Development of a Game with a Purpose for Acquisition of Brain-Computer Interface Data
Joe T. Rexwinkle, Gregory Lieberman, Matthew Jaswa, Brent J. Lance

TL;DR
This paper explores using a game with a purpose (GWAP) to collect large-scale, longitudinal brain-computer interface data by maintaining participant engagement and validating neural signals similar to traditional tasks.
Contribution
It demonstrates the feasibility of employing GWAPs for BCI data collection, addressing challenges of data volume and participant engagement in BCI research.
Findings
BCI-relevant tasks within the game elicit expected neural signals
Pilot tests show comparable neural activity to traditional BCI tasks
GWAPs can sustain participant interest over time for data collection
Abstract
Brain-computer interfaces (BCIs) have the potential to significantly change the ways in which humans interact with technology, the environment, and even each other. Unfortunately, BCI technologies are seldom robust enough for use in real-world applications, in part due to the large amount of data that must be collected, processed, and classified in order to develop models of task-related neural activity that account for two of the most important and least-understood drivers of BCI illiteracy: individual differences in neural signals and intra-individual differences across interdependent, time-varying neural states. This paper describes the feasibility of using a game with a purpose (GWAP) as a viable instrument for collecting data from BCI-relevant research tasks. By leveraging game-related reward processes to maintain participant interest and engagement, this approach will enable large…
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Taxonomy
TopicsEEG and Brain-Computer Interfaces · Neural and Behavioral Psychology Studies · Neural dynamics and brain function
