AUTHOR=Labonte-Lemoyne Elise , Courtemanche François , Louis Victoire , Fredette Marc , Sénécal Sylvain , Léger Pierre-Majorique TITLE=Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context JOURNAL=Frontiers in Human Neuroscience VOLUME=12 YEAR=2018 URL=https://www.frontiersin.org/journals/human-neuroscience/articles/10.3389/fnhum.2018.00282 DOI=10.3389/fnhum.2018.00282 ISSN=1662-5161 ABSTRACT=
Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to investigate the improvement of pBCIs with settings adjusted according to the information provided by a second neurophysiological signal. With the use of a second signal, making the system a hybrid pBCI, those parameters can be continuously adjusted with dynamic thresholding to respond to variations such as fatigue or learning. In this experiment, we hypothesize that the adaptive system with dynamic thresholding will improve perceived game experience and objective game performance compared to two other conditions: an adaptive system with single primary signal biocybernetic loop and a control non-adaptive game. A within-subject experiment was conducted with 16 participants using three versions of the game Tetris. Each participant plays 15 min of Tetris under three experimental conditions. The control condition is the traditional game of Tetris with a progressive increase in speed. The second condition is a cognitive load only biocybernetic loop with the parameters presented in Ewing et al. (