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2.
Front Psychol ; 13: 883920, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35686063

RESUMO

Despite the robust evidence that congruent background music in the physical store environment positively affects consumer reactions, less is known about its effects in an online context. The present study aims (1) to examine whether congruency via multiple elicited crossmodal correspondences between background music and the online store environment (e.g., perceived lightness, loudness, and coldness of the cue/environment) leads to more positive affective, evaluative, and behavioral consumer reactions and (2) to investigate the moderating role of shopping goals on this crossmodal congruency effect. Previous research showed that low task-relevant atmospheric cues like music can have a negative effect on consumers when they visit a website with a purchase goal in mind. An online experiment was conducted with 239 respondents randomly assigned to a shopping goal (experiential browsing vs. goal-directed searching) and a music condition (no music, crossmodally congruent music, or crossmodally incongruent music). Our results show that crossmodally incongruent background music (vs. no music) leads to more positive consumer reactions for experiential browsers and more negative consumer reactions for goal-directed searchers. Conversely, crossmodally congruent background music (vs. no music) has a positive effect on experiential browsers and no adverse effect on goal-directed searchers. Additionally, the presence of crossmodally congruent background music leads to more positive consumer reactions than the presence of crossmodally incongruent background music, independent of the shopping goal. We extend previous research on multisensory congruency effects by showing the added value of establishing congruency between music and the store environment via multiple elicited crossmodal correspondences in the online environment, countering previously found negative effects of low-task relevant atmospheric cues for goal-directed searchers.

3.
Artigo em Inglês | MEDLINE | ID: mdl-36908334

RESUMO

The Eighth International Brain-Computer Interface (BCI) Meeting was held June 7-9th, 2021 in a virtual format. The conference continued the BCI Meeting series' interactive nature with 21 workshops covering topics in BCI (also called brain-machine interface) research. As in the past, workshops covered the breadth of topics in BCI. Some workshops provided detailed examinations of specific methods, hardware, or processes. Others focused on specific BCI applications or user groups. Several workshops continued consensus building efforts designed to create BCI standards and increase the ease of comparisons between studies and the potential for meta-analysis and large multi-site clinical trials. Ethical and translational considerations were both the primary topic for some workshops or an important secondary consideration for others. The range of BCI applications continues to expand, with more workshops focusing on approaches that can extend beyond the needs of those with physical impairments. This paper summarizes each workshop, provides background information and references for further study, presents an overview of the discussion topics, and describes the conclusion, challenges, or initiatives that resulted from the interactions and discussion at the workshop.

4.
Front Comput Neurosci ; 16: 1006763, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36726556

RESUMO

In the previous decade, breakthroughs in the central nervous system bioinformatics and computational innovation have prompted significant developments in brain-computer interface (BCI), elevating it to the forefront of applied science and research. BCI revitalization enables neurorehabilitation strategies for physically disabled patients (e.g., disabled patients and hemiplegia) and patients with brain injury (e.g., patients with stroke). Different methods have been developed for electroencephalogram (EEG)-based BCI applications. Due to the lack of a large set of EEG data, methods using matrix factorization and machine learning were the most popular. However, things have changed recently because a number of large, high-quality EEG datasets are now being made public and used in deep learning-based BCI applications. On the other hand, deep learning is demonstrating great prospects for solving complex relevant tasks such as motor imagery classification, epileptic seizure detection, and driver attention recognition using EEG data. Researchers are doing a lot of work on deep learning-based approaches in the BCI field right now. Moreover, there is a great demand for a study that emphasizes only deep learning models for EEG-based BCI applications. Therefore, we introduce this study to the recent proposed deep learning-based approaches in BCI using EEG data (from 2017 to 2022). The main differences, such as merits, drawbacks, and applications are introduced. Furthermore, we point out current challenges and the directions for future studies. We argue that this review study will help the EEG research community in their future research.

