User Experience in Neurofeedback Applications Using AR as Feedback Modality

被引:0
作者
Berger, Lisa Maria [1 ]
Wood, Guilherme [1 ,2 ]
Kober, Silvia Erika [1 ,2 ]
机构
[1] Karl Franzens Univ Graz, Dept Psychol, Univ Pl 2-3, A-8010 Graz, Austria
[2] BioTechMed Graz, A-8010 Graz, Austria
关键词
augmented reality; virtual reality; EEG neurofeedback; user experience; flow; PERFORMANCE; DISTRACTION; GAMES; BCI;
D O I
10.3390/computers13050110
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Neurofeedback (NF) is a brain-computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, we focused on the effects of augmented reality (AR) based visual feedback on subjective user experience, including positive/negative affect, cybersickness, flow experience, and experience with the use of this technology, and compared it with a traditional 2D feedback modality. Also, half of the participants got real feedback and the other half got sham feedback. All participants performed one NF training session, in which they tried to increase their sensorimotor rhythm (SMR, 12-15 Hz) over central brain areas. Forty-four participants received conventional 2D visual feedback (moving bars on a conventional computer screen) about real-time changes in SMR activity, while 45 participants received AR feedback (3D virtual flowers grew out of a real pot). The subjective user experience differed in several points between the groups. Participants from the AR group received a tendentially higher flow score, and the AR sham group perceived a tendentially higher feeling of flow than the 2D sham group. Further, participants from the AR group reported a higher technology usability, experienced a higher feeling of control, and perceived themselves as more successful than those from the 2D group. Psychological factors like this are crucial for NF training motivation and success. In the 2D group, participants reported more concern related to their performance, a tendentially higher technology anxiety, and also more physical discomfort. These results show the potential advantage of the use of AR-based feedback in NF applications over traditional feedback modalities.
引用
收藏
页数:13
相关论文
共 44 条
  • [1] Paving the Way for Motor Imagery-Based Tele-Rehabilitation through a Fully Wearable BCI System
    Arpaia, Pasquale
    Coyle, Damien
    Esposito, Antonio
    Natalizio, Angela
    Parvis, Marco
    Pesola, Marisa
    Vallefuoco, Ersilia
    [J]. SENSORS, 2023, 23 (13)
  • [2] Real-time Brain Assessment for Adaptive Virtual Reality Game : a Neurofeedback Approach
    Ben Abdessalem, Hamdi
    Frasson, Claude
    [J]. BRAIN FUNCTION ASSESSMENT IN LEARNING, 2017, 10512 : 133 - 143
  • [3] Berger L. M., 2021, INT C GAM LEARN ALL, P111, DOI [10.1007/978-3-030-92182-811, DOI 10.1007/978-3-030-92182-811]
  • [4] Effects of virtual reality-based feedback on neurofeedback training performance-A sham-controlled study
    Berger, Lisa M.
    Wood, Guilherme
    Kober, Silvia E.
    [J]. FRONTIERS IN HUMAN NEUROSCIENCE, 2022, 16
  • [5] Breyer B., 2016, Zusammenstellung sozialwissenschaftlicher Items und Skalen (ZIS), DOI [10.6102/zis242, DOI 10.6102/ZIS242]
  • [6] Augmented reality technologies, systems and applications
    Carmigniani, Julie
    Furht, Borko
    Anisetti, Marco
    Ceravolo, Paolo
    Damiani, Ernesto
    Ivkovic, Misa
    [J]. MULTIMEDIA TOOLS AND APPLICATIONS, 2011, 51 (01) : 341 - 377
  • [7] Real-Time Motion Tracking for Mobile Augmented/Virtual Reality Using Adaptive Visual-Inertial Fusion
    Fang, Wei
    Zheng, Lianyu
    Deng, Huanjun
    Zhang, Hongbo
    [J]. SENSORS, 2017, 17 (05)
  • [8] The use of augmented reality for rehabilitation after stroke: a narrative review
    Gorman, Cassandra
    Gustafsson, Louise
    [J]. DISABILITY AND REHABILITATION-ASSISTIVE TECHNOLOGY, 2022, 17 (04) : 409 - 417
  • [9] Acting performance and flow state enhanced with sensory-motor rhythm neurofeedback comparing ecologically valid immersive VR and training screen scenarios
    Gruzelier, John
    Inoue, Atsuko
    Smart, Roger
    Steed, Anthony
    Steffert, Tony
    [J]. NEUROSCIENCE LETTERS, 2010, 480 (02) : 112 - 116
  • [10] EEG-neurofeedback for optimising performance. I: A review of cognitive and affective outcome in healthy participants
    Gruzelier, John H.
    [J]. NEUROSCIENCE AND BIOBEHAVIORAL REVIEWS, 2014, 44 : 124 - 141