Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation for the talk: Katarzyna Wac, Smartphone as a Personal Pervasive Health Information Services Platform, The International Conference on Using Advanced Technologies for Elderly Care: A New Paradigm (ElderlyTech 2013), Tel Aviv, Israel, Feb 2013
Reference/Citation for a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation to the talk: Katarzyna Wac, Muhammad Ullah, Markus Fiedler, Richard Bults, QoS and QoE for medical applications, European Telecommunications Standards Institute workshop on "Quality of Service - Quality of Experience", ETSI, France, Sep 2010
Reference/Citation to a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation: Katarzyna Wac, Smartphone Based Ambulatory Assessment of Health Risks: Literature Review, Poster at Society for Ambulatory Assessment 2013 Conference (SAA 2013), Amsterdam, the Netherlands, June 2013.
Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Presented at the XIV Congrès de la Société Francophone d'Analyse du Mouvement chez l'Enfant et l'Adulte (SOFAMEA), Geneva, Switzerland, Feb 2015. See Video of recording: https://mediaserver.unige.ch/play/87916
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation for the talk: Katarzyna Wac, Smartphone as a Personal Pervasive Health Information Services Platform, The International Conference on Using Advanced Technologies for Elderly Care: A New Paradigm (ElderlyTech 2013), Tel Aviv, Israel, Feb 2013
Reference/Citation for a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation to the talk: Katarzyna Wac, Muhammad Ullah, Markus Fiedler, Richard Bults, QoS and QoE for medical applications, European Telecommunications Standards Institute workshop on "Quality of Service - Quality of Experience", ETSI, France, Sep 2010
Reference/Citation to a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation: Katarzyna Wac, Smartphone Based Ambulatory Assessment of Health Risks: Literature Review, Poster at Society for Ambulatory Assessment 2013 Conference (SAA 2013), Amsterdam, the Netherlands, June 2013.
Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Presented at the XIV Congrès de la Société Francophone d'Analyse du Mouvement chez l'Enfant et l'Adulte (SOFAMEA), Geneva, Switzerland, Feb 2015. See Video of recording: https://mediaserver.unige.ch/play/87916
Thank You for referencing this work, if you find it useful!
Reference/Citation to a paper: Katarzyna Wac, Gerardo Pinar, Mattia Gustarini, Jerome Marchanoff, More Mobile & Not so Well-connected yet: Users' Mobility Inference Model and 6 Month Field Study, 7th International Congress on Ultra Modern Telecommunications and Control Systems (ICUMT 2015), Brno, Czech Republic, October 2015.
Reference/Citation to a poster: Daniel Weibel, Katarzyna Wac, Towards a Predictive Model for Mobile Internet Quality, International Workshop on Traffic Monitoring and Analysis (TMA), PhD Poster Session, Barcelona, Spain, May 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation to the talk: Katarzyna Wac, mHealth Services Science - Science in the Service of Life Quality, ITU Experts Group Meeting held within the framework of the ITU European Regional Initiative on ICT Applications, including e-Health: "m-Health: Towards Better Care, Cure and Prevention in Europe", Switzerland, Sep 2012
Reference/Citation to a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Matteo Ciman, Katarzyna Wac, Ombretta Gaggi, iSenseStress: Assessing Stress Through Human-Smartphone Interaction Analysis, 9th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), Istanbul, Turkey, May 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Selim Ickin, Katarzyna Wac, Markus Fiedler, Lucjan Janowski, Jin-Huyk Hong, Anind K. Dey, Factors Influencing Quality of Experience of Commonly-Used Mobile Applications. IEEE Communications Magazine (IEEE COMMAG), Special Issue on QoE Management in Emerging Multimedia Services, 50(4): 48-56, IEEE Press, April 2012.
Thank You for referencing this work, if you find it useful!
Reference/Citation to a paper: Alexandre de Masi, Katarzyna Wac, MIQModel: Predictive Model for Mobile Internet, International Workshop on Traffic Monitoring and Analysis (TMA), PhD Poster Session, Brussels, Belgium, April 2016.
Keynote at the 21st Congress of the European Association of Hospital Pharmacists (EAHP), 2016. Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper related to this talk: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
FULL VIDEO OF THE TALK: http://quadia.webtvframework.com/farma_actueel/_app/presentation/?offset=0&id=1371946
Slides/Videos URLs:
Slide 66 http://www.youtube.com/watch?v=r9bLZFxTb_0
Slide 98 http://www.youtube.com/watch?v=-hhOtjdkU34
Slide 117 http://www.youtube.com/watch?v=9mHnCnX4al0
Slide 120 http://www.youtube.com/watch?v=pw68x_4L2NQ
Slide 139 DELL video: Confidential, Restricted Use Rights
Talk given:
Katarzyna Wac, Innovations for Global Health Challenges (Panel), ITU-WHO Policy Dialogue on Digital Health for “Healthy Lives and Wellbeing for All (SDG3)” in parallel to the World Health Assembly, Geneva, Switzerland, May 2016.
Please reference this work if you find it useful as follows (related paper):
Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Katarzyna Wac, Jenny-Margrethe Vej, Kimie Bodin Ryager, Quality of Life Technologies: From Fundamentals of Mobile Computing to Patterns of Sleep and Happiness (Poster), 5th EAI International Symposium on Pervasive Computing Paradigms for Mental Health (MindCare), Milan, Italy, September 2015.
Additional Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Brain Computer Interface (BCI) aims at providing an alternate means of communication and control to people with severe cognitive or sensory-motor disabilities. These systems are based on the single trial recognition of different mental states or tasks from the brain activity. This paper discusses the major components involved in developing a Brain Computer Interface system which includes the modality to obtain brain signals and its related processing methods.
