Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Brain-Computer Integration: A Framework for the Design of Brain-Computer Interfaces from an Integrations Perspective

Published: 25 September 2023 Publication History

Abstract

Brain-computer interface (BCI) systems hold the potential to foster human flourishing and self-actualization. However, we believe contemporary BCI system design approaches unnecessarily limit these potentialities as they are approached from a traditional interaction perspective, producing command-response experiences. This article proposes to go beyond “interaction” and toward a paradigm of human-computer integration. The potential of this paradigm is demonstrated through three prototypes: Inter-Dream, a system that integrates with the brain's autonomic physiological processes to drive users toward healthy sleep states; Neo-Noumena, a system that integrates with the user's affective neurophysiology to augment the interpersonal communication of emotion; and PsiNet, a system that integrates interpersonal brain activity to amplify human connection. Studies of these prototypes demonstrate the benefits of the integration paradigm in realizing the multifaceted benefits of BCI systems, and this work presents the brain-computer integration framework to help guide designers of future BCI integrations.

References

[1]
Alexandre Gonfalornieri. 2021. Consumer brain-computer interface: Challenges & opportunities | by alexandre gonfalonieri | medium. Medium. Retrieved October 28, 2021 from https://alexandregonfalonieri.medium.com/consumer-brain-computer-interface-challenges-opportunities-e8204190d828.
[2]
Judith Amores, Xavier Benavides, and Pattie Maes. 2016. PsychicVR: Increasing mindfulness by using virtual reality and brain computer interfaces. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 2–2. DOI:
[3]
J. Andres. 2021. Designing human–computer integration in an exertion context. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (2021), 1.
[4]
J. Andres, M. C. Schraefel, N. Semertzidis, B. Dwivedi, Y. C. Kulwe, J. von Kaenel, and F. F. Mueller. 2020. Introducing peripheral awareness as a neurological state for human-computer integration. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1.
[5]
Josh Andres and others. 2022. Interactive technology integrating with the physically active human body: Learnings from rider and ebike integration. In Proceedings of the Interactive Sports Technologies. Routledge, 14–26.
[6]
Josh Andres, Nathan Semertzidis, Zhuying Li, Yan Wang, and Florian Floyd Mueller. 2023. Integrated exertion—understanding the design of human–computer integration in an exertion context. ACM Transactions on Computer-Human Interaction 29, 6 (2023), 1–28.
[7]
R. Arakawa and H. Yakura. 2021. Mindless attractor: A false-positive resistant intervention for drawing attention using auditory perturbation. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1.
[8]
Hardik Arora, Arun Prakash Agrawal, and Ankur Choudhary. 2019. Conceptualizing BCI and AI in video games. In Proceedings of the 2019 International Conference on Computing, Communication, and Intelligent Systems. IEEE, 404–408. DOI:
[9]
Alkinoos Athanasiou, Ioannis Xygonakis, Niki Pandria, Panagiotis Kartsidis, George Arfaras, Kyriaki Rafailia Kavazidi, Nicolas Foroglou, Alexander Astaras, and Panagiotis D. Bamidis. 2017. Towards rehabilitation robotics: Off-the-shelf BCI control of anthropomorphic robotic arms. BioMed Research International (2017), 5708937. DOI:
[10]
Mara Balestrini, Sarah Gallacher, and Yvonne Rogers. 2020. Moving HCI outdoors: Lessons learned from conducting research in the wild. In Proceedings of the HCI Outdoors: Theory, Design, Methods and Applications. D. Scott McCrickard, Michael Jones and Timothy L. Stelter (Eds.). Springer International Publishing, Cham, 83–98. DOI:
[11]
Danielle S. Bassett and Olaf Sporns. 2017. Network neuroscience. Nature Neuroscience 20, 3 (2017), 353–364. DOI:
[13]
A. Beattie. 2020. The manufacture of disconnection. (2020). Retrieved August 31, 2021 from http://researcharchive.vuw.ac.nz/handle/10063/9362.
[14]
Pedro F. Bendassolli. 2013. Theory building in qualitative research: Reconsidering the problem of induction. Forum Qualitative Sozialforschung /Forum: Qualitative Social Research (2013). DOI:
[15]
Steve Benford, Chris Greenhalgh, Andy Crabtree, Martin Flintham, Brendan Walker, Joe Marshall, Boriana Koleva, Stefan Rennick Egglestone, Gabriella Giannachi, Matt Adams, Nick Tandavanitj, and Ju Row Farr. 2013. Performance-led research in the Wild. ACM Transactions on Computer-Human Interaction 20, 3 (2013), 1–22. DOI:
[16]
Steve Benford, Richard Ramchurn, Joe Marshall, Max L. Wilson, Matthew Pike, Sarah Martindale, Adrian Hazzard, Chris Greenhalgh, Maria Kallionpää, Paul Tennent, and others. 2021. Contesting control: Journeys through surrender, self-awareness and looseness of control in embodied interaction. Human–Computer Interaction 36, 5–6 (2021), 361–389.
[17]
Stephen P. Borgatti. 2005. Centrality and network flow. Social Networks 27, 1 (2005), 55–71. DOI:
[18]
Barry Brown, Stuart Reeves, and Scott Sherwood. 2011. Into the wild: Challenges and opportunities for field trial methods. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems. 1657. DOI:
[19]
Achim Buerkle, Thomas Bamber, Niels Lohse, and Pedro Ferreira. 2021. Feasibility of detecting potential emergencies in symbiotic human-robot collaboration with a mobile EEG. Robotics and Computer-Integrated Manufacturing 72, (2021), 102179.
[20]
R. Butler. 2019. The way of the psychonaut: Encyclopedia for inner journeys: Two-volume compendium. Journal of Transpersonal Psychology 51, 2 (2019), 283–286.
