Abstract. Does using a brain-computer interface (BCI) influence the social interaction between people when playing a cooperative game? By measuring the amount of speech, utterances, instrumental gestures and empathic gestures during a cooperative game where two participants had to reach a certain goal, and questioning participants about their own experience afterwards this study attempts to provide answers to this question. The results showed that social interaction changed when using a BCI compared to using a mouse. There was a higher amount of utterances and empathic gestures. This indicates that the participants reacted more to the higher difficulty of the BCI selection method. Participants also reported that they felt they cooperated better during the use of the mouse.
Abstract. In human-computer interaction, it is important to offer the users correct modalities for particular tasks and situations. Unless the user has the suitable modality for a task, neither task performance nor user experience can be optimised. The aim of this study is to assess the appropriateness of using a steady-state visually evoked potential based brain-computer interface (BCI) for selection tasks in a computer game. In an experiment participants evaluated a BCI control and a comparable automatic speech recogniser (ASR) control in terms of workload, usability and engagement. The results showed that although BCI was a satisfactory modality in completing selection tasks, its use in our game was not engaging for the player. In our particular setup, ASR control appeared to be a better alternative to BCI control.
The beginning of the 21st century is an exciting time for museums in terms of new, engaging and interactive exhibits. Current technological developments offer museums ideal opportunities to meet the increasing expectations of their visitors, many of whom are the younger generation growing up in the digital age. With a multitude of devices and objects as well as people incorporated into an ever-growing network of interconnected systems, new patterns, forms of interactions and social relations will emerge. In order to engage visitors, museums are adopting new technologies which come with many possibilities, but also have their individual challenges and limitations. Museums should start looking at the unification of many such technologies in order to capture visitor attention, engage visitor interaction and facilitate social activities, since the large quantity of digital input and output capabilities of these technologies are hidden potentials. However, unless specifically designed for, many of these capabilities remain hidden and technologies remain oblivious of each other's features. Making them aware of each other's capabilities opens the channels for new synergy and engaging experiences for museum visitors. This paper proposes a framework which uniquely identifies a community of people, artefacts and devices within the museum environment and provides the means to discover, and make use of the technological properties of each element, treating them as an interacting ecosystem of complex adaptive systems and networks in physical spaces.
Decisions on settlement location in the face of climate change and coastal inundation may have resulted in success, survival or even catastrophic failure for early settlers in many parts of the world. In this study, we investigate various questions related to how individuals respond to a palaeoenvironmental simulation, on an interactive tabletop device where participants have the opportunity to build a settlement on a coastal landscape, balancing safety, and access to resources, including sea and terrestrial foodstuffs, while taking into consideration the threat of rising sea levels. The results of the study were analyzed to consider whether decisions on settlement were predicated to be near to locations where previous structures were located, stigmergically, and whether later settler choice would fare better, and score higher, as time progressed. The proximity of settlements was investigated and the reasons for clustering were considered. The interactive simulation was
Technological developments open new opportunities to meet the increasing expectations of museum visitors. Although these technologies provide many new possibilities, individual challenges and limitations are rife. Museums should aim to unify many such technologies in order to capture visitor attention, engage interaction and facilitate social activities. By incorporating exhibits, objects, devices and people into a network of interconnected systems, new patterns, interaction types and social relations are expected to emerge. The goal of the research described in this paper is to explore the behavioural patterns emerging from visitors' interaction within the museum environment, how these patterns can be utilised in order to create new engaging and social experiences and how unifications of new technologies can contribute to engaging visitor interactions.
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