Poster Presentation: An Investigation on Non-Invasive Brain-Computer Interfac...Md Jobair Hossain Faruk
The poster was created for two major student research activities at Kennesaw State University named (i) Symposium of Student Scholars and (ii) C-Day where I have introduced one of my research projects virtually.
The poster Can be found here: https://digitalcommons.kennesaw.edu/cgi/viewcontent.cgi?article=1066&context=cday
What are most promising lifestyle and tech options to harness lifelong neurop...SharpBrains
*Dr. Álvaro Pascual-Leone, Director of the Berenson-Allen Center for Noninvasive Brain Stimulation at Beth Israel Deaconess Medical Center
*Dr. David Bartrés-Faz, Principal Investigator of the Barcelona Brain Health Initiative (BBHI)
*Dr. Simone Schurle, Assistant Professor for Responsive Biomedical Systems at the Swiss Federal Institute of Technology
*Chaired by: Dr. David Bach, Founder and President of the Platypus Institute
*Álvaro Fernández, CEO and Editor-in-Chief of SharpBrains
*Sarah Lenz Lock, Senior Vice President for Policy at AARP and Executive Director of the Global Council on Brain Health (GCBH)
*Dr. April Benasich, Director of the Baby Lab at the Rutgers Center for Molecular and Behavioral Neuroscience
*Chaired by: Dr. Cori Lathan, Co-Chair of the World Economic Forum’s Council on the Future of Human Enhancement
Slidedeck supporting session held during the 2017 SharpBrains Virtual Summit: Brain Health & Enhancement in the Digital Age (December 5-7th). Learn more at: https://sharpbrains.com/summit-2017/
This presentation is given in (2015) . As the power of modern computers grows alongside our understanding of the human brain, we move ever closer to making some pretty spectacular science fiction into reality.
Overview of neuroplasticity, cognition and brain fitness, based on the book talk for The SharpBrains Guide to Brain Fitness at New York Public Library on September 29th, 2009.
More information on the book available here:
http://www.sharpbrains.com/book/
This presentation has a Creative Commons Attribution No Derivatives license, so you can use it for classes and lectures, as appropriate.
Augmenting Speech-Language Rehabilitation with Brain Computer Interfaces: An ...HCI Lab
Presentation on Aug 7, 2015 in the 17th International Conference on Human-Computer Interaction #HCII2015 in Los Angeles, CA, USA. The paper was presented in the Universal Access in Human-Computer Interaction track in the "Novel technologies for speech, language, attention and child development" session which was chaired by Prof. Margherita Antona, Foundation for Research & Technology - Hellas (FORTH), Greece http://2015.hci.international/friday
Thank You for referencing this work, if you find it useful!
Reference/Citation to a paper: Katarzyna Wac, Gerardo Pinar, Mattia Gustarini, Jerome Marchanoff, More Mobile & Not so Well-connected yet: Users' Mobility Inference Model and 6 Month Field Study, 7th International Congress on Ultra Modern Telecommunications and Control Systems (ICUMT 2015), Brno, Czech Republic, October 2015.
Reference/Citation to a poster: Daniel Weibel, Katarzyna Wac, Towards a Predictive Model for Mobile Internet Quality, International Workshop on Traffic Monitoring and Analysis (TMA), PhD Poster Session, Barcelona, Spain, May 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Reference/Citation to the talk: Katarzyna Wac, mHealth Services Science - Science in the Service of Life Quality, ITU Experts Group Meeting held within the framework of the ITU European Regional Initiative on ICT Applications, including e-Health: "m-Health: Towards Better Care, Cure and Prevention in Europe", Switzerland, Sep 2012
Reference/Citation to a scientific paper: Katarzyna Wac, Smartphone as a Personal, Pervasive Health Informatics Services Platform: Literature Review, IMIA Yearbook 2012: Personal Health Informatics, 7(1), pp.83-93.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Matteo Ciman, Katarzyna Wac, Ombretta Gaggi, iSenseStress: Assessing Stress Through Human-Smartphone Interaction Analysis, 9th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), Istanbul, Turkey, May 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Selim Ickin, Katarzyna Wac, Markus Fiedler, Lucjan Janowski, Jin-Huyk Hong, Anind K. Dey, Factors Influencing Quality of Experience of Commonly-Used Mobile Applications. IEEE Communications Magazine (IEEE COMMAG), Special Issue on QoE Management in Emerging Multimedia Services, 50(4): 48-56, IEEE Press, April 2012.
Thank You for referencing this work, if you find it useful!
Reference/Citation to a paper: Alexandre de Masi, Katarzyna Wac, MIQModel: Predictive Model for Mobile Internet, International Workshop on Traffic Monitoring and Analysis (TMA), PhD Poster Session, Brussels, Belgium, April 2016.
Keynote at the 21st Congress of the European Association of Hospital Pharmacists (EAHP), 2016. Thank You for referencing this work, if you find it useful!
Reference/Citation for a latest scientific paper related to this talk: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
FULL VIDEO OF THE TALK: http://quadia.webtvframework.com/farma_actueel/_app/presentation/?offset=0&id=1371946
Slides/Videos URLs:
Slide 66 http://www.youtube.com/watch?v=r9bLZFxTb_0
Slide 98 http://www.youtube.com/watch?v=-hhOtjdkU34
Slide 117 http://www.youtube.com/watch?v=9mHnCnX4al0
Slide 120 http://www.youtube.com/watch?v=pw68x_4L2NQ
Slide 139 DELL video: Confidential, Restricted Use Rights
Talk given:
Katarzyna Wac, Innovations for Global Health Challenges (Panel), ITU-WHO Policy Dialogue on Digital Health for “Healthy Lives and Wellbeing for All (SDG3)” in parallel to the World Health Assembly, Geneva, Switzerland, May 2016.
