The relevance of “work-practice” for design
Computer Supported Cooperative Work
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Technology in Action
Research + design: the making of Brainball
interactions
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a low-cost electroencephalograph for task classification in HCI research
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Multimedia Tools and Applications
Cooperative work and lived cognition: a taxonomy of embodied actions
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Controlling a Wheelchair Indoors Using Thought
IEEE Intelligent Systems
Playing with your brain: brain-computer interfaces and games
Proceedings of the international conference on Advances in computer entertainment technology
Steady-state VEP-based brain-computer interface control in an immersive 3D gaming environment
EURASIP Journal on Applied Signal Processing
Brain-computer interfaces (BCIs) for communication and control
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Brain-Computer Interfacing for Intelligent Systems
IEEE Intelligent Systems
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Adaptive brain-computer interface
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Towards ambulatory brain-computer interfaces: a pilot study with P300 signals
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A novel brain-computer interface using a multi-touch surface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Brainput: enhancing interactive systems with streaming fnirs brain input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mind pool: encouraging self-reflection through ambiguous bio-feedback
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Multi-Brain games: cooperation and competition
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: design methods, tools, and interaction techniques for eInclusion - Volume Part I
Hi-index | 0.01 |
With emerging opportunities for using Brain-Computer Interaction (BCI) in gaming applications, there is a need to understand the opportunities and constraints of this interaction paradigm. To complement existing laboratory-based studies, there is also a call for the study of BCI in real world contexts. In this paper we present such a real world study of a simple BCI game called MindFlex®, played as a social activity in the home. In particular, drawing on the philosophical traditions of embodied interaction, we highlight the importance of considering the body in BCI and not simply what is going on in the head. The study shows how people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game. It is the public availability of these bodily actions during BCI that allows action to be socially organised, understood and coordinated with others and through which social relationships can be played out. We discuss the implications of this perspective and findings for BCI.