Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Embodiment in brain-computer interaction
AU - O'Hara, K.
AU - Sellen, A.
AU - Harper, R.
PY - 2011
Y1 - 2011
N2 - With emerging opportunities for using Brain-Computer Interaction (BCI) in gaming applications, there is a need to understand the opportunities and constraints of this interaction paradigm. To complement existing laboratory-based studies, there is also a call for the study of BCI in real world contexts. We present such a real world study of a simple BCI game called MindFlex®, played as a social activity in the home. In particular, drawing on the philosophical traditions of embodied interaction, we highlight the importance of considering the body in BCI and not simply what is going on in the head. The study shows how people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game. It is the public availability of these bodily actions during BCI that allows action to be socially organised, understood and coordinated with others and through which social relationships can be played out. We discuss the implications of this perspective and findings for BCI. Copyright 2011 ACM.
AB - With emerging opportunities for using Brain-Computer Interaction (BCI) in gaming applications, there is a need to understand the opportunities and constraints of this interaction paradigm. To complement existing laboratory-based studies, there is also a call for the study of BCI in real world contexts. We present such a real world study of a simple BCI game called MindFlex®, played as a social activity in the home. In particular, drawing on the philosophical traditions of embodied interaction, we highlight the importance of considering the body in BCI and not simply what is going on in the head. The study shows how people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game. It is the public availability of these bodily actions during BCI that allows action to be socially organised, understood and coordinated with others and through which social relationships can be played out. We discuss the implications of this perspective and findings for BCI. Copyright 2011 ACM.
KW - Brain-Computer Interaction
KW - Embodied interaction
KW - Gaming
KW - Brain activity
KW - Interaction paradigm
KW - Social activities
KW - Social relationships
KW - Brain
KW - Brain computer interface
KW - Human engineering
KW - Philosophical aspects
KW - Human computer interaction
U2 - 10.1145/1978942.1978994
DO - 10.1145/1978942.1978994
M3 - Conference contribution/Paper
SN - 9781450302289
SP - 353
EP - 362
BT - CHI '11 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PB - ACM
CY - New York
ER -