Please reference this work if you find it useful as follows (related paper):
Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Thank You for referencing this work, if you find it useful!
Reference/Citation: Katarzyna Wac, Jenny-Margrethe Vej, Kimie Bodin Ryager, Quality of Life Technologies: From Fundamentals of Mobile Computing to Patterns of Sleep and Happiness (Poster), 5th EAI International Symposium on Pervasive Computing Paradigms for Mental Health (MindCare), Milan, Italy, September 2015.
Additional Reference/Citation for a latest scientific paper: Katarzyna Wac, Maddalena Fiordelli, Mattia Gustarini, Homero Rivas, Quality of Life Technologies: Experiences from the Field and Key Research Challenges, IEEE Internet Computing, Special Issue: Personalized Digital Health, July/August 2015.
Brain Computer Interface (BCI) aims at providing an alternate means of communication and control to people with severe cognitive or sensory-motor disabilities. These systems are based on the single trial recognition of different mental states or tasks from the brain activity. This paper discusses the major components involved in developing a Brain Computer Interface system which includes the modality to obtain brain signals and its related processing methods.
Poster Presentation: An Investigation on Non-Invasive Brain-Computer Interfac...Md Jobair Hossain Faruk
The poster was created for two major student research activities at Kennesaw State University named (i) Symposium of Student Scholars and (ii) C-Day where I have introduced one of my research projects virtually.
The poster Can be found here: https://digitalcommons.kennesaw.edu/cgi/viewcontent.cgi?article=1066&context=cday
What are most promising lifestyle and tech options to harness lifelong neurop...SharpBrains
*Dr. Álvaro Pascual-Leone, Director of the Berenson-Allen Center for Noninvasive Brain Stimulation at Beth Israel Deaconess Medical Center
*Dr. David Bartrés-Faz, Principal Investigator of the Barcelona Brain Health Initiative (BBHI)
*Dr. Simone Schurle, Assistant Professor for Responsive Biomedical Systems at the Swiss Federal Institute of Technology
*Chaired by: Dr. David Bach, Founder and President of the Platypus Institute
*Álvaro Fernández, CEO and Editor-in-Chief of SharpBrains
*Sarah Lenz Lock, Senior Vice President for Policy at AARP and Executive Director of the Global Council on Brain Health (GCBH)
*Dr. April Benasich, Director of the Baby Lab at the Rutgers Center for Molecular and Behavioral Neuroscience
*Chaired by: Dr. Cori Lathan, Co-Chair of the World Economic Forum’s Council on the Future of Human Enhancement
Slidedeck supporting session held during the 2017 SharpBrains Virtual Summit: Brain Health & Enhancement in the Digital Age (December 5-7th). Learn more at: https://sharpbrains.com/summit-2017/
This presentation is given in (2015) . As the power of modern computers grows alongside our understanding of the human brain, we move ever closer to making some pretty spectacular science fiction into reality.
Overview of neuroplasticity, cognition and brain fitness, based on the book talk for The SharpBrains Guide to Brain Fitness at New York Public Library on September 29th, 2009.
More information on the book available here:
http://www.sharpbrains.com/book/
This presentation has a Creative Commons Attribution No Derivatives license, so you can use it for classes and lectures, as appropriate.
Augmenting Speech-Language Rehabilitation with Brain Computer Interfaces: An ...HCI Lab
Presentation on Aug 7, 2015 in the 17th International Conference on Human-Computer Interaction #HCII2015 in Los Angeles, CA, USA. The paper was presented in the Universal Access in Human-Computer Interaction track in the "Novel technologies for speech, language, attention and child development" session which was chaired by Prof. Margherita Antona, Foundation for Research & Technology - Hellas (FORTH), Greece http://2015.hci.international/friday
A Brain Computer Interface (BCI) provides a communication path between human brain and the computer system. With the advancement in the areas of information technology and neurosciences, there has been surge of interest in turning fiction into reality.
The major goal of BCI research is to develop a system that allows disabled people to communicate with other persons and helps to interact with the external environments.
This area includes components like, comparison of invasive and noninvasive technologies to measure brain activity, evaluation of control signals (i.e. patterns of brain activity that can be used for communication), development of algorithms for translation of brain signals into computer commands, and the development of new BCI applications.
It facilitates restoring the movement ability for physically challenged or locked-in users and replacing lost motor functionality.
Individual functional atlasing of the human brain with multitask fMRI data: l...Ana Luísa Pinho
Linking brain systems and mental functions requires accurate descriptions of behavioral tasks and fine demarcations of brain regions. Functional Magnetic Resonance Imaging (fMRI) has opened the possibility to investigate how brain activity is modulated by behavior. However, to date, no data collection has systematically addressed the functional mapping of cognitive mechanisms at a fine spatial scale. Most studies so far are bound to one single task, in which functional responses to a handful of contrasts are analyzed and reported as a group average brain map. The Individual Brain Charting (IBC) project stands for a high-resolution (1.5mm), multi-task fMRI dataset, intended to provide an objective basis for the establishment of a neurocognitive atlas based on the individual mapping of the human brain. This data collection refers to a permanent cohort during performance of a wide variety of tasks across many sessions. Data up to the third release---comprising 28 tasks---are publicly available in the OpenNeuro repository (ds002685). Derived statistical maps from the first and second releases can be found in NeuroVault (id6618) and they amount for 205 canonical contrasts described on the basis of 113 cognitive concepts taken from the Cognitive Atlas. These derivatives reveal all together a comprehensive brain coverage of regions engaged in cognitive processes as well as a successful encoding of the functional networks reported by the original studies. As the dataset becomes larger and the ensuing collection of concepts gets richer, finer subject-specific, cognitive topographies can be extracted from the data. We thus explore this individual-functional-atlasing approach in order to link functional segregation of specialized brain regions to elementary mental functions. Results show that individual topographies---common to all tasks---are consistently mapped within and, to a lesser extent, across participants. Besides, prediction scores associated with the reconstruction of contrasts of one task from the remaining ones reveal the quantitative contribution of each task to these common representations. Yet, scores decreased when subjects were permuted between train and test, confirming that topographies are driven by subject-specific variability. Lastly, we demonstrate how cognitive mapping can benefit from contrasts accumulation, by analyzing the functional fingerprints of a set of individualized regions-of-interest from the language network.
