Interacting in 3D Virtual Worlds with Brain Computer Interfaces
Date issued
2013
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard input or
pointing devices. Console games add new input devices like motion capturing or voice control. Though
immersion is a key issue, most games do not rely on player's emotions. To take this important communication
factor into account, we propose a method capturing the player’s emotions of anxiety and shock in a game and
use this data to control player's and non-player-character's actions. We present a game setup that is specifically
designed to evaluate the use of emotional interaction based on a small user study. A simple EEG based Brain
Computer Interface (BCI) is used to translate amplitudes of alpha (stress) and beta (shock) rhythms to
corresponding commands in the game engine. The game is set in a horror scenario in which the player needs to
control his emotions as they may adversely influence the difficulty of the gaming tasks. The game concept
implements an immersive atmosphere to bind the player emotionally and evoke signals captured by the BCI. The
game engine passes these emotional inputs to actions of game entities (visuals and opponent’s reactions).
Finally, the impact of emotional interaction is evaluated by a small group of test players projecting the needs for
future approaches and enhancements.
Description
Subject(s)
rozhraní mozek-počítač, elektroencefalografie, herní design, emoce
Citation
WSCG 2013: Communication Papers Proceedings: 21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 78-87.