[21]
Richard Byrne. 2016. Designing digital vertigo games. In Proceedings of the 2016 ACM Conference Companion Publication on Designing Interactive Systems. 25–26. DOI:
[22]
Richard Byrne, Joe Marshall, and Florian ‘Floyd’ Mueller. 2020. Designing digital vertigo experiences. ACM Transactions on Computer-Human Interaction 27, 3 (2020), 1–30. DOI:
[23]
M. Callon and V. Rabeharisoa. 2003. Research “in the wild” and the shaping of new social identities. Technology in Society 25, 2 (2003), 193–204. DOI:
[24]
Kaitlyn Casimo, Kurt E. Weaver, Jeremiah Wander, and Jeffrey G. Ojemann. 2017. BCI use and its relation to adaptation in cortical networks. IEEE Trans Neural Syst Rehabil Eng 25, 10 (2017), 1697–1704. DOI:
[25]
Grégoire Cattan. 2021. The use of brain–computer interfaces in games is not ready for the general public. Frontiers of Computer Science 3, (2021). DOI:
[26]
Marc Cavazza, Gabor Aranyi, Fred Charles, Julie Porteous, Stephen Gilroy, Ilana Klovatch, Gilan Jackont, Eyal Soreq, Nimrod Jakob Keynan, Avihay Cohen, Gal Raz, and Talma Hendler. 2014. Towards empathic neurofeedback for interactive storytelling. Schloss Dagstuhl - Leibniz-Zentrum fuer Informatik GmbH, Wadern/Saarbruecken, Germany (2014). DOI:
[27]
Alan Chamberlain, Andy Crabtree, Tom Rodden, Matt Jones, and Yvonne Rogers. 2012. Research in the wild: Understanding “in the wild” approaches to design and development. In Proceedings of the Designing Interactive Systems Conference on. 795. DOI:
[28]
Artur Czeszumski, Sara Eustergerling, Anne Lang, David Menrath, Michael Gerstenberger, Susanne Schuberth, Felix Schreiber, Zadkiel Zuluaga Rendon, and Peter König. 2020. Hyperscanning: A valid method to study neural inter-brain underpinnings of social interaction. Frontiers in Human Neuroscience 14, (2020), 39. DOI:
[29]
Peter Dalsgaard and Christian Dindler. 2014. Between theory and practice: Bridging concepts in HCI research. In Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems. 1635–1644. DOI:
[30]
John Danaher and Steve Petersen. 2020. In defence of the hivemind society. Neuroethics (2020). DOI:
[31]
V. Danry, P. Pataranutaporn, A. Haar Horowitz, P. Strohmeier, J. Andres, R. Patibanda, Z. Li, T. Nakamura, J. Nishida, P. Lopes, and F. León. 2021. Do cyborgs dream of electric limbs? Experiential factors in human-computer integration design and evaluation. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. 1.
[32]
Valdemar Danry, Pat Pataranutaporn, Florian Mueller, Pattie Maes, and Sang-won Leigh. 2022. On eliciting a sense of self when integrating with computers. In Augmented Humans 2022. 68–81.
[33]
J. -L. Deneubourg, S. Aron, S. Goss, and J. M. Pasteels. 1990. The self-organizing exploratory pattern of the argentine ant. Journal of Insect Behavior 3, 2 (1990), 159–168. DOI:
[34]
Rod Dickinson, Nathan Semertzidis, and Florian Floyd Mueller. 2022. Machine in the middle: Exploring dark patterns of emotional human-computer integration through media art. In Proceedings of the CHI Conference on Human Factors in Computing Systems Extended Abstracts. 1–7.
[35]
Alexander G. Dimitrov, Aurel A. Lazar, and Jonathan D. Victor. 2011. Information theory in neuroscience. Journal of Computational Neuroscience 30, 1 (2011), 1–5. DOI:
[36]
Mark D. Doerksen. 2017. Electromagnetism and the N th sense: Augmenting senses in the grinder subculture. The Senses and Society 12, 3 (2017), 344–349. DOI:
[37]
Khalida Douibi, Solène Le Bars, Alice Lemontey, Lipsa Nag, Rodrigo Balp, and Gabrièle Breda. 2021. Toward EEG-based BCI applications for industry 4.0: Challenges and possible applications. Frontiers in Human Neuroscience 15, (2021), 705064. DOI:
[39]
Umberto Eco. 1976. A Theory of Semiotics. Macmillan Education UK, London. DOI:
[40]
A. El Gamal and T. M. Cover. 1980. Multiple user information theory. Proc. IEEE 68, 12 (1980), 1466–1483. DOI:
[41]
B. Ens, B. Bach, M. Cordeil, U. Engelke, M. Serrano, W. Willett, A. Prouzeau, C. Anthes, W. Büschel, C. Dunne, and T. Dwyer. 2021. Grand challenges in immersive analytics. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1.
[42]
Xiao Fang, Nathan Semertzidis, Michaela Scary, Xinyi Wang, Josh Andres, Fabio Zambetta, and Florian'Floyd’ Mueller. 2021. Telepathic play: Towards playful experiences based on brain-to-brain interfacing. In Proceedings of the Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play. 268–273.
[43]
U. Farooq, J. Grudin, B. Shneiderman, P. Maes, and X. Ren. 2017. Human computer integration versus powerful tools. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 1277.
[44]
Umer Farooq and Jonathan Grudin. 2016. Human-computer integration. Interactions 23, 6 (2016), 26–32. DOI:
[45]
Jonas Freiknecht and Wolfgang Effelsberg. 2017. A survey on the procedural generation of virtual worlds. MTI 1, 4 (2017), 27. DOI:
[46]
Jérémy Frey, May Grabli, Ronit Slyper, and Jessica R. Cauchard. 2018. Breeze: Sharing biofeedback through wearable technologies. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–12. DOI:
[47]
F. Garro and Z. McKinney. 2020. Toward a standard user-centered design framework for medical applications of brain-computer interfaces. 2020 IEEE International Conference on Human-Machine Systems. 1.
[48]
Shree Hari Gautam, Thanh T. Hoang, Kylie McClanahan, Stephen K. Grady, and Woodrow L. Shew. 2015. Maximizing sensory dynamic range by tuning the cortical state to criticality. PLoS Computational Biology 11, 12 (2015), e1004576. DOI:
[49]
Bill Gaver and John Bowers. 2012. Annotated portfolios. Interactions 19, 4 (2012), 40–49.
[50]
