Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858276
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Abstract: This paper explores the design space of bio-responsive entertainment, in this case using a film that responds to the brain and blink data of users. A film was created with four parallel channels of footage, where blinking and levels of attention and meditation, as recorded by a commercially available EEG device, affected which footage participants saw. As a performance-led piece of research in the wild, this experience, named #Scanners, was presented at a week long national exhibition in the UK. We examined th… Show more

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Cited by 25 publications
(17 citation statements)
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“…While companies such as the streaming service Netflix () and some music video clips (Coldplay, ) are experimenting with user‐defined narratives—meaning that the user influences the way the story develops—, neurotechnology is doing the same, however, working with the unconscious. Rachel and Richard Ramchurn's “The MOMENT” project is a brain‐controlled film: Based on brain activity and blinking measured by EEG headsets, the film can be unconsciously influenced by some audience members (Pike, Ramchurn, Benford, & Wilson, ).…”
Section: Resultsmentioning
confidence: 99%
“…While companies such as the streaming service Netflix () and some music video clips (Coldplay, ) are experimenting with user‐defined narratives—meaning that the user influences the way the story develops—, neurotechnology is doing the same, however, working with the unconscious. Rachel and Richard Ramchurn's “The MOMENT” project is a brain‐controlled film: Based on brain activity and blinking measured by EEG headsets, the film can be unconsciously influenced by some audience members (Pike, Ramchurn, Benford, & Wilson, ).…”
Section: Resultsmentioning
confidence: 99%
“…Our systems used the afore-mentioned passive control mechanism, as opposed to what is known as a direct, or selective method [23]. There were two key reasons for this; firstly, training is essential if one is to use a BCI direct control mechanism and it is not practical for the interactors (users) to go through a lengthy training period in a public installation setting and secondly, and importantly for this this type of experience, there is evidence that a conscious control can break narrative tension [18]. This would prove ineffectual for anyone trying to develop an 'interesting' narrative, either using visuals or audio.…”
Section: Overview Of the Workmentioning
confidence: 99%
“…Again, we used the Neurosky Mindset headset in this piece, but for this experience we shifted from mapping data directedly to an audio or visual attribute and designed a new interactive approach Following the Performance Led Research in the Wild [2] approach this design was iteratively refined by previous studies [18] to use the feedback attribute of the filmic cut and visual sensitive Attention data from the Neurosky headset [14]. It was also guided by the theory of event segmentation [26].…”
Section: The Momentmentioning
confidence: 99%
“…User interface has acquired three levels of interaction: graphical user interface (GUI), tangible user interface (TUI) and radical atoms [23], [24]. Another level is through Brain-Computer Interfaces (BCI) [25], which can be translated into three categories related to control: active, reactive and passive [26]. Challenges with adaptive interactive experiences in BCI are the sense of control, which can affect their immersion [25].…”
Section: Challenges With User Interface Designmentioning
confidence: 99%
“…Another level is through Brain-Computer Interfaces (BCI) [25], which can be translated into three categories related to control: active, reactive and passive [26]. Challenges with adaptive interactive experiences in BCI are the sense of control, which can affect their immersion [25]. Other aspect to consider is the use of multi-sensory technology from different sources.…”
Section: Challenges With User Interface Designmentioning
confidence: 99%