6.
Artigo em Inglês | MEDLINE | ID: mdl-33033729

RESUMO

The Seventh International Brain-Computer Interface (BCI) Meeting was held May 21-25th, 2018 at the Asilomar Conference Grounds, Pacific Grove, California, United States. The interactive nature of this conference was embodied by 25 workshops covering topics in BCI (also called brain-machine interface) research. Workshops covered foundational topics such as hardware development and signal analysis algorithms, new and imaginative topics such as BCI for virtual reality and multi-brain BCIs, and translational topics such as clinical applications and ethical assumptions of BCI development. BCI research is expanding in the diversity of applications and populations for whom those applications are being developed. BCI applications are moving toward clinical readiness as researchers struggle with the practical considerations to make sure that BCI translational efforts will be successful. This paper summarizes each workshop, providing an overview of the topic of discussion, references for additional information, and identifying future issues for research and development that resulted from the interactions and discussion at the workshop.

8.
Artigo em Inglês | MEDLINE | ID: mdl-29152523

RESUMO

The Sixth International Brain-Computer Interface (BCI) Meeting was held 30 May-3 June 2016 at the Asilomar Conference Grounds, Pacific Grove, California, USA. The conference included 28 workshops covering topics in BCI and brain-machine interface research. Topics included BCI for specific populations or applications, advancing BCI research through use of specific signals or technological advances, and translational and commercial issues to bring both implanted and non-invasive BCIs to market. BCI research is growing and expanding in the breadth of its applications, the depth of knowledge it can produce, and the practical benefit it can provide both for those with physical impairments and the general public. Here we provide summaries of each workshop, illustrating the breadth and depth of BCI research and highlighting important issues and calls for action to support future research and development.

9.
IEEE Trans Cybern ; 43(6): 1584-92, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-24108725

RESUMO

Brain­computer interfaces (BCI) provide a valuable new input modality within human­computer interaction systems. However, like other body-based inputs such as gesture or gaze based systems, the system recognition of input commands is still far from perfect. This raises important questions, such as what level of control should such an interface be able to provide. What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for the highest level of control, or is the optimum elsewhere? In this paper, we evaluate whether we can modulate the amount of control and if a game can be fun with less than perfect control. In the experiment users (n = 158) played a simple game in which a hamster has to be guided to the exit of a maze. The amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user completed a short questionnaire on user experience and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although at lower levels of control fun does increase with improved control, the level of fun drops just before perfect control is reached (with an optimum around 96%). This poses new insights for developers of games who want to incorporate some form of BCI or other modality with unreliable input in their game: for creating a fun game, unreliable input can be used to create a challenge for the user.


Assuntos
Biorretroalimentação Psicológica/métodos , Biorretroalimentação Psicológica/fisiologia , Interfaces Cérebro-Computador , Tomada de Decisões/fisiologia , Mascaramento Perceptivo/fisiologia , Desempenho Psicomotor/fisiologia , Jogos de Vídeo , Adulto , Feminino , Humanos , Masculino
10.
IEEE Trans Neural Syst Rehabil Eng ; 19(6): 628-37, 2011 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21984517

RESUMO

Brain-computer interfaces (BCIs) are known to suffer from spontaneous changes in the brain activity. If changes in the mental state of the user are reflected in the brain signals used for control, the behavior of a BCI is directly influenced by these states. We investigate the influence of a state of loss of control in a variant of Pacman on the performance of BCIs based on motor control. To study the effect a temporal loss of control has on the BCI performance, BCI classifiers were trained on electroencephalography (EEG) recorded during the normal control condition, and the classification performance on segments of EEG from the normal and loss of control condition was compared. Classifiers based on event-related desynchronization unexpectedly performed significantly better during the loss of control condition; for the event-related potential classifiers there was no significant difference in performance.