William Gaver. 2012. What should we expect from research through design? In Proceedings of the 2012 ACM Annual Conference on Human Factors in Computing Systems. 937. DOI:
[51]
GARY Genosko. 2015. A-signifying semiotics. In Proceedings of the Félix Guattari: A Critical Introduction. Pluto Press, 89–109. DOI:
[52]
O. George, R. Smith, P. Madiraju, N. Yahyasoltani, and S. I. Ahamed. 2021. Motor imagery: A review of existing techniques, challenges and potentials. 2021 IEEE 45th Annual Computers, Software, and Applications Conference. 1893.
[53]
J. P. Gerber. 2020. Social comparison theory. Encyclopedia of Personality and Individual Differences (2020), 5004–5011.
[54]
W. Gibson. 1989. Mona lisa overdrive. 1988. New York: Bantam (1989).
[55]
F. Gilbert, C. Pham, Jnm Viaña, and W. Gillam. 2019. Increasing brain-computer interface media depictions: Pressing ethical concerns. Brain-Computer Interfaces (2019), 1–22. DOI:
[56]
Arnaud Glad, Olivier Buffet, Olivier Simonin, and François Charpillet. 2009. Self-organization of patrolling-ant algorithms. In Proceedings of the 2009 3rd IEEE International Conference on Self-Adaptive and Self-Organizing Systems. IEEE, 61–70. DOI:
[57]
S. Greuter. 2008. Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces. Thesis.Degree. Retrieved August 27, 2021 from https://researchrepository.rmit.edu.au/esploro/outputs/doctoral/Undiscovered-worlds-real-time-procedural-generation-of-virtual-three-dimensional-spaces/9921858966301341.
[58]
S. Greuter, J. Parker, N. Stewart, and G. Leach. 2003. Real-time procedural generation ofpseudo infinite'cities. Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia. 87.
[59]
Christoph Guger, Gunter Edlinger, W. Harkam, I. Niedermayer, and Gert Pfurtscheller. 2003. How many people are able to operate an EEG-based brain-computer interface (BCI)? IEEE Transactions on Neural Systems and Rehabilitation Engineering 11, 2 (2003), 145–147.
[60]
Hayrettin Gürkök, Anton Nijholt, and Mannes Poel. 2012. Brain-computer interface games: Towards a framework. In Proceedings of the Entertainment Computing - ICEC 2012. Marc Herrlich, Rainer Malaka and Maic Masuch (Eds.). Springer, Berlin, 373–380. DOI:
[61]
D. Corydon Hammond. 2011. What is neurofeedback: An update. Journal of Neurotherapy 15, 4 (2011), 305–336. DOI:
[62]
Neil Harbisson. 2018. Hearing colors: My life experience as a cyborg. In Proceedings of the Creativity, Imagination and Innovation: Perspectives and Inspirational Stories. WORLD SCIENTIFIC, 117–125. DOI:
[63]
E. R. Harper, T. Rodden, Y. Rogers, A. Sellen, and B. Human. 2008. Human-computer interaction in the year 2020. (2008). Retrieved October 29, 2021 from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.153.4252.
[64]
Christopher Hartman and Bed??ich Bene??. 2006. Autonomous boids. Comput Animat Virtual Worlds 17, 3–4 (2006), 199–206. DOI:
[65]
J. A. Helms. 1998. Dictionary of forestry. (1998). Retrieved August 31, 2021 from http://bibliotecadigital.infor.cl/handle/20.500.12220/104.
[66]
Samuel W. Hincks. 2019. A Physical Paradigm for Bidirectional Brain-Computer Interfaces. PhD Thesis. Tufts University.
[67]
Samuel W. Hincks, Sarah Bratt, Sujit Poudel, Vir V. Phoha, Robert J. K. Jacob, Daniel C. Dennett, and Leanne M. Hirshfield. 2017. Entropic brain-computer interfaces-using fNIRS and EEG to measure attentional states in a bayesian framework. In Proceedings of the PhyCS. 23–34.
[68]
Mohammad-Parsa Hosseini, Amin Hosseini, and Kiarash Ahi. 2021. A review on machine learning for EEG signal processing in bioengineering. IEEE Rev Biomed Eng 14, (2021), 204–218. DOI:
[69]
Noura Howell, John Chuang, Abigail De Kosnik, Greg Niemeyer, and Kimiko Ryokai. 2018. Emotional biosensing. Proc. ACM Hum.-Comput. Interact. 2, CSCW (2018), 1–25. DOI:
[70]
Noura Howell, Laura Devendorf, Tomás Alfonso Vega Gálvez, Rundong Tian, and Kimiko Ryokai. 2018. Tensions of data-driven reflection: A case study of real-time emotional biosensing. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–13. DOI:
[71]
Yi Hu, Yafeng Pan, Xinwei Shi, Qing Cai, Xianchun Li, and Xiaojun Cheng. 2018. Inter-brain synchrony and cooperation context in interactive decision making. Biological Psychology 133, (2018), 54–62. DOI:
[72]
David Hübner, Albrecht Schall, and Michael Tangermann. 2020. Unsupervised learning in a BCI chess application using label proportions and expectation-maximization. Brain-Computer Interfaces 7, 1–2 (2020), 22–35. DOI:
[73]
S. Ito, M. Ishihara, M. Tamassia, T. Harada, R. Thawonmas, and F. Zambetta. 2017. Procedural play generation according to play arcs using monte-carlo tree search. Proc. 18th International Conference on Intelligent Games and Simulation. 67.
[75]
Sheena A. Josselyn, Stefan Köhler, and Paul W. Frankland. 2015. Finding the engram. Nature Reviews. Neuroscience 16, 9 (2015), 521–534. DOI:
[76]
J. Kadlecová and J. Krbec. 2020. Umwelt extended: Toward new approaches in the study of the technologically modified body. Journal of Posthuman Studies 4, 2 (2020), 178–194.
[78]
Kostas Karpouzis and Georgios N. Yannakakis (Eds.). 2016. Emotion in Games. Springer International Publishing, Cham. DOI:
[79]
Shunichi Kasahara, Jun Nishida, and Pedro Lopes. 2019. Preemptive action: Accelerating human reaction using electrical muscle stimulation without compromising agency. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–15. DOI:
[80]
Aleksandra Kawala-Sterniuk, Natalia Browarska, Amir Al-Bakri, Mariusz Pelc, Jaroslaw Zygarlicki, Michaela Sidikova, Radek Martinek, and Edward Jacek Gorzelanczyk. 2021. Summary of over fifty years with brain-computer interfaces-a review. Brain sciences 11, 1 (2021), 43. DOI:
[81]