How to Write a CHI Paper 2016 (CHI PLAY 2016)Lennart Nacke
Slides from the first iteration of the How to Write CHI Papers course at CHI PLAY 2016, which discusses the course exercises and content presented at the conference for the course.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
DAC 305: Choice and Agency in GamificationLennart Nacke
As part of teaching the course DAC 305 at the University of Waterloo, Dr. Nacke dives deep into the underlying mechanisms of choice and agency in this lecture.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
The 5 Gamification Languages: The secret to gameful experiences that last (Ga...Lennart Nacke
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.
#GamesUR Conference: From Body Signals to Brainy Player InsightsLennart Nacke
Games User Researchers are often sceptical when it comes to using brain and body sensors, but as the cost of sensor technologies continues to drop, it is time to consider the potential insights that we might gain from using these signals in our work. In this talk, I will briefly introduce the most common physiological measures that are used in Games User Research, and discuss the challenges in obtaining a clean signal and usable data from different low-cost devices. Additionally, I will make recommendations for signal cleaning procedures and briefly talk about the analysis made possible with different physiological sensors. I will also demonstrate the conclusions that may be inferred from some of these data when compared to other Games User Research methods, such as behavioural observation. Lastly, I will introduce some of my own visualization methods for quickly comprehending the meaning of physiological sensor data.
On the Usability of Psychophysiological User Research for the Games IndustryLennart Nacke
In this presentation from the 2012 Games User Research Summit, I talk about physiological research methods for games and why this matters for examining user experience with physiological measures.
My CHI 2011 talk on how direct and indirect control enhance game interaction.
CITATION:
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (CHI 2011), Vancouver, BC, Canada. 103-112.
Affective Ludology: Affective Measurement of User Experience in GamesLennart Nacke
Keynote from GameDays 2010: Serious Games for Sports and Health.
Digital games provide the most engaging interactive experiences. You will be able to take away 3 methods for measuring user experience in games from this talk. First, the objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, will show how to collect player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires willallow a reliable assessment of players' subjective emotion and cognition during gameplay. Third, the combination of the two approaches allows cross-correlations to be made about gameplay experience with focus on human-machine interaction.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Brain, Body, and Bytes CHI 2010 Workshop Presentations
1.
2. BBB Workshop Overview
Audrey Girouard, Erin Treacy Solovey,
Regan Mandryk, Desney Tan,
Lennart Nacke, Robert J.K. Jacob
3. BBB Workshop: Bringing Together
BCI& Physiological Computing
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 3
4. Workshop Goals
1. Provide a platform for creating synergies
between two related and emerging HCI
disciplines (PC and BCI).
2. Kick-start BBB research in HCI by identifying
key research questions and application areas
3. Enhancing HCI methodologies by adding these
new methods and techniques to the toolbox of
HCI researchers
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 4
5. About Us
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 5
6. About you
• 25 Participants • X EEG papers
• Y fNIRS papers
• Z EMG papers
• 9 Brain papers
• A GSR
• 19 Body papers
• B Eye tracking
Brain Body
32%
68%
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 6
7. Workshop Discussion Questions
<on your tables>
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 7
8. Workshop Discussion Questions
What terms/acronyms should we use to
describe our work?
Psychophysiological computing seems a bit long…
BBB?
BBI?
Other suggestions?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 8
9. Today’s Schedule
09:00-10:30 Introduction of organizers & participants, CHI madness style
10:30-11:00 Break
11:00-12:30 Group Discussion (assign groups + topic)
12:30-14:00 Lunch
14:00-15:30 Small group discussion (1h of discussion + 30 minutes of reporting)
15:30-16:00 Break
16:00-17:00 Report from small groups, recap, group discussion – barriers to
publication in HCI
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 9
10. Staying connected
Website http://www.eecs.tufts.edu/~agirou01/workshop/
Twitter http://twitter.com/bbbCHI2010
Twitter #bbbCHI2010
Hashtag
Facebook http://www.facebook.com/home.php#/pages/Atlanta-GA/Brain-Body-and-
Bytes-Psychophysiological-User-Interaction-at-CHI-2010/136581171786
Flickr http://www.flickr.com/groups/bbbchi/
Slide Share http://www.slideshare.net/group/brain-body-and-bytes-psychophysiological-
user-interaction
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 10
11. And now… 2 Minute Introductions
• About your research:
– Application or domain space? (e.g. video games)
– Signal you are measuring? (e.g. fNIRS)
– Device/hardware you are using? (e.g. ISS, Inc)
• What would you like to get out of workshop?
– What problems are you facing?
– What do you see in common with others here?
