Experience of Virtual Help in a Simulated BCI Stroke Rehabilitation Serious Game and How to Measure It DOI Creative Commons
Bastian Ilsø Hougaard, Hendrik Knoche, Mathias Sand Kristensen

et al.

Sensors, Journal Year: 2025, Volume and Issue: 25(9), P. 2742 - 2742

Published: April 26, 2025

Designers of digital rehabilitation experiences can accommodate error-prone input devices like brain-computer interfaces (BCIs) by incorporating virtual help mechanisms to adjust the difficulty, but it is unclear on what grounds users are willing accept such help. To study users' experience mechanisms, we used three in a blink-controlled game simulating BCI-based stroke exercise. A mixed-method, simulated BCI was evaluate 19 patients who rated their frustration and perceived control when experiencing moderately high recognition. None affected ratings frustration, which were low throughout study, two patients' positively negatively. Patient best explained amount positive feedback, including help, increased 8% decreased 3%. The qualitative analysis revealed appeal, interference, self-blame, prominence as deciding experiential factors how they ratings. Building upon results, redesigned tested self-reported measures quantity, irritation, pacing with game-savvy adults follow-up using same game. Help quantity appeared larger shielded players from negative this did not necessarily appeal them. Future studies should validate or for constructs appeal.

Language: Английский

An exploratory study of the relationship between objective game difficulty and subjective game difficulty DOI Creative Commons
Zhixing Guo, Xiangshi Ren

International Journal of Human-Computer Studies, Journal Year: 2025, Volume and Issue: unknown, P. 103502 - 103502

Published: March 1, 2025

Language: Английский

Citations

1

Experience of Virtual Help in a Simulated BCI Stroke Rehabilitation Serious Game and How to Measure It DOI Creative Commons
Bastian Ilsø Hougaard, Hendrik Knoche, Mathias Sand Kristensen

et al.

Sensors, Journal Year: 2025, Volume and Issue: 25(9), P. 2742 - 2742

Published: April 26, 2025

Designers of digital rehabilitation experiences can accommodate error-prone input devices like brain-computer interfaces (BCIs) by incorporating virtual help mechanisms to adjust the difficulty, but it is unclear on what grounds users are willing accept such help. To study users' experience mechanisms, we used three in a blink-controlled game simulating BCI-based stroke exercise. A mixed-method, simulated BCI was evaluate 19 patients who rated their frustration and perceived control when experiencing moderately high recognition. None affected ratings frustration, which were low throughout study, two patients' positively negatively. Patient best explained amount positive feedback, including help, increased 8% decreased 3%. The qualitative analysis revealed appeal, interference, self-blame, prominence as deciding experiential factors how they ratings. Building upon results, redesigned tested self-reported measures quantity, irritation, pacing with game-savvy adults follow-up using same game. Help quantity appeared larger shielded players from negative this did not necessarily appeal them. Future studies should validate or for constructs appeal.

Language: Английский

Citations

0