Bojan Kerous, Filip Skola, and Fotis Liarokapis. 2017. EEG-based BCI and video games: A progress report. Virtual reality 22, 2 (2017), 1–17. DOI:
[82]
Rohit Ashok Khot, Ryan Pennings, and Florian ‘Floyd’ Mueller. 2015. EdiPulse: Supporting physical activity with chocolate printed messages. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. 1391–1396.
[83]
Sivan Kinreich, Amir Djalovski, Lior Kraus, Yoram Louzoun, and Ruth Feldman. 2017. Brain-to-brain synchrony during naturalistic social interactions. Scientific Reports 7, 1 (2017), 17060. DOI:
[84]
Alexandra Kitson, Steve DiPaola, and Bernhard E. Riecke. 2019. Lucid loop: A virtual deep learning biofeedback system for lucid dreaming practice. In Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. 1–6. DOI:
[85]
Ilpo Koskinen, John Zimmerman, Thomas Binder, Johan Redstrom, and Stephan Wensveen. 2013. Design research through practice: From the lab, field, and showroom. IEEE Transactions on Professional Communication 56, 3 (2013), 262–263. DOI:
[86]
Nataliya Kosmyna. 2019. Brain-computer interfaces in the wild: Lessons learned from a large-scale deployment. In Proceedings of the 2019 IEEE International Conference on Systems, Man and Cybernetics. IEEE, 4161–4168.
[87]
Nataliya Kosmyna and Anatole Lécuyer. 2019. A conceptual space for EEG-based brain-computer interfaces. PloS one 14, 1 (2019), e0210145.
[88]
Olave E. Krigolson, Chad C. Williams, Angela Norton, Cameron D. Hassall, and Francisco L. Colino. 2017. Choosing MUSE: Validation of a low-cost, portable EEG system for ERP research. Frontiers in Neuroscience 11 (2017), 109. DOI:
[89]
Joseph La Delfa, Mehmet Aydin Baytas, Olivia Wichtowski, Rohit Ashok Khot, and Florian Floyd Mueller. 2019. Are drones meditative? In Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. 1–4. DOI:
[90]
Joseph La Delfa, Robert Jarvis, Rohit Ashok Khot, and Florian “Floyd” Mueller. 2018. Tai chi in the clouds: Using micro uav's to support tai chi practice. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, ACM, New York, NY, USA, 513–519. DOI:
[91]
Bram van de Laar, Hayrettin Gurkok, Danny Plass-Oude Bos, Mannes Poel, and Anton Nijholt. 2013. Experiencing BCI control in a popular computer game. IEEE Transactions on Computational Intelligence and AI in Games 5, 2 (2013), 176–184. DOI:
[92]
H. R. Langsdorf. 2020. Tracing the cultural influence and linguistic journey of 4 mind-related science fiction words. (2020). Retrieved August 31, 2021 from https://digitalcommons.wayne.edu/honorstheses/62/.
[93]
B. Latour. 1996. On actor-network theory: A few clarifications. Soziale welt (1996), 369–381.
[94]
Robert Leeb, Doron Friedman, Gernot R. Müller-Putz, Reinhold Scherer, Mel Slater, and Gert Pfurtscheller. 2007. Self-paced (asynchronous) BCI control of a wheelchair in virtual environments: A case study with a tetraplegic. Computational Intelligence and Neuroscience 2017 (2007), 79642. DOI:
[95]
Ingrid A. van de Leemput, Marieke Wichers, Angélique O. J. Cramer, Denny Borsboom, Francis Tuerlinckx, Peter Kuppens, Egbert H. van Nes, Wolfgang Viechtbauer, Erik J. Giltay, Steven H. Aggen, Catherine Derom, Nele Jacobs, Kenneth S. Kendler, Han L. J. van der Maas, Michael C. Neale, Frenk Peeters, Evert Thiery, Peter Zachar, and Marten Scheffer. 2014. Critical slowing down as early warning for the onset and termination of depression. Proc Natl Acad Sci USA 111, 1 (2014), 87–92. DOI:
[96]
Man Li, Feng Li, Jiahui Pan, Dengyong Zhang, Suna Zhao, Jingcong Li, and Fei Wang. 2021. The mindgomoku: an online P300 BCI game based on bayesian deep learning. Sensors (Basel, Switzerland) 21, 5 (2021). DOI:
[97]
Yisi Liu, Olga Sourina, and Minh Khoa Nguyen. 2010. Real-time EEG-based human emotion recognition and visualization. In Proceedings of the 2010 International Conference on Cyberworlds. IEEE, 262–269. DOI:
[98]
Chung Yen Looi, Mihaela Duta, Anna-Katharine Brem, Stefan Huber, Hans-Christoph Nuerk, and Roi Cohen Kadosh. 2016. Combining brain stimulation and video game to promote long-term transfer of learning and cognitive enhancement. Scientific Reports 6, (2016), 22003. DOI:
[99]
Pedro Lopes. 2018. The next generation of interactive devices human computer interaction lab, hasso plattner institute. XRDS: Crossroads, The ACM Magazine for Students 24, 3 (2018), 62–63. DOI:
[100]
M. Lotman. 2002. Umwelt and semiosphere. Σημɛιωτκή-Sign Systems Studies 30, 1 (2002), 33–40.
[101]
F. Lotte, L. Bougrain, A. Cichocki, M. Clerc, M. Congedo, A. Rakotomamonjy, and F. Yger. 2018. A review of classification algorithms for EEG-based brain-computer interfaces: A 10 year update. Journal of Neural Engineering 15, 3 (2018), 031005. DOI:
[102]
Andres M. Lozano, Jonathan Dostrovsky, Robert Chen, and Peter Ashby. 2002. Deep brain stimulation for parkinson's disease: Disrupting the disruption. Lancet Neurology 1, 4 (2002), 225–231. DOI:
[103]
Ewa Lux, Marc T. P. Adam, Verena Dorner, Sina Helming, Michael T. Knierim, and Christof Weinhardt. 2018. Live biofeedback as a user interface design element: A review of the literature. CAIS (2018), 257–296. DOI:
[104]
S. Mann. 2001. Wearable computing: Toward humanistic intelligence. IEEE Intelligent Systems 16, 3 (2001), 10–15. DOI:
[105]
Steve Mann. 2021. Can humans being machines make machines be human? In Proceedings of the International Conference, Medical University of Lódz.
[106]
Angelo Maravita and Atsushi Iriki. 2004. Tools for the body (schema). Trends in Cognitive Sciences 8, 2 (2004), 79–86. DOI:
[107]
Steven G. Mason and Gary E. Birch. 2003. A general framework for brain-computer interface design. IEEE Transactions on Neural Systems and Rehabilitation Engineering 11, 1 (2003), 70–85. DOI:
[108]
Dennis J. McFarland and Jonathan R. Wolpaw. 2018. Brain-computer interface use is a skill that user and system acquire together. PLoS Biology 16, 7 (2018), e2006719. DOI:
[109]
Michael McMahon and Michael Schukat. 2018. A low-cost, open-source, BCI- VR game control development environment prototype for game based neurorehabilitation. In Proceedings of the 2018 IEEE Games, Entertainment, Media Conference, IEEE, 1–9. DOI:
[110]
Christian Meisel, Andreas Klaus, Christian Kuehn, and Dietmar Plenz. 2015. Critical slowing down governs the transition to neuron spiking. PLoS Computational Biology 11, 2 (2015), e1004097. DOI:
[111]
Ameer Mohammed, Richard Bayford, and Andreas Demosthenous. 2018. Toward adaptive deep brain stimulation in parkinson's disease: A review. Neurodegenerative disease Management 8, 2 (2018), 115–136. DOI:
[112]
M. F. Mridha, Sujoy Chandra Das, Muhammad Mohsin Kabir, Aklima Akter Lima, Md Rashedul Islam, and Yutaka Watanobe. 2021. Brain-computer interface: Advancement and challenges. Sensors (Basel, Switzerland) 21, 17 (2021), 5746. DOI:
[113]
F. F. Mueller, L. Matjeka, Y. Wang, J. Andres, Z. Li, J. Marquez, B. Jarvis, S. Pijnappel, R. Patibanda, and R. A. Khot. 2020. “ Erfahrung & erlebnis” understanding the bodily play experience through german lexicon. Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction (2020), 337.
[114]
Florian “Floyd” Mueller, Richard Byrne, Josh Andres, and Rakesh Patibanda. 2018. Experiencing the body as play. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–13. DOI:
[115]
Florian “Floyd” Mueller, Tuomas Kari, Zhuying Li, Yan Wang, Yash Dhanpal Mehta, Josh Andres, Jonathan Marquez, and Rakesh Patibanda. 2020. Towards designing bodily integrated play. In Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction. 207–218. DOI:
[116]
Florian ‘Floyd’ Mueller, Pedro Lopes, Josh Andres, Richard Byrne, Nathan Semertzidis, Zhuying Li, Jarrod Knibbe, and Stefan Greuter. 2021. Towards understanding the design of bodily integration. Int J Hum Comput Stud 152, (2021), 102643. DOI:
[117]
Florian Floyd Mueller, Pedro Lopes, Paul Strohmeier, Wendy Ju, Caitlyn Seim, Martin Weigel, Suranga Nanayakkara, Marianna Obrist, Zhuying Li, Joseph Delfa, Jun Nishida, Elizabeth M. Gerber, Dag Svanaes, Jonathan Grudin, Stefan Greuter, Kai Kunze, Thomas Erickson, Steven Greenspan, Masahiko Inami, Joe Marshall, Harald Reiterer, Katrin Wolf, Jochen Meyer, Thecla Schiphorst, Dakuo Wang, and Pattie Maes. 2020. Next steps for human-computer integration. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–15. DOI:
[118]
Florian Mueller, Pattie Maes, and Jonathan Grudin. 2019. Human-computer integration (dagstuhl seminar 18322). Schloss Dagstuhl - Leibniz-Zentrum fuer Informatik GmbH, Wadern/Saarbruecken, Germany (2019). DOI:
[119]
Florian Mueller and Damon Young. 2018. 10 Lenses to Design Sports-HCI. now Publishers Inc. DOI:
[120]
Ryan Murdoch. 2019. An experiential learning-based approach to neurofeedback visualisation in serious games. Advances in Experimental Medicine and Biology 1156, (2019), 97–109. DOI:
[121]
Chang S. Nam, Anton Nijholt, and Fabien Lotte (Eds.). 2018. Brain–computer Interfaces Handbook: Technological and Theoretical Advances. CRC Press, Boca Raton : Taylor & Francis, CRC Press, 2018. DOI:
[122]
Anton Nijholt (Ed.). 2019. Brain Art: Brain-Computer Interfaces for Artistic Expression. Springer International Publishing, Cham. DOI:
[123]
Kavous Salehzadeh Niksirat, Chaklam Silpasuwanchai, Peng Cheng, and Xiangshi Ren. 2019. Attention regulation framework. ACM Transactions on Computer-Human Interaction 26, 6 (2019), 1–44. DOI:
[124]
Francisco Nunes, Nervo Verdezoto, Geraldine Fitzpatrick, Morten Kyng, Erik Grönvall, and Cristiano Storni. 2015. Self-care technologies in HCI. ACM Transactions on Computer-Human Interaction 22, 6 (2015), 1–45. DOI:
[126]
Jorge Andres Moros Ortiz. 2020. Integrated Exertion–Understanding the Design of Human–Computer Integration in An Exertion Context. PhD Thesis. RMIT University.
[127]
J. O'Sullivan. 2010. Collective consciousness in science fiction. Foundation 39, 110 (2010). Retrieved August 31, 2021 from https://search.proquest.com/openview/036b39d2d8caf299d7e01c8ed5ada97b/1?pq-origsite=gscholar&cbl=636386.
[128]
Y. S. Pai, R. Hajika, K. Gupta, P. Sasikumar, and M. Billinghurst. 2020. NeuralDrum: Perceiving brain synchronicity in XR drumming. SIGGRAPH Asia 2020 Technical Communications (2020), 1–4.
[129]
Bernhard O. Palsson and Marc Abrams. 2011. Systems Biology: Simulation of Dynamic Network States. Cambridge University Press, Cambridge. DOI:
[131]
Serafeim Perdikis, Luca Tonin, Sareh Saeedi, Christoph Schneider, and José Del R. Millán. 2018. The cybathlon BCI race: Successful longitudinal mutual learning with two tetraplegic users. PLoS Biology 16, 5 (2018), e2003787. DOI:
[132]
Gert Pfurtscheller and Christa Neuper. 2001. Motor imagery and direct brain-computer communication. Proceedings of the IEEE 89, 7 (2001), 1123–1134.
[133]
A. Piarulli, A. Zaccaro, M. Laurino, D. Menicucci, A. De Vito, L. Bruschini, S. Berrettini, M. Bergamasco, S. Laureys, and A. Gemignani. 2018. Ultra-slow mechanical stimulation of olfactory epithelium modulates consciousness by slowing cerebral rhythms in humans. Scientific Reports 8, 1 (2018), 6581. DOI:
[134]
Poonam Pillai. 1992. Rereading stuart hall's encoding/decoding model. Commun Theory 2, 3 (1992), 221–233. DOI:
[135]
A. Pinilla, J. Garcia, W. Raffe, J. N. Voigt-Antons, and S. Möller. 2021. Visual representation of emotions in virtual reality. (2021). Retrieved August 31, 2021 from https://psyarxiv.com/9jguh/.
