PsyPost
  • Mental Health
  • Social Psychology
  • Cognitive Science
  • Neuroscience
  • About
No Result
View All Result
Join
My Account
PsyPost
No Result
View All Result
Home Exclusive Cognitive Science

New brain-computer interface allows people to play a game using their thoughts

by Vladimir Hedrih
November 1, 2023
Reading Time: 3 mins read
(Photo credit: OpenAI's DALL·E)

(Photo credit: OpenAI's DALL·E)

Share on TwitterShare on Facebook

A group of Spanish researchers have developed a brain-computer interface based on electroencephalograms that allowed a group of 22 users to play a simple multiplayer game. The interface was 94% accurate in translating players’ thoughts into game moves, with each move taking just over 5 seconds. The study was published in Frontiers in Human Neuroscience.

A brain-computer interface is a technology that enables direct communication between the human brain and external devices, such as computers or prosthetic limbs. Brain-computer interfaces work by detecting and interpreting neural signals, typically through electrodes placed on the user’s head. These signals are then translated into actionable commands, allowing individuals to control computers, devices, or applications using their thoughts.

Brain-computer interfaces offer significant potential in medicine, from helping paralyzed individuals regain environmental control to treating neurological disorders. However, their broader adoption is hindered by challenges in accuracy and the extended time required to interpret brain signals.

One promising approach to developing better performing brain-computer interfaces is the use of code-modulated visual evoked potentials. Code-modulated visual evoked potentials (c-VEPs) are a type of brain-computer interface technology that utilizes visual stimuli with specific codes to elicit distinct neural responses in the brain.

Study author Selene Moreno-Calderón and her colleagues wanted to design, develop and evaluate a multiplayer video game that would be using c-VEPs, a game that players would be able to play, and play effectively, solely using their thoughts. They crafted a rendition of the “Connect 4” game, a two-player strategy contest where participants alternate dropping colored discs into a vertical grid, aiming to be the first to align four discs either horizontally, vertically, or diagonally.

The study involved 22 healthy participants who undertook three different game variants in one session. Participants had an average age of 28, with 10 being female. Among them, six had prior experience with brain-computer interface systems.

The brain-computer interface used to translate neural signals of players into game moves used electroencephalographic signals as input. The researchers placed eight electrodes on the head of each participant at different points and used Bluetooth to connect the EEG system to the computer running the game. They needed a bit less than a minute to calibrate the system for a specific user.

Results showed that the accuracy of converting participants’ intentions into game actions ranged between 91% and 95%, with an overall average of 94% across all tasks. The system executed about 11 moves per minute, translating to slightly more than 5 seconds per action. Participants expressed satisfaction with the game, praising its intuitiveness, ease of learning, and fluid responsiveness.

Google News Preferences Add PsyPost to your preferred sources

“This study focused on designing, developing and evaluating a version of the popular multiplayer game “Connect 4” with a brain-computer interface system based on c-VEP. The application was evaluated on 22 healthy users, obtaining promising results. An average accuracy of 93.74% ± 1.71% was achieved, suggesting that the use of c-VEPs is appropriate for developing a multiplayer competitive video game,” the study authors concluded.

The study makes an important contribution to the exploration of brain-computer interface uses. However, while brain-computer interfaces and the ability to control games using thoughts can certainly be considered revolutionary, compared to most video games the game used in the study can be considered relatively slow-paced and simple. Additionally, for widespread application of such control systems in the entertainment industry, electrodes that require putting gel on users’ heads will likely not do. They will have to be replaced with something more comfortable.

The paper, “Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs”, was authored by Selene Moreno-Calderón, Víctor Martínez-Cagigal, Eduardo Santamaría-Vázquez, Sergio Pérez-Velasco, Diego Marcos-Martínez, and Roberto Hornero.

TweetSendScanShareSendPinShareShareShareShareShare

Follow PsyPost

The latest research, however you prefer to read it.

Daily newsletter

One email a day. The newest research, nothing else.

Google News

Get PsyPost stories in your Google News feed.

Add PsyPost to Google News
RSS feed

Use your favorite reader.

Copy RSS URL
Social media
Support independent science journalism

Ad-free reading, full archives, and weekly deep dives for members.

Become a member

Trending

  • A computational model explains the sudden rise in societal division
  • Harsh parenting predicts teenage depression and aggression through different types of repetitive thinking
  • The surprising reason our memories become blurred as we age, according to new neuroscience research
  • Heavy ChatGPT use linked to intellectual laziness and social isolation
  • Poor emotional regulation in anxious kids is linked to greater family accommodation

Science of Money

  • Why the same risk carries different prices in different financial markets
  • The geopolitics of gold: How sanction risks are reshaping global reserves
  • How workers are actually using generative AI on the job
  • How extraordinary experiences and personality traits shape emotional brand attachment
  • What Chinese beauty influencers reveal about the limits of the Silicon Valley playbook

Recent

  • Comedy is funnier when it is easier to process, new psychology study finds
  • People with unfulfilled romantic needs form stronger attachments to fictional characters
  • Scientists build a more accurate Alzheimer’s risk score using global DNA data
  • Personality impairments link childhood maltreatment to adult anxiety
  • First human trial of psilocin since the 1960s reveals better tolerability than psilocybin
  • Watching violent online pornography is linked to poorer sexual health
  • Scientists map the brain pathway that links social isolation to increased alcohol consumption
  • Brain damage reveals how a specific region generates mind-wandering
  • Over half the risk for postpartum psychosis is tied to genetics, large study finds
  • Study reveals a double standard in how we view AI-assisted communication

PsyPost is a psychology and neuroscience news website dedicated to reporting the latest research on human behavior, cognition, and society. (READ MORE...)

  • Mental Health
  • Neuroimaging
  • Personality Psychology
  • Social Psychology
  • Artificial Intelligence
  • Cognitive Science
  • Psychopharmacology
  • Contact us
  • Disclaimer
  • Privacy policy
  • Terms and conditions

(c) PsyPost Media Inc

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In

Add New Playlist

Subscribe
  • My Account
  • Cognitive Science Research
  • Mental Health Research
  • Social Psychology Research
  • Drug Research
  • Relationship Research
  • About PsyPost
  • Contact
  • Privacy Policy

(c) PsyPost Media Inc