Adaptive games for cognitive training: Lessons measuring arousal with EEG
2013 (English)Conference paper (Refereed)
Computerized cognitive training is an area where the use of computer games technology and methods has a great potential, for example, to address cognitive decline in an aging population. Adaptive games, in particular, are of great interest as the level of training has often been suggested as important for efficient training. An important part of any adaptive application is measuring and interpreting whatever the game should adapt to. In this paper we describe our work on using the Emotiv Epoc commercial EEG headset in order to measure and adapt to the user's level of arousal in two different applications. The first application is an adaptation of a classic cognitive training task (N-back) using game technologies to create a dynamic and (relatively) realistic version in a 3d-environment. The second application is a simple version of the classic space invaders game. In both applications EEG measurements recorded during initial training are used in a later phase to adapt the difficulty of the game automatically. While we managed to get this setup to work to a limited degree for some individuals, we failed to create a system where this method worked reliably across subjects and trials. In this paper, we describe what we tried, what worked, and some of the lessons we learned.
Place, publisher, year, edition, pages
Adaptive games, brain-computer interfaces, cognitive training
Human Computer Interaction
IdentifiersURN: urn:nbn:se:umu:diva-68663OAI: oai:DiVA.org:umu-68663DiVA: diva2:617287
CHI 2013 Workshop on Games User Research