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User expectations and experiences of a speech and thought controlled computer game

Published: 08 November 2011 Publication History

Abstract

Brain-computer interfaces (BCIs) are often evaluated in terms of performance and seldom for usability. However in some application domains, such as entertainment computing, user experience evaluation is vital. User experience evaluation in BCI systems, especially in entertainment applications such as games, can be biased due to the novelty of the interface. However, as the novelty will eventually vanish, what matters is the user experience related to the unique features offered by BCI. Therefore it is a viable approach to compare BCI to other novel modalities, such as a speech or motion recogniser, rather than the traditional mouse and keyboard. In the study which we present in this paper, our participants played a computer game with a BCI and an automatic speech recogniser (ASR) and they rated their expectations and experiences for both modalities. Our analysis on subjective ratings revealed that both ASR and BCI were successful in satisfying participants' expectations in general. Participants found speech control easier to learn than BCI control. They indicated that BCI control induced more fatigue than they expected.

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  • (2018)Apraxia worldProceedings of the 17th ACM Conference on Interaction Design and Children10.1145/3202185.3202733(119-131)Online publication date: 19-Jun-2018
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cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • FCT: Foundation for Science and Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 November 2011

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Author Tags

  1. automatic speech recogniser
  2. brain-computer interface
  3. expectations
  4. user experience

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ACE '11
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  • FCT

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2022)The Butterfly Effect: Novel Opportunities for Steady-State Visually-Evoked Potential Stimuli in Virtual RealityProceedings of the Augmented Humans International Conference 202210.1145/3519391.3519397(254-266)Online publication date: 13-Mar-2022
  • (2020)Just a Natural Talk? The Rise of Intelligent Personal Assistants and the (Hidden) Legacy of Ubiquitous ComputingDesign, User Experience, and Usability. Design for Contemporary Interactive Environments10.1007/978-3-030-49760-6_2(18-39)Online publication date: 10-Jul-2020
  • (2018)Apraxia worldProceedings of the 17th ACM Conference on Interaction Design and Children10.1145/3202185.3202733(119-131)Online publication date: 19-Jun-2018
  • (2018)Zen Cat: A Meditation-Based Brain-Computer Interface GameComputational Science and Its Applications – ICCSA 201810.1007/978-3-319-95162-1_20(294-309)Online publication date: 4-Jul-2018
  • (2017)Academic methods for usability evaluation of serious gamesMultimedia Tools and Applications10.1007/s11042-016-3845-976:4(5755-5784)Online publication date: 1-Feb-2017
  • (2014)A systematic review of quantitative studies on the enjoyment of digital entertainment gamesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2557078(927-936)Online publication date: 26-Apr-2014
  • (2014)MindninjaProceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment10.1109/SBGAMES.2014.14(123-132)Online publication date: 12-Nov-2014

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