2007
DOI: 10.1007/978-3-540-73283-9_88
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Enhancing Universal Access – EEG Based Learnability Assessment

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Cited by 29 publications
(13 citation statements)
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“…Additionally, Stickel, Fink, and Holzinger's (2007) study proposed that the learnability of the software used can also be assessed by analyzing the rise and fall of specific frequency bands in EEG recordings. Their study confirmed that the users' emotions, registered on the EEG, can be applied as a baseline for detecting possible usability difficulties and employed in the development of a biological rapid-usability method for accessibility assessment.…”
Section: Research Instrumentsmentioning
confidence: 99%
“…Additionally, Stickel, Fink, and Holzinger's (2007) study proposed that the learnability of the software used can also be assessed by analyzing the rise and fall of specific frequency bands in EEG recordings. Their study confirmed that the users' emotions, registered on the EEG, can be applied as a baseline for detecting possible usability difficulties and employed in the development of a biological rapid-usability method for accessibility assessment.…”
Section: Research Instrumentsmentioning
confidence: 99%
“…Such multimodal Human-Computer Interaction (HCI) systems address more than one modality (e.g., speech, gesture, handwriting, etc) and can be considered to correspond to and support human senses: cameras (sight), haptic sensors (touch), microphones (hearing), olfactory (smell), and, in future, taste [21]. Many other computer input devices activated by humans, however, can be considered to correspond to a combination of human senses, or to none at all: keyboards, mice, writing tablets, motion input (e.g., the device itself is moved for interaction), blood pressure, galvanic skin response, and other biometric sensors [41]. An example of limited interfaces is that the complexity of group interaction often hinders the performance of a whole team.…”
Section: Input and Outputmentioning
confidence: 99%
“…With the aim to complement, as well as supplement, subjective self-reported data, there is an increasing trend towards employing physiological measures for assessing UX in games [42], such as eye-tracking; galvanic skin response; electrocardiography; electromyography of the face and heart rate [47], [48].…”
Section: Extensibility Of Existing Uemsmentioning
confidence: 99%