Assuntos
Encéfalo/fisiologia , Eletroencefalografia/classificação , Movimento/fisiologia , Interface Usuário-Computador , Adulto , Algoritmos , Área Sob a Curva , Comportamento/fisiologia , Variação Contingente Negativa/fisiologia , Eletrodos , Eletroculografia , Emoções , Falha de Equipamento , Potenciais Evocados/fisiologia , Movimentos Oculares/fisiologia , Feminino , Dedos/fisiologia , Humanos , Controle Interno-Externo , Masculino , Desempenho Psicomotor/fisiologia , Processamento de Sinais Assistido por Computador , Software , Jogos de Vídeo
11.
Artigo em Inglês | MEDLINE | ID: mdl-22255362

RESUMO

A brain-computer interface (BCI) enables direct communication from the brain to devices, bypassing the traditional pathway of peripheral nerves and muscles. Traditional approaches to BCIs require the user to train for weeks or even months to learn to control the BCI. In contrast, BCIs based on machine learning only require a calibration session of less than an hour before the system can be used, since the machine adapts to the user's existing brain signals. However, this calibration session has to be repeated before each use of the BCI due to inter-session variability, which makes using a BCI still a time-consuming and an error-prone enterprise. In this work, we present a second-order baselining procedure that reduces these variations, and enables the creation of a BCI that can be applied to new subjects without such a calibration session. The method was validated with a motor-imagery classification task performed by 109 subjects. Results showed that our subject-independent BCI without calibration performs as well as the popular common spatial patterns (CSP)-based BCI that does use a calibration session.


Assuntos
Encéfalo/fisiologia , Sistemas Homem-Máquina , Calibragem , Humanos
12.
J Neural Eng ; 6(4): 041001, 2009 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-19622847

RESUMO

Brain-computer interfaces (BCIs) have attracted much attention recently, triggered by new scientific progress in understanding brain function and by impressive applications. The aim of this review is to give an overview of the various steps in the BCI cycle, i.e., the loop from the measurement of brain activity, classification of data, feedback to the subject and the effect of feedback on brain activity. In this article we will review the critical steps of the BCI cycle, the present issues and state-of-the-art results. Moreover, we will develop a vision on how recently obtained results may contribute to new insights in neurocognition and, in particular, in the neural representation of perceived stimuli, intended actions and emotions. Now is the right time to explore what can be gained by embracing real-time, online BCI and by adding it to the set of experimental tools already available to the cognitive neuroscientist. We close by pointing out some unresolved issues and present our view on how BCI could become an important new tool for probing human cognition.


Assuntos
Encéfalo/fisiologia , Interface Usuário-Computador , Inteligência Artificial , Biorretroalimentação Psicológica , Computadores , Diagnóstico por Imagem , Humanos , Testes Neuropsicológicos
13.
BMC Res Notes ; 2: 138, 2009 Jul 16.
Artigo em Inglês | MEDLINE | ID: mdl-19607662

RESUMO

BACKGROUND: R is the statistical language commonly used by many life scientists in (omics) data analysis. At the same time, these complex analyses benefit from a workflow approach, such as used by the open source workflow management system Taverna. However, Taverna had limited support for R, because it supported just a few data types and only a single output. Also, there was no support for graphical output and persistent sessions. Altogether this made using R in Taverna impractical. FINDINGS: We have developed an R plugin for Taverna: RShell, which provides R functionality within workflows designed in Taverna. In order to fully support the R language, our RShell plugin directly uses the R interpreter. The RShell plugin consists of a Taverna processor for R scripts and an RShell Session Manager that communicates with the R server. We made the RShell processor highly configurable allowing the user to define multiple inputs and outputs. Also, various data types are supported, such as strings, numeric data and images. To limit data transport between multiple RShell processors, the RShell plugin also supports persistent sessions. Here, we will describe the architecture of RShell and the new features that are introduced in version 1.2, i.e.: i) Support for R up to and including R version 2.9; ii) Support for persistent sessions to limit data transfer; iii) Support for vector graphics output through PDF; iv)Syntax highlighting of the R code; v) Improved usability through fewer port types.Our new RShell processor is backwards compatible with workflows that use older versions of the RShell processor. We demonstrate the value of the RShell processor by a use-case workflow that maps oligonucleotide probes designed with DNA sequence information from Vega onto the Ensembl genome assembly. CONCLUSION: Our RShell plugin enables Taverna users to employ R scripts within their workflows in a highly configurable way.

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