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非临床(家庭、体育、艺术、娱乐、教育、健康等)应用的脑机接口

关于本研究课题

在这十年中,脑机接口(BCI)技术已经进入主流的非临床应用的人机交互(HCI)研究。BCI已经成为多模式交互研究的一部分,作为技术系统用户的另一种交互方式。BCI也已经成为研究的一部分,其中神经生理学数据为系统提供了有关用户的情感和精神状态的信息,从而可以在线适应特定用户的系统,任务和交互。当前,存在低价的脑电图(EEG)设备和软件套件的市场,这些设备可以捕获自愿和非自愿诱发的大脑活动,并将这种活动转化为对环境和设备的控制和通信命令。

HCI研究人员对BCI的兴趣正在增加,因为技术产业正在向应用领域扩张,而效率并不是主要关注的目标。家庭或公共空间的信息和通信技术的使用提高了对情感、舒适、家庭、社区或娱乐的重要性的认识,而不是效率。因此,除了需要效率和精确性的非临床BCI应用之外,本研究课题还探讨了BCI在各种家庭、娱乐、教育、体育和健康应用中的使用。这些应用程序可以涉及单个用户,也可以与多个协作或竞争的用户相关。我们也看到,艺术家们重新燃起了利用这些设备设计互动艺术装置的兴趣,这些装置可以了解单个用户的大脑活动,也可以了解一群用户(例如观众)的集体大脑活动。因此,本课题也探讨了BCI技术如何影响艺术创作和实践,以及使用BCI技术来操作和控制声音、视频、虚拟现实和增强现实。

本研究主题涉及的主题是:

  • BCI controlof instruments and tools for domestic, entertainment, sports, educational, andartistic applications

  • AffectiveBCI in domestic, art and entertainment environments

  • BCI forAugmented and Virtual Reality, for Serious Games, and rehabilitation;

  • The impactof BCI Hackathons on research and applications;

  • Multi-brainand multimodal interaction in game and artistic environments;

  • BCIenvironments for self-reflection, empathizing, and therapy;

  • Agency in interactiveBCI applications

关键词:脑机接口,脑电图,人机交互,情感计算,非临床应用

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About this Research Topic

In this decade Brain-Computer Interface (BCI) technology has entered mainstream human-computer interaction (HCI) research for non-clinical applications. BCI has become part of multimodal interaction research as an additional interaction modality for a user of a technological system. BCI has also become part of research in which neurophysiological data provides a system with information about a user’s affective and mental state, making it possible to adapt system, task, and interaction to a particular user, online. Currently, there is a market for inexpensive electroencephalographic (EEG) devices and software kits that capture voluntarily and involuntarily evoked brain activity and allow this activity to be translated into control and communication commands for environments and devices.

HCI researchers’ interest in BCI is increasing because the technology industry is expanding into application areas where efficiency is not the main goal of concern. Domestic or public space use of information and communication technology raise awareness of the importance of affect, comfort, family, community, or playfulness, rather than efficiency. Therefore, in addition to non-clinical BCI applications that require efficiency and precision, this Research Topic also addresses the use of BCI for various types of domestic, entertainment, educational, sports, and well-being applications. These applications can relate to an individual user as well as to multiple cooperating or competing users. We also see a renewed interest of artists to make use of such devices to design interactive art installations that know about the brain activity of an individual user or the collective brain activity of a group of users, for example, an audience. Hence, this Research Topic also addresses how BCI technology influences artistic creation and practice, and the use of BCI technology to manipulate and control sound, video, and virtual and augmented reality.

Topics that will be addressed in this Research Topic are:

  • BCI control of instruments and tools for domestic, entertainment, sports, educational, and artistic applications

  • Affective BCI in domestic, art and entertainment environments

  • BCI for Augmented and Virtual Reality, for Serious Games, and rehabilitation;

  • The impact of BCI Hackathons on research and applications;

  • Multi-brain and multimodal interaction in game and artistic environments;

  • BCI environments for self-reflection, empathizing, and therapy;

  • Agency in interactive BCI applications

Keywords: Brain-computer interfaces, EEG, Human-computer interaction, Affective computing, Non-clinical applications

Important Note:All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.

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