Assessing Internal and External Attention in AR using Brain Computer Interfaces
Keywords
BCI, EEG, AR, External/Internal Attention, Hololens2, HMD
Abstract
Most research works featuring AR and Brain-Computer Interface (BCI) systems are not taking advantage of the opportunities to integrate the two planes of data. Additionally, AR devices that use a Head-Mounted Display (HMD) face one major problem: constant closeness to a screen makes it hard to avoid distractions within the virtual environment. In this project, we reduced this distraction by including information about the current attentional state. We first introduce a clip-on solution for AR-BCI integration. A simple game was designed for the Microsoft HoloLens 2, which changed in real-time according to the user's state of attention measured via electroencephalography (EEG). The system only responded if the attentional orientation was classified as “external.” Fourteen users tested the attention-aware system; we show that the augmentation of the interface improved the usability of the system. We conclude that more systems would benefit from clearly visualizing the user's ongoing attentional state as well as further efficient integration of AR and BCI headsets.
Hololens 2 AR headset with embedded brain-sensing component
EEG clip-on hardware piece designed for hololens 2 headset
Context
The field of Brain-Computer Interfaces has seen strong advancement within the last 15 years. Many areas including rehabilitation, robotics, accessing the mental states of the user, and entertainment have used BCIs to research the intersection of wearable technology and physiological sensing.
However, the usability of these systems remains limited: they are bulky, tethered, expensive, uncomfortable, and prone to classification errors. Thus, many modern BCI systems are used in conjunction with other input modalities, like gaze trackers, virtual reality (VR) headsets and other HMDs, as well as augmented reality (AR) headsets, in order to compensate for the complexity of professional brain-sensing equipment.
We focus specifically on AR systems in this paper. BCIs and AR headsets are undeniably related. Both systems are designed to be worn on the head; HMDs often require hands-free interaction, which BCIs can provide; and HMDs often have voice and/or eye tracking features, which can mitigate the classification errors that arise during BCI use.
Contributions
In this paper, we integrated an EEG-BCI system with an AR headset, designed a simple 3D game and coupled the prototype with a real-time attention classifier. We were able to implement an end-to-end system and performed a user study with 14 participants. We also found a significant difference in usability ratings between the two systems, with better usability scores for the attention-aware system. Participants who achieved higher scores on the MWQ also rated the distraction of the two systems higher. Despite errors in the internal condition of the attention-aware system, it seemed that the users felt an improvement in the overall usability of the system and reported a decrease in perceived distraction.
Thus, we encourage more inquiry about the integration of AR and BCI systems to ensure that users are comfortable with using and wearing such a system for extended periods of time. This is crucial in order to be able to validate all the studies in reallife scenarios. Furthermore, though we have used an example of a simple game, our approach can be applied to video tutoring or training systems, where the user switches between taking in information and mentally processing it. Our future work will focus on implementing such scenarios and improving the classification accuracy of the system.