TY - GEN
T1 - Playing checkers with your mind
T2 - 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2014
AU - Akhtar, Aadeel
AU - Norton, James J.S.
AU - Kasraie, Mahsa
AU - Bretl, Timothy
N1 - Publisher Copyright:
© 2014 IEEE.
PY - 2014/11/2
Y1 - 2014/11/2
N2 - In this paper we describe a multiplayer brain-computer interface (BCI) based on the classic game of checkers using steady-state visually evoked potentials (SSVEPs). Previous research in BCI gaming focuses mainly on the production of software-based games using a computer screen - few hardware-based BCI games using a physical board have been developed. Hardware-based games can present a unique set of challenges when compared to software-based games. Depending on where the user is sitting, some stimuli might be farther away from the player, at a steeper viewing angle, conflated with competing stimuli, or occluded by physical barriers. In our game, we light squares on a checkerboard with flickering LEDs to elicit SSVEP responses in the subjects. When a subject attends to a particular square, the resulting SSVEPs are classified and a robot arm moves the selected piece. In a set of pilot experiments we investigated the ability of two subjects to use the SSVEP-based hardware game platform, and assessed how interstimulus distance, interstimulus angle, distance between target stimulus and subject, number of competing stimuli, and visual occlusions of the stimuli influence classification accuracy.
AB - In this paper we describe a multiplayer brain-computer interface (BCI) based on the classic game of checkers using steady-state visually evoked potentials (SSVEPs). Previous research in BCI gaming focuses mainly on the production of software-based games using a computer screen - few hardware-based BCI games using a physical board have been developed. Hardware-based games can present a unique set of challenges when compared to software-based games. Depending on where the user is sitting, some stimuli might be farther away from the player, at a steeper viewing angle, conflated with competing stimuli, or occluded by physical barriers. In our game, we light squares on a checkerboard with flickering LEDs to elicit SSVEP responses in the subjects. When a subject attends to a particular square, the resulting SSVEPs are classified and a robot arm moves the selected piece. In a set of pilot experiments we investigated the ability of two subjects to use the SSVEP-based hardware game platform, and assessed how interstimulus distance, interstimulus angle, distance between target stimulus and subject, number of competing stimuli, and visual occlusions of the stimuli influence classification accuracy.
UR - http://www.scopus.com/inward/record.url?scp=84929484254&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84929484254&partnerID=8YFLogxK
U2 - 10.1109/EMBC.2014.6943922
DO - 10.1109/EMBC.2014.6943922
M3 - Conference contribution
C2 - 25570290
AN - SCOPUS:84929484254
T3 - 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2014
SP - 1650
EP - 1653
BT - 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2014
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 26 August 2014 through 30 August 2014
ER -