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Record W4381279719 · doi:10.21203/rs.3.rs-2987026/v1

Exploring the Impact of Gamification on BCI Performance in Children: The Case for Personalization

2023· preprint· en· W4381279719 on OpenAlexaff
Dion Kelly, Brian Irvine, Eli Kinney‐Lang, Daniel Comadurán Márquez, Erica D. Floreani, Adam Kirton

Bibliographic record

VenueResearch Square · 2023
Typepreprint
Languageen
FieldNeuroscience
TopicEEG and Brain-Computer Interfaces
Canadian institutionsUniversity of Calgary
Fundersnot available
KeywordsBrain–computer interfaceComputer sciencePersonalizationWorkloadCursor (databases)Human–computer interactionMultimediaArtificial intelligencePsychologyElectroencephalography

Abstract

fetched live from OpenAlex

Abstract Background A major challenge with BCI use is the requirement for subject-specific calibration, which is often tedious and unengaging, but necessary to improve performance. This is especially true for children, whose limited attention and motivation may restrict the duration of endurable calibration periods. Several studies have shown that the addition of scoring systems and rewards to tasks, a process known as “gamification”, can increase motivation, attention, and task performance in children. This randomized, prospective, cross-over study aimed to address this challenge by comparing the effects of gamified versus non-gamified calibration environments on classification accuracy and BCI performance on utility-driven tasks. Methods Thirty-two typically developing children (14 female, mean age 11.9 years, range 5.8–17.9) attended two sessions lasting between 1.5-2 hours, to perform two standard paradigms: spelling using visual P300 event-related potentials (P300) and cursor control using sensorimotor rhythm (SMR) modulation, following gamified and non-gamified calibration. Gamified paradigms incorporated elements of game design, such as meaningful stories, quests, points and sounds. The primary outcome was BCI performance, which included performance of the classification model and online accuracy. Motivation, tolerability, and mental workload (NASA-TLX) were evaluated following each paradigm. Results For the P300 paradigm, mean classification accuracy was similar after gamified (96.81 ± 3.46%) and non-gamified (96.52 ± 2.42%) calibration. Mean classification accuracy for the SMR paradigm was 61.81 ± 13.35% with gamification and 59.84 ± 11.36% without gamification (n.s.). Mean online accuracy for SMR cursor control was 63.23% for both conditions. For the P300 spelling task, online performance was significantly lower following gamified training (p < 0.01). There were no significant differences found between classification accuracy, online BCI performance, motivation, tolerability, or perceived mental workload. Conclusion To our knowledge, this is the first study to investigate the effects of gamified calibration paradigms on classification accuracy and BCI performance in children. Our results reinforce the ability of typical children to control advanced BCI systems with performance comparable to adults. Gamified calibration environments may not enhance BCI classification and performance in children though the gamified environments utilized in this study may not have been engaging enough. This work underscores the need for further research to optimize BCI training paradigms for pediatric use.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.006
metaresearch head score (Gemma)0.023
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.006
Threshold uncertainty score0.032

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0060.023
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0000.000
Science and technology studies0.0000.001
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.354
GPT teacher head0.447
Teacher spread0.092 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2023
Admission routes1
Has abstractyes

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