– What device would you like to know more about?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 11
12. List of Presentations
1. Adriane Randolph 16. Katarzyna Wac
2. Krzysztof Z. Gajos 17. Feng Tian
3. Saraswathi Bellur 18. Veronica Zammitto
4. Danny Plass-Oude Bos 19. Johanna Octavia
5. Kai Kuikkaniemi 20. Bob Wray
6. Mitchel Benovoy 21. Marjolein van der Zwaag
7. Yee Chieh Chew
8. Martha Crosby
9. Jan Kallenbach
10. Eva Oliveira
11. Lucia Filgueiras
12. Marc Grootjen
13. Melody Moore Jackson
14. Johann Schrammel
15. Daniel Sjölie
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 12
13. Brain-Computer Interfaces as Child’s
Play: Using Mental Training to Improve
Motor Skills in Children
Adriane B. Randolph, Ph.D.
Ashley Ingraham
Kennesaw State University
14. Outline
• Research Position
– Examine ties between sensorimotor area and physical ability to uncover a
training tool to aid children’s motor skill development
• Pilot Study
– 3 able-bodied adults (2 Male, 1 Female)
– Acquire baseline Wii tennis score
– Conduct mental training with BCI2000 mu training protocol for 5 days
– Retest Wii tennis score for improvements Participant Session One Session Five
– Mixed results AZ 98 60
CM 70 64
MW 103 118
• Future Work
– Extend study with 20 able-bodied adults (currently in progress)
– Analyze link between training and baseline ability
– Test with elementary-aged children
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 14
15. Screening for Mu
Ashley prepares participant to use mental imagery of hand and foot
movements to determine his best channels for use in mu BCI training before
he plays a match of Wii Tennis.
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 15
16. Thank you
Adriane B. Randolph, Ph.D.
Kennesaw State University BrainLab
(770) 423-6083
brainlab@kennesaw.edu
http://coles.kennesaw.edu/brainlab/
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 16
17. Understanding How to Design Complex
Brain-Controlled Applications
Krzysztof Z. Gajos
18. How to Design Brain-Controlled
Applications?
• Basic operations
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 18
19. How to Design Brain-Controlled
Applications?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 19
20. How to Design Brain-Controlled
Applications?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 20
21. How to Design Brain-Controlled
Applications?
• Basic operations
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 21
22. How to Design Brain-Controlled
Applications?
• Interaction between primary task and BCI
performance
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 22
23. How to Design Brain-Controlled
Applications?
• Error prevention, recovery, and actions
with side effects
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 23
25. Psychophysiological Responses
to Media Interfaces
Saraswathi Bellur S. Shyam Sundar
Media Effects Research Lab
http://www.psu.edu/dept/medialab
Pennsylvania State University
26. Biopac MP 35 & MP 150
ACQknowledge software
Skin Conductance (EDA)
Heart Rate (ECG)
Facial EMG
Brain Wave (EEG)
Eye Movement (EOG)
Application Areas
Interface presentation
Information Processing
Usability Testing &
Evaluation
User Experience
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 26
27. Physiological Measures: Affect, Arousal & Attention
3. ECG: Heart
Rate recording
1. EEG: Bipolar recordings Occipital Alpha Blocking
Orienting
Response via
BPM change
2. Skin Conductance (EDA) Tonic arousal levels 4. Facial EMG:
Corrugator &
Zygomatic
recordings
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 27
28. Theoretical Frameworks
• The Media Equation: Mediated Life = Real Life (Reeves & Nass,
1996).
• Structural aspects of media technologies: Automatic or
Controlled processing? Voluntary or Involuntary responses?
• Specific cues triggered via interactions with four types of
media affordances, MAIN model (Sundar, 2008)
Animation
M: MODALITY Customization Heuristics
A: AGENCY
Information Perceptual
Scent Bandwidth
I: INTERACTIVITY
N: NAVIGABILITY Contingency UGC & Sourceness
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 28
29. Thank you
Saras Bellur (saras@psu.edu)
S. Shyam Sundar (sss12@psu.edu)
Media Effects Research Lab
http://www.psu.edu/dept/medialab
Pennsylvania State University
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 29
30. BCI for Games
Danny Plass-Oude Bos
Boris Reuderink, Bram van de Laar,
Hayrettin Gürkök, Christian Mühl,
Mannes Poel, Anton Nijholt, Dirk Heylen
HMI, University of Twente
31. Target Group: the general population
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 31
32. BCI: issues
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 32
33. BCI: new information, new features
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 33
34. Acceptance: Usability & Realistic Settings
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 34
35. Subjects Users
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 35
38. Emoshooter
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 38
39. Emoshigeru - cinema games
Real-time
Public display
Biosignal adaptation
Massive co-located
Shooter / Strategy
Part of Shigeru-games
local
wlan
Public display
Connected to game
server
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
40. Presemo – presentation engine
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
41. Emolisten – biosignal sonification
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
42. Research statement
• Social Games and Playful Applications,
which Utilize Biosignals
• Grey Area between Adaptation and
Biofeedback
– Implicit and Explicit Biofeedback
• Biosignal Synchrony (Inter-Personal)
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 42
43. Our team and projects
Professor Marko Turpeinen
Professor Timo Saari
Ilkka Kosunen, Toni Laitinen, Petri Lievonen, Pauli Ojala
Fun of Gaming (EU FP6) (2006-2009)
Enactive Social Media and Games (Aalto) (2009)
Emokeitai (Tekes – National Innovation Agency) (2009-2011)
Thanks:
CKIR / Niklas Ravaja
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 43
44. Psychophysiological signal
analysis and classification
Mitchel Benovoy
Centre for Intelligent Machine, McGill University
45. Outline
• Signals
• Hardware
• Application domains
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 45
47. Hardware
• Thought Technology ProCom Infinity
Images via www.thoughttechnology.com
