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A master's thesis from Aalborg University
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'Something's Fishy': Application of Performance Accomodation Mechanisms in BCI-like Games to Reduce Frustration and Increase Perceived Control

Authors

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Term

4. term

Education

Publication year

2020

Submitted on

Abstract

This thesis examines how Performance-Accommodation Mechanisms (PAMs)—game mechanisms that modify the mapping between user inputs and system outputs—can be applied in BCI-like games to reduce frustration and increase perceived control in unstable, low-recall interactions commonly used in motor imagery–based stroke rehabilitation. Through a literature review, we identify five PAMs and propose a shared model and vocabulary to describe them. We then implement three PAMs with explicitly visualized explanatory narratives in a low-recall, BCI-like fishing game: (1) sham input (a non-player character takes over), (2) assisted success (the user representation becomes stronger), and (3) assisted failure. In an experiment assessing their effects on frustration and perceived control, participants’ causal attributions strongly shaped their experience: sham input was rated lower, whereas assisted success was rated higher. These findings contradict our prior study using hidden sham, indicating a pronounced difference between hidden and explicit PAMs. The thesis contributes an input–output mapping model, a classification and characterization of PAMs, and design implications for user experience in unreliable systems such as BCIs.

Denne afhandling undersøger, hvordan Performance-Accommodation Mechanisms (PAMs) – spilmekanismer der ændrer mappingen mellem brugerinput og systemoutput – kan bruges i BCI-lignende spil til at reducere frustration og øge oplevet kontrol i ustabile, lav-recall interaktioner som dem, der ofte anvendes i motor imagery-baseret strokerehabilitering. Gennem et litteraturreview identificerer vi fem PAMs og foreslår en fælles model og terminologi til at beskrive dem. Tre PAMs blev derefter implementeret med eksplicit visualiserede forklaringer i et BCI-lignende fiskespil med lav recall: (1) sham input (en NPC overtager), (2) assisted success (brugerrepræsentationen bliver stærkere), og (3) assisted failure. I en efterfølgende undersøgelse af deres effekt på frustration og oplevet kontrol fandt vi, at deltageres årsagsattribuering havde stor betydning: sham input blev vurderet lavere, mens assisted success blev vurderet højere. Resultaterne afviger fra vores tidligere studie med skjult sham, hvilket antyder en markant forskel mellem skjulte og eksplicitte PAMs. Afhandlingen bidrager med en model for input–output-relationen, en klassifikation og karakteristika for PAMs samt designimplikationer for brugeroplevelsen i upålidelige systemer som BCIs.

[This apstract has been generated with the help of AI directly from the project full text]