studies. The principle of this new BCI is directly inspired from our own implementation of the classical P300 Speller (Maby et al. 2010, Perrin et al. 2011). We here establish a proof of principle that the same electrophysiological markers can be used to design an efficient two-player game. Experimental evaluation on two competing healthy subjects yielded an average accuracy of 82%, which is in line with our previous results on many participants and demonstrates that the BCI “Connect Four” can effectively be controlled. Interestingly, the duration of the game is not significantly affected by the usual slowness of BCI commands. This suggests that this kind of BCI games could be of interest to healthy players as well as to disabled people who cannot play with classical games.Keywords
Funding Information
- French ANR project (ANR-DEFIS 09-EMER-002)
This publication has 23 references indexed in Scilit:
- A robust sensor-selection method for P300 brain–computer interfacesJournal of Neural Engineering, 2011
- Does the ‘P300’ speller depend on eye gaze?Journal of Neural Engineering, 2010
- Motivation modulates the P300 amplitude during brain–computer interface useClinical Neurophysiology, 2010
- OpenViBE: An Open-Source Software Platform to Design, Test, and Use Brain–Computer Interfaces in Real and Virtual EnvironmentsPRESENCE: Virtual and Augmented Reality, 2010
- (C)overt attention and visual speller design in an ERP-based brain-computer interfaceBehavioral and Brain Functions, 2010
- The MindGame: A P300-based brain–computer interface gameNeural Networks, 2009
- The P300 as a Marker of Waning Attention and Error PropensityComputational Intelligence and Neuroscience, 2007
- Self-Paced (Asynchronous) BCI Control of a Wheelchair in Virtual Environments: A Case Study with a TetraplegicComputational Intelligence and Neuroscience, 2007
- The mental prosthesis: assessing the speed of a P300-based brain-computer interfaceIEEE Transactions on Rehabilitation Engineering, 2000
- P300 and Recall in an Incidental Memory ParadigmPsychophysiology, 1986