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 47
48. Application Domains
• Affective Computing
– Interaction evaluation (UI, devices, latency)
– Music & emotion research
– Psychoneurology
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 48
49. Thank you
benovoym@cim.mcgill.ca
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 49
50. BCI and Creativity
Yee Chieh (Denise) Chew
Georgia Institute of Technology
51. Outline
• fNIR and Creative Expression
• EEG and Music
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 51
52. Character Templates for fNIR
Created with a mouse, these are templates that subjects traced
using fNIR
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 52
53. Thank you
ychew@gatech.edu
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 53
54. Physiological Measures Used for
Identification of Cognitive States and
Continuous Authentication
Curtis S. Ikehara & Martha E. Crosby
University of Hawaii at Manoa
55. Outline
• Overview of our Research Using
Physiological sensors
– Assessing Cognitive States
– Continuous Authentication
• Possible Applications
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 55
56. Multi-modal Physiological Sensors System
Eye Tracker
(Gaze Position, Fixation Number, Fixation
Duration, Repeat Fixations, Search Patterns,
MTF Pupil Size, Blink Rate, Blink Duration)
(Moving Target Fractions) HUMAN
Pressure Mouse
(Pressures on Mouse Button and Body)
Laptop
(Data Collection, Analysis & Display)
EDA / TSA Finger Sensors
(Electrodermal and Temperature Sensor Activity)
Oximeter
(Pulse, Blood Oxygen)
Custom Electronics
(Analog to Digital Converter)
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 56 56
57. A Composite of Over 20 Mouse Clicks of
Three People (Click Signature)
US Patent # 7,245,218
Subject 4
Subject 5 Subject 7
57
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
58. Possible Applications
• The student’s confidence can be assessed by
evaluating the distortions of the mouse click
signature.
• High Value Vehicle Control
– Pressure and other physiological sensors can be
attached to a steering (e.g. aircraft yoke or
steering wheel) .
– Sensors can be used to indicate that:
• The authorized pilot or driver is in control.
• The cognitive state of the pilot is consistent with the
vehicle’s activity.
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 58
59. Thank you
Curtis S. Ikehara Martha E. Crosby
cikehara@hawaii.edu crosby@hawaii.edu
University of Hawaii at Manoa
1680 East-West Road - POST 317
Honolulu, Hawaii 96822 USA
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 59
60. Measuring Interaction Experiences:
Integration of Multiple
Psychophysiological Methods
Jan Kallenbach
Aalto University
Helsinki, Finland
61. Outline
User Experience
=
Choice & Interaction
+
Cost-Benefit Evaluations
Measuring Interaction Experiences?
Software Framework
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 61
62. Multimodal
Measurements
Client Application for UX Research
Sampling frequency: max 1000Hz
Psychophysiological Measures: Gaze, Pupil Size, EDA, EMG, EEG, …
Behavioral Measures: Keyboard, Mouse, Slider, …
System Measures: Window Events
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 62
63. Thank you
Jan Kallenbach
Research Scholar
Aalto University
School of Science & Technology
Department of Media Technology
P.O. Box 15500
FIN - 00076 Aalto
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 63
64. Towards enhanced video access and
recommendation through emotions
Eva Oliveira
Nuno Ribeiro
Teresa Chambel
IPCA | LASIGE
65. We Want
• To access to videos based on emotions
– user actual emotional (psychophysiological) state
– video emotional content
– director’s perspective
• To recommend videos based on emotions
– create a set of rules from every affective
classification perspective (user and video, director)
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 65
66. Affective video recommendation
system requirements ()
• Every video must be classified affectively from the user
and from the content perspective.
• Every user has an emotional profile constituted by all his
implicit (physiological) classification of every classified
movie.
• User physiological signals can change the way we watch
the videos
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 66
67. User Classification Issues
• Automatic Classification
– Users emotional state
• emotional model
– Classification techniques
• Result output
• Accuracy
• Lab contexts
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 67
68. Current State
• Capturing users phychophysiological signals
(BIOPAC System) while watching movies
This is my exciting picture
• Next step: several classification techniques to
convert signal result into emotional categories
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 68
69. Thank you
• Eva Oliveira :
• eva.oliveira@gmail.com
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 69
70. Your users can’t talk!
How can you tell they liked
your system?
Lucia Filgueiras and Claudia Tambascia
Escola Politecnica
Universidade de São Paulo
71. What we want to do
• Develop products for cerebral palsy users
• Perform participatory design
• Understand non-verbal communication
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 71
72. Direct measures and usability evaluation
HRV and workload measures Eye tracking in iTV apps
in control room operability evaluation
evaluation
Comparison of eye tracker
NASA TLX, SWAT, Heart Rate
findings to conventional
Variability usability tests results
Variabilidade da frequência cardíaca OP13
LF nu / HF nu LSC Média
18,0
Operador analisa sistema após vários
Índice do Balanço Simpático? Parassimpático
Ação do operador para alarmes: temperatura alta (10:29); Ação do operador para
16,0
correção nível alto (10:32) e segurança correção
14,0 (10:32; 10:37; 10:43) 14,1
12,0 Alarme de 11,7
temperarura alta:
10,0 10:15
9,1
8,3 8,5
8,0
7,3
6,6
6,0 5,9
5,2 5,3 5,6
4,6 5,0
4,0 3,9 3,8 4,0 4,4 4,1
2,9 3,3
2,6 2,6 2,6 2,3 2,4
2,0
0,0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
0
5
:3
:4
:4
:5
:5
:0
:0
:1
:1
:2
:2
:3
:3
:4
:4
:5
:5
:0
:0
:1
:1
:2
:2
:3
:3
09
09
09
09
09
10
10
10
10
10
10
10
10
10
10
10
10
11
11
11
11
11
11
11
11
HORA
Heart Rate Variability of an operator in a unstable unit situation
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
73. Our questions:
• How personalized are body expressions for cerebral palsy patients?
