Papers by Danny Plass-Oude Bos
Neuroscience Letters, 2011
Abstracts of SAN Meeting / Neuroscience Letters 500S (2011) e1-e54 networks usually display the c... more Abstracts of SAN Meeting / Neuroscience Letters 500S (2011) e1-e54 networks usually display the characteristics of small-world networks and their statistical properties have been observed to change due to pathological conditions or aging. In the present paper we move forward in the application of graph theoretical tools in functional connectivity by investigating high-level cognitive processing in healthy adults, in a manner similar to that used in psychological research in the framework of event-related potentials (ERPs). More specifically we aim at investigating how graph theoretical approaches can help to discover systematic and task-dependent differences in high-level cognitive processes such as language perception. We will show that such an approach is feasible and that the results coincide well with findings from neuroimaging studies.
Journal of Physics-condensed Matter, 2010
Offline analysis pipelines have been developed and evaluated for the detection of covert attentio... more Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroencephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment.
Neuroscience Letters, Jan 1, 2011
Abstracts of SAN Meeting / Neuroscience Letters 500S (2011) e1-e54 networks usually display the c... more Abstracts of SAN Meeting / Neuroscience Letters 500S (2011) e1-e54 networks usually display the characteristics of small-world networks and their statistical properties have been observed to change due to pathological conditions or aging. In the present paper we move forward in the application of graph theoretical tools in functional connectivity by investigating high-level cognitive processing in healthy adults, in a manner similar to that used in psychological research in the framework of event-related potentials (ERPs). More specifically we aim at investigating how graph theoretical approaches can help to discover systematic and task-dependent differences in high-level cognitive processes such as language perception. We will show that such an approach is feasible and that the results coincide well with findings from neuroimaging studies.
Journal on Multimodal User Interfaces, 2010
The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to ev... more The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of C. Mühl ( ) · relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated.
Neuroscience Letters, 2011
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Brain-computer interfaces (BCI) provide a valuable new input modality within human-computer inter... more Brain-computer interfaces (BCI) provide a valuable new input modality within human-computer interaction systems, but like other body-based inputs, the system recognition of input commands is far from perfect. This raises important questions, such as: What level of control should such an interface be able to provide? What is the relationship between actual and perceived control?
ABSTRACT The Virtual Storyteller is a story generation system currently in development at the Uni... more ABSTRACT The Virtual Storyteller is a story generation system currently in development at the University of Twente, which consists of multiple agents working together to create a story: emotional agents act out their roles and are guided by a director along a certain storyline. The currently used director is still very limited in its means to guide the actors. There are a lot of other actions that can be taken to ensure more interesting plots. This paper will show what means are available, and results in a design for a more suitable director.
Abstract Generally brain-computer interface (BCI) systems are evaluated based on the assumption t... more Abstract Generally brain-computer interface (BCI) systems are evaluated based on the assumption that the user is trying to perform a specific task in the most efficient way. BCI for entertainment yields interesting applications for both patients and healthy users. Then the purpose is to create positive experiences that enrich our lives. To evaluate such systems, the user experience needs to be taken into account to understand how a system can satisfy these needs.
Abstract DEIRA is a virtual agent commenting on virtual horse races in real time. DEIRA analyses ... more Abstract DEIRA is a virtual agent commenting on virtual horse races in real time. DEIRA analyses the state of the race, acts emotionally and comments about the situation in a believable and engaging way, using synthesized speech and facial expressions. In this paper we discuss the challenges, explain the computational models for the cognitive, emotional and communicative behavior, and account on implementation and feedback from users.
Abstract Offline analysis pipelines have been developed and evaluated for the detection of covert... more Abstract Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented.
Abstract Brain-computer interfaces offer a valuable input modality, which unfortunately comes als... more Abstract Brain-computer interfaces offer a valuable input modality, which unfortunately comes also with a high degree of uncertainty. There are simple methods to improve detection accuracy after the incoming brain activity has already been classified, which can be divided into (1) gathering additional evidence from other sources of information, and (2) transforming the unstable classification results to be more easy to control. The methods described are easy to implement, but it is essential to apply them in the right way.
ABSTRACT Traditional brain-computer interface (BCI) research has forked to consider not only disa... more ABSTRACT Traditional brain-computer interface (BCI) research has forked to consider not only disabled patients but able-bodied users as well. Among various biosignals, electroencephalogram (EEG) is a cheap, portable and popular means of accessing brain activity. As a result, EEG-based BCIs are gradually being used in everyday applications, including games. Just as any computer product, human-computer interaction (HCI) aspects of BCI games deserve attention.
Abstract The marketability of BCI applications may greatly influence the decisions of goverments,... more Abstract The marketability of BCI applications may greatly influence the decisions of goverments, the industry and academia. In this paper we first explored with a survey when respondents (N= 145), who were present at the 4th International BCI Meeting, expect that different BCI applications will become commercially available. Second, we surveyed how well existing BCI companies are known to respondents.
Abstract The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was u... more Abstract The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback.
ABSTRACT Making the computer more empathic to the user is one of the aspects of affective computi... more ABSTRACT Making the computer more empathic to the user is one of the aspects of affective computing. With EEG-based emotion recognition, the computer can actually take a look inside the user's head to observe their mental state. This paper describes a research project conducted to recognize emotion from brain signals measured with the BraInquiry EEG PET device.
ABSTRACT Electroencephalography (EEG) is often used to acquire brain signals for input for brain-... more ABSTRACT Electroencephalography (EEG) is often used to acquire brain signals for input for brain-computer interaction (BCI) systems. Unfortunately, EEG is very susceptible to artifacts. In 2007, an automated artifact detection method was implemented at the Music Mind Machine (MMM) group of the Radboud University in Nijmegen for use in their online system.
Current brain-computer interfacing (BCI) research focuses on detection performance, speed, and bi... more Current brain-computer interfacing (BCI) research focuses on detection performance, speed, and bit rates. However, this is only a small part of what is important to the user. From human-computer interaction (HCI) research, we can apply the paradigms of user-centered design and evaluation, to improve the usability and user experience. Involving the users in the design process may also help in moving beyond the limited mental tasks that are currently common in BCI systems.
The research on brain–computer interfaces (BCIs) is pushing hard to bring technologies out of the... more The research on brain–computer interfaces (BCIs) is pushing hard to bring technologies out of the lab, into society and onto the market. The newly developing merge of the field of BCI with human–computer interaction (HCI) is paving the way for new applications such as BCI-controlled games. The evaluation or success of BCI technologies is often based on how accurate the control of a user is over the technology.
Brain-Computer …, Jan 1, 2010
Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as g... more Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as games, has been initiated. But why would a healthy person use a still-unproven technology such as BCI for game interaction? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. Therefore, this chapter gives an overview of the state of the art of BCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.
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Papers by Danny Plass-Oude Bos
As we are now halfway the consortium lifetime, it is time to show you the progress our work package has made over the last three years, and our plans for the final three to come.