[136]
Dominic Potts, Kate Loveys, HyunYoung Ha, Shaoyan Huang, Mark Billinghurst, and Elizabeth Broadbent. 2019. Zeng: AR neurofeedback for meditative mixed reality. In Proceedings of the 2019 on Creativity and Cognition. 583–590. DOI:
[138]
William L. Raffe, Fabio Zambetta, and Xiaodong Li. 2012. A survey of procedural terrain generation techniques using evolutionary algorithms. In Proceedings of the 2012 IEEE Congress on Evolutionary Computation. IEEE, 1–8. DOI:
[139]
William L. Raffe, Fabio Zambetta, Xiaodong Li, and Kenneth O. Stanley. 2015. Integrated approach to personalized procedural map generation using evolutionary algorithms. IEEE Transactions on Computational Intelligence and AI in Games 7, 2 (2015), 139–155. DOI:
[140]
Richard Ramchurn, Sarah Martindale, Max L. Wilson, and Steve Benford. 2019. From director's cut to user's cut: To watch a brain-controlled film is to edit it. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14. DOI:
[141]
Joan Sol Roo, Renaud Gervais, Jeremy Frey, and Martin Hachet. 2017. Inner garden: Connecting inner states to a mixed reality sandbox for mindfulness. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 1459–1470. DOI:
[142]
S. Rosca, M. Leba, A. Ionica, and O. Gamulescu. 2018. Quadcopter control using a BCI. IOP Conference Series: Materials Science and Engineering 294, (2018), 012048. DOI:
[143]
Sebastian – Daniel Rosca and Monica Leba. 2019. Design of a brain-controlled video game based on a BCI system. MATEC Web of Conferences 290, (2019), 01019. DOI:
[144]
R. Rosenberger and P. P. Verbeek. 2015. Postphenomenological Investigations: Essays on Human-technology Relations. Lexington Books. Retrieved August 12, 2021 from https://research.utwente.nl/en/publications/postphenomenological-investigations-essays-on-human-technology-re.
[145]
Rüdiger Rupp, Sonja C. Kleih, Robert Leeb, José del R. Millan, Andrea Kübler, and Gernot R. Müller-Putz. 2014. Brain–computer interfaces and assistive technology. In Proceedings of the Brain-Computer-Interfaces in their Ethical, Social and Cultural Contexts. Gerd Grübler and Elisabeth Hildt (Eds.). Springer Netherlands, Dordrecht, 7–38. DOI:
[146]
Simanto Saha, Khondaker A. Mamun, Khawza Ahmed, Raqibul Mostafa, Ganesh R. Naik, Sam Darvishi, Ahsan H. Khandoker, and Mathias Baumert. 2021. Progress in brain computer interface: Challenges and opportunities. Frontiers in Systems Neuroscience 15, (2021), 578875. DOI:
[147]
N. A. Semertzidis, M. Scary, X. Fang, X. Wang, R. Patibanda, J. Andres, P. Strohmeier, K. Kunze, P. Lopes, F. Zambetta, and F. F. Mueller. 2021. SIGHInt: Special interest group for human-computer integration. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (2021), 1.
[148]
Nathan Semertzidis. 2021. Brain-computer Integration. PhD Thesis. Monash University.
[149]
Nathan Semertzidis. 2022. PsiNet: Understanding the design of brain-to-brain interfaces for enhancing inter-brain synchrony. In to Appear.
[150]
Nathan Semertzidis, Josh Andres, Martin Weigel, Suranga Nanayakkara, Rakesh Patibanda, Zhuying Li, Paul Strohmeier, Jarrod Knibbe, Stefan Greuter, Marianna Obrist, and others. 2022. Human–computer integration: Towards integrating the human body with the computational machine. Foundations and Trends® in Human-Computer Interaction 16, 1 (2022), 1–64.
[151]
Nathan Arthur Semertzidis, Zoe Xiao Fang, Pedro Lopes, Kai Kunze, Paul Pangaro, Florian Floyd Mueller, and Pattie Maes. 2022. What we talk about when we talk about human-computer integration. In Proceedings of the CHI Conference on Human Factors in Computing Systems Extended Abstracts. 1–4.
[152]
Nathan Arthur Semertzidis, Betty Sargeant, Justin Dwyer, Florian Floyd Mueller, and Fabio Zambetta. 2019. Towards understanding the design of positive pre-sleep through a neurofeedback artistic experience. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14. DOI:
[153]
Nathan Semertzidis, Michaela Scary, Josh Andres, Brahmi Dwivedi, Yutika Chandrashekhar Kulwe, Fabio Zambetta, and Florian Floyd Mueller. 2020. Neo-noumena: Augmenting emotion communication. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–13. DOI:
[154]
Mohammad Shehata, Miao Cheng, Angus Leung, Naotsugu Tsuchiya, Daw-An Wu, Chia-huei Tseng, Shigeki Nakauchi, and Shinsuke Shimojo. 2020. Team flow is a unique brain state associated with enhanced information integration and neural synchrony. BioRxiv (2020). DOI:
[155]
H. W. Shipton. 1975. EEG analysis: A history and a prospectus. Annu Rev Biophys Bioeng 4, 1 (1975), 1–13. DOI:
[156]
Tanya X. Short and Tarn Adams. 2017. Procedural Generation in Game Design. A K Peters/CRC Press, Boca Raton : Taylor & Francis, CRC Press, 2017. DOI:
[157]
Ranganatha Sitaram, Tomas Ros, Luke Stoeckel, Sven Haller, Frank Scharnowski, Jarrod Lewis-Peacock, Nikolaus Weiskopf, Maria Laura Blefari, Mohit Rana, Ethan Oblak, Niels Birbaumer, and James Sulzer. 2017. Closed-loop brain training: The science of neurofeedback. Nature Reviews. Neuroscience 18, 2 (2017), 86–100. DOI:
[158]
Jacek Sliwinski. 2019. Mindfulness and HCI. In Proceedings of the Handbook of Research on Human-Computer Interfaces and New Modes of Interactivity. Katherine Blashki and Pedro Isaías (Eds.). IGI Global, 314–332. DOI:
[159]
Erin Solovey, Paul Schermerhorn, Matthias Scheutz, Angelo Sassaroli, Sergio Fantini, and Robert Jacob. 2012. Brainput: Enhancing interactive systems with streaming fnirs brain input. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2193–2202.
[160]
Vishnu Sreekumar, John H. Wittig, Timothy C. Sheehan, and Kareem A. Zaghloul. 2017. Principled approaches to direct brain stimulation for cognitive enhancement. Front Neurosci 11, (2017), 650. DOI:
[161]
Luke Stark. 2018. Algorithmic psychometrics and the scalable subject. Soc Stud Sci 48, 2 (2018), 204–231. DOI:
[162]
Luke Stark and Kate Crawford. 2015. The conservatism of emoji: Work, affect, and communication. Social Media + Society 1, 2 (2015), 205630511560485. DOI:
[163]
Pierce Stegman, Chris S. Crawford, Marvin Andujar, Anton Nijholt, and Juan E. Gilbert. 2020. Brain–computer interface software: A review and discussion. IEEE Trans Hum Mach Syst 50, 2 (2020), 101–115. DOI:
[164]
P. Strohmeier and J. McIntosh. 2020. Novel input and output opportunities using an implanted magnet. Proceedings of the Augmented Humans International Conference. 1.
[165]
Emma R. Tait and Ingrid L. Nelson. 2021. Nonscalability and generating digital outer space natures in No Man's Sky. Environment and Planning E: Nature and Space (2021), 251484862110007. DOI:
[166]
P. A. Tass, C. Hauptmann, and O. V. Popovych. 2020. Brain pacemaker. Synergetics (2020), 235–262.
[167]
Nađa Terzimehić, Renate Häuslschmid, Heinrich Hussmann, and m.c. schraefel. 2019. A review & analysis of mindfulness research in HCI: Framing current lines of research and future opportunities. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–13. DOI:
[168]
Guy Theraulaz, Eric Bonabeau, Stamatios C. Nicolis, Ricard V. Solé, Vincent Fourcassié, Stéphane Blanco, Richard Fournier, Jean-Louis Joly, Pau Fernández, Anne Grimal, Patrice Dalle, and Jean-Louis Deneubourg. 2002. Spatial patterns in ant colonies. Proceedings of the National Academy of Sciences of the United States of America 99, 15 (2002), 9645–9649. DOI:
[169]
Ladislav Timulak. 2014. Qualitative meta-analysis. The SAGE Handbook of Qualitative Data Analysis 481, (2014).
[170]
G. Tononi. 2010. Information integration: Its relevance to brain function and consciousness. Archives Italiennes de Biologie 148, 3 (2010), 299–322.
[171]
Giulio Tononi, Melanie Boly, Marcello Massimini, and Christof Koch. 2016. Integrated information theory: From consciousness to its physical substrate. Nature Reviews. Neuroscience 17, 7 (2016), 450–461. DOI:
[172]
Erin Treacy Solovey, Daniel Afergan, Evan M. Peck, Samuel W. Hincks, and Robert J. K. Jacob. 2015. Designing implicit interfaces for physiological computing: Guidelines and lessons learned using fNIRS. ACM Transactions on Computer-Human Interaction 21, 6 (2015), 1–27.
[173]
Swati Vaid, Preeti Singh, and Chamandeep Kaur. 2015. EEG signal analysis for BCI interface: A review. In Proceedings of the 2015 5th International Conference on Advanced Computing & Communication Technologies. IEEE, 143–147. DOI:
[174]
Ana Lucía Valencia and Tom Froese. 2020. What binds us? Inter-brain neural synchronization and its implications for theories of human consciousness. Neuroscience of Consciousness 2020, 1 (2020), niaa010. DOI:
[175]
Gabriel Alves Mendes Vasiljevic and Leonardo Cunha de Miranda. 2019. Brain–computer interface games based on consumer-grade EEG devices: A systematic literature review. International Journal of Human–Computer Interaction (2019), 1–38. DOI:
[176]
PETER-PAUL Verbeek. 2005. What Things do: Philosophical Reflections on Technology, Agency, and Design. Penn State University Press. DOI:
[177]
P. P. Verbeek. 2015. Toward a theory of technological mediation. Technoscience and Postphenomenology: The Manhattan papers (2015). Retrieved September 3, 2021 from https://books.google.com.au/books?hl=en&lr=&id=oJcpCwAAQBAJ&oi=fnd&pg=PA189&dq=verbeek+technology+mediation&ots=rh8aZJRUyT&sig=1GP46cF_rcTQMK89fYkzbAJgK5U.
[178]
S. Verdu. 1998. Fifty years of Shannon theory. IEEE Transactions on Information Theory 44, 6 (1998), 2057–2078. DOI:
[179]
Liang Wang, Zhe Huang, Ziyu Zhou, Devon McKeon, Giles Blaney, Michael C Hughes, and Robert J. K. Jacob. 2021. Taming fNIRS-based BCI input for better calibration and broader use. In Proceedings of the 34th Annual ACM Symposium on User Interface Software and Technology. 179–197.
[180]
Richmond Y. Wong, Nick Merrill, and John Chuang. 2018. When BCIs have APIs: Design fictions of everyday brain-computer interface adoption. In Proceedings of the 2018 on Designing Interactive Systems Conference 2018. 1359–1371. DOI:
[181]
Justin Wren-Lewis. 1983. The encoding /decoding model: criticisms and redevelopments for research on decoding. Media, Culture & Society 5, 2 (1983), 179–197. DOI:
[182]
Bin Yu, Mathias Funk, Jun Hu, Qi Wang, and Loe Feijs. 2018. Biofeedback for everyday stress management: A systematic review. Front. ICT 5, (2018). DOI:
[183]
Thorsten O. Zander and Christian Kothe. 2011. Towards passive brain–computer interfaces: Applying brain–computer interface technology to human–machine systems in general. Journal of Neural Engineering 8, 2 (2011), 025005.
[184]
Nasser Zangiabadi, Lady Diana Ladino, Farzad Sina, Juan Pablo Orozco-Hernández, Alexandra Carter, and José Francisco Téllez-Zenteno. 2019. Deep brain stimulation and drug-resistant epilepsy: A review of the literature. Front Neurol 10, (2019), 601. DOI:
[185]
QiBin Zhao, LiQing Zhang, and Andrzej Cichocki. 2009. EEG-based asynchronous BCI control of a car in 3D virtual reality environments. Chinese Science Bulletin 54, 1 (2009), 78–87. DOI:
[186]
John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 493. DOI:
[187]
John Zimmerman, Erik Stolterman, and Jodi Forlizzi. 2010. An analysis and critique of research through design towards a formalization of a research approach. In Proceedings of the 8th ACM Conference on Designing Interactive Systems. 310. DOI:
[188]
1988. Handbook of Human-Computer Interaction. Elsevier. DOI:

Cited By

View all
  • (2024)A Post-Stroke Rehabilitation System With Compensatory Movement Detection Using Virtual Reality and Electroencephalogram TechnologiesIEEE Access10.1109/ACCESS.2024.339251312(61418-61432)Online publication date: 2024
  • (2023)Beyond the Screen: An Exploration of Theoretical Foundations and Paradigms in Human-Computer Interface Design2023 International Conference on Ambient Intelligence, Knowledge Informatics and Industrial Electronics (AIKIIE)10.1109/AIKIIE60097.2023.10390262(1-7)Online publication date: 2-Nov-2023

Index Terms

  1. Brain-Computer Integration: A Framework for the Design of Brain-Computer Interfaces from an Integrations Perspective

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Transactions on Computer-Human Interaction
    ACM Transactions on Computer-Human Interaction  Volume 30, Issue 6
    December 2023
    424 pages
    ISSN:1073-0516
    EISSN:1557-7325
    DOI:10.1145/3623488
    Issue’s Table of Contents

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 25 September 2023
    Online AM: 22 June 2023
    Accepted: 12 March 2023
    Revised: 19 October 2022
    Received: 25 January 2022
    Published in TOCHI Volume 30, Issue 6

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Brain-computer interfaces
    2. human-computer integration
    3. EEG

    Qualifiers

    • Research-article

    Funding Sources

    • Australian Research Council

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)708
    • Downloads (Last 6 weeks)102
    Reflects downloads up to 01 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)A Post-Stroke Rehabilitation System With Compensatory Movement Detection Using Virtual Reality and Electroencephalogram TechnologiesIEEE Access10.1109/ACCESS.2024.339251312(61418-61432)Online publication date: 2024
    • (2023)Beyond the Screen: An Exploration of Theoretical Foundations and Paradigms in Human-Computer Interface Design2023 International Conference on Ambient Intelligence, Knowledge Informatics and Industrial Electronics (AIKIIE)10.1109/AIKIIE60097.2023.10390262(1-7)Online publication date: 2-Nov-2023

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Full Text

    View this article in Full Text.

    Full Text

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media