• Are there general body expressions that can mean the same for everyone?
• Is it possible to determine a generic way of measuring these expressions?
• Is there any other liaison besides gestures and facial expressions , like an
unconscious connection of limbic systems that can be responsible for the
mutual sensitive communication?
• Is there a reference body signal that can be used as a reliable parameter to
evaluate body expressions?
• How can we establish a correlation between body expressions and
patient´s opinion of approval or disapproval of a design solution?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 73
74. Thank you!
Contact us:
Lucia V. L. Filgueiras
Escola Politecnica, Universidade de São Paulo
lucia.filgueiras@poli.usp.br
Claudia A.Tambascia
Fundação CPqD
claudiat@cpqd.com.br
http://lts-i.pcs.usp.br
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 74
76. Outline
• Symbiosis & mutual understanding
• Information models
• Interfaces
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 76
77. Maximum task performance
Symbiotic entity
Disturbance
Mutual
human understanding computer
Tasks (goals)
Human-computer symbiosis with mutual understanding
as key issue for maximum task performance
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 77
78. Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 78
80. Extended Home-based BCI study
• fNIR-based BCI for communication
• 32 People with ALS (so far) over 1 year
• 78% (25) could operate the device on
initial visit with accuracy > 70%
• Accuracy to 100%, average 76.5%
• Issues:
– Motivation
– Data Collection
– Remote Support
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 80
81. The Kokoro Gatari
Brain Computer Interface based on Functional Near Infrared
imaging
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 81
82. Thank you
Melody Moore Jackson
melody@cc.gatech.edu
404-277-1324
Ian McClendon
imclend@cc.gatech.edu
404-641-7712
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 82
83. Get up, move on! Using
Electromyography to Explore
the Relationship of Experience
and Motion
Johann Schrammel
Centre for Usability Research and
Engineering
84. Outline
• Compare experiences and emotions in
conditions with and without movements
with Electromyography(EMG) and other
methods
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 84
85. Outline
• Can EMG successfully be used to
estimate a user‘s emotional experience in
motion contexts (artefacts, feasibility,
etc.)?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 85
86. Outline
• Is a more embodied way of controlling
interaction actually amplifying experience?
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 86
87. Results
• EMG is suitable for motion contexts.
• Both EMG and self-report data indicate
that natural body movement intensifies
emotions.
• It’s crucial that body movements are in
accordance with activity.
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 87
88. Thank you
schrammel@cure.at
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 88
90. Reality-Based Brain-Computer
Interaction
• Complex, reality-based, interaction with the
ability to adapt to the user in real-time
– Using brain measurements to evaluate
• Direct brain-computer interaction
– The user can be unaware
• We’re using a combination of virtual
reality (VR) and functional MRI (fMRI)
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 90
91. HCI and cognition
• An improved understanding of the brain in this
interactive and complex context is needed
• Build on theories of cognition as a foundation
for the development of advanced HCI
– As interaction moves towards being reality-based
we move closer to “interacting with reality”, and
thus to general cognition
• Cognitive neuroscience and computational
models of the brain are important tools
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92. Working with fMRI and Virtual Reality
Working with fMRI requires specialist competence and forces us to
deal with powerful magnetic fields and restricted mobility, but the
ability to measure the whole brain is an invaluable research tool.
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93. Thank you
Daniel Sjölie, daniel@cs.umu.se
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94. emoBAN:
Improving Quality of Life
via Psychophysiological Mobile
Computing
Katarzyna Wac, Anind K. Dey
Carnegie Mellon University, HCII
95. emoBAN idea
• “what always speaks silently is the body” (Brown, 1990)
– measure QoL via psychophysiology
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96. emoBAN: Usable Useful Functional
• Body Area Network
– sensors
• vital signs, e.g., ECG, temp, resp
• context, e.g., location, time, activity
– actuators
• feedback via, e.g., AV, tactile, light
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97. Thank you
Dr Katarzyna Wac
Carnegie Mellon University
Human-Computer Interaction Institute
katewac@cmu.cs.edu
www.cui.unige.ch/~wac
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98. Leveraging Psychophysical Data in
Monitoring and Analyzing the
States of Badminton Players
Feng Tian, Wencan Luo, Jing Dai, Reza Naima, Yongmin Cheng, Hongan
Wang, Guozhong Dai
Institute of Software, Chinese Academy of Sciences
Physical Education Collage, Beijing Sport University
Berkeley Institute of Design, UC. Berkeley
China Badminton Team, General Administration of Sport of China
4/20/2010
99. Traces and physical
actions
- Camera, accelerometers
Psychophysical data
- Berkeley Tricorder
ECG, EMG, Pulse Oximetry,
BioImpedance Respiration
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
100. Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010
101. Exploring Quantitative Methods
for Evaluating Sports Games
Veronica Zammitto
Simon Fraser University
Magy Seif El-Nasr
Simon Fraser University
Paul Newton
Electronic Arts Canada
102. Current Study: NBA Live 10
• Eye tracking
– Eye Tech TM3
• Psycho-physiological data
– ProComp5 Infiniti
– EMG (corrugator supercilii and zygomatic major),
EKG (heart rate), GSR and BVP
• Gameplay Telemetry Data
– event-based RPC telemetry collection system
• Triangulation
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103. What was the user
the
Data Triangulation - NBA Live 10 emotional response?
looking at?
