About this Research Topic
In this decade Brain-Computer Interface (BCI) technology has entered mainstream human-computer interaction (HCI) research for non-clinical applications. BCI has become part of multimodal interaction research as an additional interaction modality for a user of a technological system. BCI has also become part of research in which neurophysiological data provides a system with information about a user’s affective and mental state, making it possible to adapt system, task, and interaction to a particular user, online. Currently, there is a market for inexpensive electroencephalographic (EEG) devices and software kits that capture voluntarily and involuntarily evoked brain activity and allow this activity to be translated into control and communication commands for environments and devices.
HCI researchers’ interest in BCI is increasing because the technology industry is expanding into application areas where efficiency is not the main goal of concern. Domestic or public space use of information and communication technology raise awareness of the importance of affect, comfort, family, community, or playfulness, rather than efficiency. Therefore, in addition to non-clinical BCI applications that require efficiency and precision, this Research Topic also addresses the use of BCI for various types of domestic, entertainment, educational, sports, and well-being applications. These applications can relate to an individual user as well as to multiple cooperating or competing users. We also see a renewed interest of artists to make use of such devices to design interactive art installations that know about the brain activity of an individual user or the collective brain activity of a group of users, for example, an audience. Hence, this Research Topic also addresses how BCI technology influences artistic creation and practice, and the use of BCI technology to manipulate and control sound, video, and virtual and augmented reality.
Topics that will be addressed in this Research Topic are:
• BCI control of instruments and tools for domestic, entertainment, sports, educational, and artistic applications
• Affective BCI in domestic, art and entertainment environments
• BCI for Augmented and Virtual Reality, for Serious Games, and rehabilitation;
• The impact of BCI Hackathons on research and applications;
• Multi-brain and multimodal interaction in game and artistic environments;
• BCI environments for self-reflection, empathizing, and therapy;
• Agency in interactive BCI applications
Keywords: Brain-computer interfaces, EEG, Human-computer interaction, Affective computing, Non-clinical applications
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