Title:
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Designing interactive applications using active and passive EEG-based BCI systems
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A brain computer interface (BCI) is a communication system that allows users to control
computers or external devices by detecting and interpreting brain activities. The initial goals of
BCI were to help severely disabled people, such as people with "locked-in" syndrome, to
communicate with the outside world by interpreting their brain signals into corresponding
external commands. Nowadays, state-of-the-art BCIs, especially using Electroencephalography
(EEG), bring benefits to normal and healthy computer users in a way that enriches their
experiences of everyday Human Computer Interaction (HCI). Although EEG may be used in the
same manner of continuous control and communications, it has been extended to assist and
measure the inner states of users in a more passive way. Because of this, a new categorization of
BCI systems has been proposed, dividing BCI applications in general and EEG-based systems
in specific into active, reactive, and passive BCI.
This thesis focuses on how portable and commodity EEG headsets can benefit the majority of
HCI users with their limited capabilities, in comparison to clinical and expensive headsets. Our
investigations focus on active and passive EEG-based BCI systems. We first investigate about
how to use task engagement as an additional input besides traditional input methods in the
context of active BCI. We then move forward to passive use of BCT by using task engagement
to evaluate an application while the user is taking part in an interaction. We further extend our
investigation to Event-Related Potentials where in particular Error-Related Negativity is used to
detect users' error awareness moments. We show that using EEG signals captured by Emotiv
headsets, moments of users' error awareness (or Error Related Negativity - ERN) can be
detected on a single trial basis. We then show that the classification rates are sufficient to
benefit HCI in single user. Next, we show ERN patterns can be detected in observation tasks
where it not only appears in the observers' EEG, but also shows an anticipation effect in
collaborative settings. Based on the results, we propose different scenarios where task designers
can employ these results to enhance interactive applications, combining with popular HCI
settings and input methods.
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