Game user experience
Event, when
Was positive?
Where user’s
Was negative?
attention was?
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104. Data Triangulation - NBA Live 10
Game user experience
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106. Exploring Psycho-physiological Measures for
the Design and Behavior of Socially-Aware
Avatars in Ubicomp Environments
Johanna Renny Octavia
Hasselt University, Belgium
107. Avatars in Ubicomp Environment
User’s representation Mediator between system and user (companion)
To design a socially-aware avatar that adapts its behavior according to user’s emotion
Any incorrect actions of the avatar can lead to loss of identification of the user
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108. Our informal experiment
ProComp Infiniti device, measured GSR, EMG and BVP
Higher physiological values when playing against a friend
How different social relationships between players influence those values?
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109. Thank you
Expertise Centre for Digital Media (EDM)
Web: www.edm.uhasselt.be
Email: johanna.octavia@uhasselt.be
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111. Why I need Psychophysiological
Computing
• Practice environments are becoming
common-place
• Adaptive tailoring of practice is important for
individualized experience/learning
• Need more than traditional adaptations (e.g.,
scaffolding)
– Adapting to engage learner / maintain interest
– Adaptation to reducing “gaming” in environment
– Adaptation to elicit learner affect/arousal (“real”)
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113. Thank you
Bob Wray
Soar Technology
wray@soartech.com, 919.967.5079
Brian Magerko
Georgia Institute of Technology
magerko@git.edu
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114. Guidelines to biosignal
driven HCI
Marjolein van der Zwaag
Philips Research Europe, University of
Groningen
115. Guidelines to biosignal
driven HCI
Marjolein van der Zwaag
Egon L. van den Broek
Joris H. Janssen
116. Outline
• Signal(s) measured: psycho-physiological
• Application domain: Affective computing
• Device used: Nexus 10, mind media
• Guidelines for processing biosignals
– Triangulation
– Identification of users
– Biosignal characteristics
– Temporal construction
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117. Unobtrusive affective computing
Music direct your mood concept
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120. Workshop Discussion Questions
What is brain/body computing good for?
How can we think systematically about this
space?
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121. Workshop Discussion Questions
What are the major themes of HCI that can
be explored using brain/body interaction?
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122. Workshop Discussion Questions
What specific brain & body sensing modalities
are interesting and how can we use them?
What are most innovative technologies in this
space?
How do these compare with existing practices
(NASA-TLX, Likert-style questionnaires, etc)?
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123. Workshop Discussion Questions
How can BCI and PC be defined within an HCI
context?
How is a HCI context different from
neuropsychology, biomedicine or biomedical
engineering?
How does HCI contribute to
psychophysiological computing (or more
specifically neural engineering, bio-
engineering, etc)?
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124. Workshop Discussion Questions
If we could measure anything on brain and
body, what would we want to measure and
why?
What cognitive states and emotions have
been investigated with sensors?
What methodologies are best for what
signals?
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125. Workshop Discussion Questions
How can accurate physiological,
psychological and neurophysiological
measurements improve HCI?
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126. Workshop Discussion Questions
With what software techniques and
hardware technologies could these signals
be optimally processed?
How can software account for the
combination of user actions taken to
accomplish a task versus actions that
would surprise the user, yet optimize their
experience?
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127. Workshop Discussion Questions
What are the issues that must be considered
when using brain/body computing for
direct control, passive sensing, adaptation,
etc?
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128. Groups
• How to go from raw data to something
else
– Emotions: TABLE 1
– Data Fusion: TABLE 4
• How to use these things in interactive
interfaces: TABLE 3
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129. BBB Workshop: Bringing Together
BCI& Physiological Computing
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130. Staying connected
Website http://www.eecs.tufts.edu/~agirou01/workshop/
Twitter http://twitter.com/bbbCHI2010
Twitter #bbbCHI2010
Hashtag
Facebook http://www.facebook.com/home.php#/pages/Atlanta-GA/Brain-Body-and-
Bytes-Psychophysiological-User-Interaction-at-CHI-2010/136581171786
Flickr http://www.flickr.com/groups/bbbchi/
Grouplist http://groups.google.com/group/brain-body-interfaces/
Slide Share http://www.slideshare.net/group/brain-body-and-bytes-psychophysiological-
user-interaction
Brain, Body and Bytes: Psychophysiological User Interaction Workshop at CHI 2010 130
131. BBB at CHI2010
Brains and Brawn session: Tuesday 11:30-1pm
Making Muscle-Computer Interfaces More Practical
T. Scott Saponas, Desney S. Tan, Dan Morris, Jim Turner, James A. Landay
University of Washington, USA
Microsoft Corporation, USA
A Novel Brain-Computer Interface Using a Multi-Touch Surface
Beste F. Yuksel, Michael Donnerer, James Tompkin, Anthony Steed.
University College London, UK
The Influence of Implicit and Explicit Biofeedback in First-Person Shooter Games
Kai Kuikkaniemi, Toni Laitinen, Marko Turpeinen, Timo Saari, Ilkka Kosunen, Niklas Ravaja,
Helsinki Institute for Information Technology, Finland
Center for Knowledge and Innovation Research, Finland
Effects of Interactivity and 3D-motion on Mental Rotation Brain Activity in an Immersive Virtual
Environment
Daniel Sjölie, Kenneth Bodin, Eva Elgh, Johan Eriksson, Lars-Erik Janlert, Lars Nyberg
Umeå University, Sweden
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132. THANK YOU
• Keep in touch!
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