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Brain Computer Interface
                                          Alignment of
              Perceived and Physiological Engagement


Javier Gonzalez | M. Elena Chavez | Randy Miller | Ryan Brotman
2
Outline

  The context

  The experiments

  The method

  Data Analysis

  Conclusion

  Future Work
1. The Context
                                                   Brain Computer Interface




Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
What is inside my head ?

                           Perception
   Cognition                Emotion
    Action




                                   5
Measuring Emotions

                     Perception
   Cognition          Emotion
    Action




                             6
The medium and the kind of action

                                    Perception
   Cognition                         Emotion
    Action




                                            7
Reading the Brainwaves

                                    Understanding
  Training time (for Cognition)
  Maintaining the nodes dampness.      Emotion
  Wireless frequency at 2.4GHz
                                      Cognition




                                         8
9
2. The Experiments
                                                              Reading Emotions




Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
The experiment one




                     11
The experiment one




                     12
The Experiment Two

                                                Question:


                           task
   medium


  How do variables of interaction influence the alignment of

   perceived engagement and physiological engagement?




                                                  13
The experiment Two


Independent Variable 1: Task.
How do people´s alignment of perceived engagement and
physiological engagement response differ across different
tasks?

Independent Variable 2: Medium.
How do people’s alignment of perceived engagement and
physiological engagement response differ if activities are
presented in a physical or digital medium?


                                                    14
Quasi-Experimental Design
                     Solitaire       Maze Navigation       15 Piece Puzzle
                    (ordering)     (spatial navigation)   (problem solving)
                   Dissonance         Dissonance            Dissonance


    Virtual


                   Dissonance         Dissonance            Dissonance


   Physical




Dissonance:
Ratio between actual amount of time and perceived amount of time
                                                                   15
Flow Channel




               16
Participants

               Volunteer Sampling



                      Pilot Study,
                             N=6



                Random ordering
               of task assignment




                      17
Expectations


Activities with high levels of both engagement and
frustration will have a negative correlation with
dissonance.


Versions of activities that engage more senses will
have a negative correlation with dissonance.



                                             18
3. The Methods
                                                    Brainwaves and surveys




Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
Immersion Tendency Survey




                            20
Data collection

We use the Emotiv®
User model for:
Engagement




Samples
every 250 ms




                     21
Post Task Survey




                   22
4. Data Analysis
                              What do your brain revels about you?




Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
Data Volume

RAW EEG data

128 samples/sec * 60 sec/min * 30 min * 16 data points/sample =
3.6M data points



Emotiv® SDK and NeuroVault

4 samples/sec * 60 sec/min * 30 min * 5 data points/sample =
3.6K data points



                                                                  24
Headset Output




                    0
                        10
                             20
                                  30
                                       40
                                            50
                                                  60
                                                        70
                                                             80
                                                                   90
                                                                         100
                1
               39
               77
              115
              153
              191
              229
              267
              305
              343
              381
              419
              457
              495
              533
                                                                               Affective Data Output




              571
              609
              647
              685




     Frame
              723
              761
              799
              837
              875
              913
              951
              989
             1027
             1065
             1103
             1141
             1179
             1217
             1255
25
                                                 LTE
                                                                   FRU




                                                       EXC
                                                                         ENG




                                                             MED
Top 3 Task : Survey Ranking


                    6



                    5
# of participants




                    4



                    3



                    2



                    1



                    0
                        15 puzzle virtual   15 puzzle   Robot maze   Robot maze   Solitaire virtual Solitaire physical
                                             physical     virtual     physical
                                                                Task
                                                                                                            26
Conclusions

    Works well for emotional state measures.

    Control was inconsistent between users.

    Preliminary analysis suggests that the user perceived
     emotions matches the physiological data.

    This is relevant because is one of the first times using
     both subjective and objective data to investigate
     engagement.

    Our contribution to the area is the blending of psychology
     and neuroscience to explore experience design factors.
Future Work


          Brain versus Facial-Based
              Emotion detection




 28

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201004 - brain computer interaction

  • 1. Brain Computer Interface Alignment of Perceived and Physiological Engagement Javier Gonzalez | M. Elena Chavez | Randy Miller | Ryan Brotman
  • 2. 2
  • 3. Outline   The context   The experiments   The method   Data Analysis   Conclusion   Future Work
  • 4. 1. The Context Brain Computer Interface Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
  • 5. What is inside my head ? Perception Cognition Emotion Action 5
  • 6. Measuring Emotions Perception Cognition Emotion Action 6
  • 7. The medium and the kind of action Perception Cognition Emotion Action 7
  • 8. Reading the Brainwaves Understanding Training time (for Cognition) Maintaining the nodes dampness. Emotion Wireless frequency at 2.4GHz Cognition 8
  • 9. 9
  • 10. 2. The Experiments Reading Emotions Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
  • 13. The Experiment Two Question: task medium How do variables of interaction influence the alignment of perceived engagement and physiological engagement? 13
  • 14. The experiment Two Independent Variable 1: Task. How do people´s alignment of perceived engagement and physiological engagement response differ across different tasks? Independent Variable 2: Medium. How do people’s alignment of perceived engagement and physiological engagement response differ if activities are presented in a physical or digital medium? 14
  • 15. Quasi-Experimental Design Solitaire Maze Navigation 15 Piece Puzzle (ordering) (spatial navigation) (problem solving) Dissonance Dissonance Dissonance Virtual Dissonance Dissonance Dissonance Physical Dissonance: Ratio between actual amount of time and perceived amount of time 15
  • 17. Participants Volunteer Sampling Pilot Study, N=6 Random ordering of task assignment 17
  • 18. Expectations Activities with high levels of both engagement and frustration will have a negative correlation with dissonance. Versions of activities that engage more senses will have a negative correlation with dissonance. 18
  • 19. 3. The Methods Brainwaves and surveys Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
  • 21. Data collection We use the Emotiv® User model for: Engagement Samples every 250 ms 21
  • 23. 4. Data Analysis What do your brain revels about you? Javier Gonzalez | Maria Elena Chavez | Randy Miller | Ryan Brotman
  • 24. Data Volume RAW EEG data 128 samples/sec * 60 sec/min * 30 min * 16 data points/sample = 3.6M data points Emotiv® SDK and NeuroVault 4 samples/sec * 60 sec/min * 30 min * 5 data points/sample = 3.6K data points 24
  • 25. Headset Output 0 10 20 30 40 50 60 70 80 90 100 1 39 77 115 153 191 229 267 305 343 381 419 457 495 533 Affective Data Output 571 609 647 685 Frame 723 761 799 837 875 913 951 989 1027 1065 1103 1141 1179 1217 1255 25 LTE FRU EXC ENG MED
  • 26. Top 3 Task : Survey Ranking 6 5 # of participants 4 3 2 1 0 15 puzzle virtual 15 puzzle Robot maze Robot maze Solitaire virtual Solitaire physical physical virtual physical Task 26
  • 27. Conclusions   Works well for emotional state measures.   Control was inconsistent between users.   Preliminary analysis suggests that the user perceived emotions matches the physiological data.   This is relevant because is one of the first times using both subjective and objective data to investigate engagement.   Our contribution to the area is the blending of psychology and neuroscience to explore experience design factors.
  • 28. Future Work Brain versus Facial-Based Emotion detection 28