Perception and manipulation of game control

D. Plass - Oude Bos, B.L.A. van de Laar, B. Reuderink, Mannes Poel, Antinus Nijholt

    Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

    2 Citations (Scopus)
    75 Downloads (Pure)

    Abstract

    Brain-computer interfaces do not provide perfect recognition of user input, for similar reasons as natural input modalities. How well can users assess the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the amount of control they really had in terms of mutual information (not accuracy!). If users know what they put in, they can assess quite well how much control they have over the system. In our case, from an amount of control of above 0.68 bits in mutual information (a 5-class accuracy of 65%), this aspect of control no longer seems to be the critical factor for finishing the game. Deliberate manipulation of perception may offer a way to make imperfect, uncertain input modalities more acceptable, especially in combination with games.
    Original languageUndefined
    Title of host publicationProceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014
    EditorsDennis Reidsma, Insook Choi, Robin Bargar
    Place of PublicationBerlin
    PublisherSpringer
    Pages57-66
    Number of pages10
    ISBN (Print)978-3-319-08188-5
    DOIs
    Publication statusPublished - Jul 2014

    Publication series

    NameLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)
    PublisherSpringer Verlag
    Number136
    Volume136
    ISSN (Print)1867-8211
    ISSN (Electronic)1867-8211

    Keywords

    • EWI-24639
    • HMI-HF: Human Factors
    • Social Robots
    • Sensors
    • Video games
    • Virtual Reality
    • IR-91484
    • Actuators
    • Computational Humor
    • Humor
    • Intelligent Environments
    • METIS-305863
    • Virtual agents

    Cite this

    Plass - Oude Bos, D., van de Laar, B. L. A., Reuderink, B., Poel, M., & Nijholt, A. (2014). Perception and manipulation of game control. In D. Reidsma, I. Choi, & R. Bargar (Eds.), Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014 (pp. 57-66). (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST); Vol. 136, No. 136). Berlin: Springer. https://doi.org/10.1007/978-3-319-08189-2_7
    Plass - Oude Bos, D. ; van de Laar, B.L.A. ; Reuderink, B. ; Poel, Mannes ; Nijholt, Antinus. / Perception and manipulation of game control. Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. editor / Dennis Reidsma ; Insook Choi ; Robin Bargar. Berlin : Springer, 2014. pp. 57-66 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST); 136).
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    title = "Perception and manipulation of game control",
    abstract = "Brain-computer interfaces do not provide perfect recognition of user input, for similar reasons as natural input modalities. How well can users assess the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the amount of control they really had in terms of mutual information (not accuracy!). If users know what they put in, they can assess quite well how much control they have over the system. In our case, from an amount of control of above 0.68 bits in mutual information (a 5-class accuracy of 65{\%}), this aspect of control no longer seems to be the critical factor for finishing the game. Deliberate manipulation of perception may offer a way to make imperfect, uncertain input modalities more acceptable, especially in combination with games.",
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    author = "{Plass - Oude Bos}, D. and {van de Laar}, B.L.A. and B. Reuderink and Mannes Poel and Antinus Nijholt",
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    Plass - Oude Bos, D, van de Laar, BLA, Reuderink, B, Poel, M & Nijholt, A 2014, Perception and manipulation of game control. in D Reidsma, I Choi & R Bargar (eds), Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST), no. 136, vol. 136, Springer, Berlin, pp. 57-66. https://doi.org/10.1007/978-3-319-08189-2_7

    Perception and manipulation of game control. / Plass - Oude Bos, D.; van de Laar, B.L.A.; Reuderink, B.; Poel, Mannes; Nijholt, Antinus.

    Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. ed. / Dennis Reidsma; Insook Choi; Robin Bargar. Berlin : Springer, 2014. p. 57-66 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST); Vol. 136, No. 136).

    Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

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    T1 - Perception and manipulation of game control

    AU - Plass - Oude Bos, D.

    AU - van de Laar, B.L.A.

    AU - Reuderink, B.

    AU - Poel, Mannes

    AU - Nijholt, Antinus

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    N2 - Brain-computer interfaces do not provide perfect recognition of user input, for similar reasons as natural input modalities. How well can users assess the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the amount of control they really had in terms of mutual information (not accuracy!). If users know what they put in, they can assess quite well how much control they have over the system. In our case, from an amount of control of above 0.68 bits in mutual information (a 5-class accuracy of 65%), this aspect of control no longer seems to be the critical factor for finishing the game. Deliberate manipulation of perception may offer a way to make imperfect, uncertain input modalities more acceptable, especially in combination with games.

    AB - Brain-computer interfaces do not provide perfect recognition of user input, for similar reasons as natural input modalities. How well can users assess the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the amount of control they really had in terms of mutual information (not accuracy!). If users know what they put in, they can assess quite well how much control they have over the system. In our case, from an amount of control of above 0.68 bits in mutual information (a 5-class accuracy of 65%), this aspect of control no longer seems to be the critical factor for finishing the game. Deliberate manipulation of perception may offer a way to make imperfect, uncertain input modalities more acceptable, especially in combination with games.

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    KW - HMI-HF: Human Factors

    KW - Social Robots

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    KW - Virtual Reality

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    KW - Actuators

    KW - Computational Humor

    KW - Humor

    KW - Intelligent Environments

    KW - METIS-305863

    KW - Virtual agents

    U2 - 10.1007/978-3-319-08189-2_7

    DO - 10.1007/978-3-319-08189-2_7

    M3 - Chapter

    SN - 978-3-319-08188-5

    T3 - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)

    SP - 57

    EP - 66

    BT - Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014

    A2 - Reidsma, Dennis

    A2 - Choi, Insook

    A2 - Bargar, Robin

    PB - Springer

    CY - Berlin

    ER -

    Plass - Oude Bos D, van de Laar BLA, Reuderink B, Poel M, Nijholt A. Perception and manipulation of game control. In Reidsma D, Choi I, Bargar R, editors, Proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. Berlin: Springer. 2014. p. 57-66. (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST); 136). https://doi.org/10.1007/978-3-319-08189-2_7