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Currently, we are working towards a similar class of BCIs to create adaptive environments. In a recent experiment designed to lead to adaptive interfaces, participants played Pac-Man at two different levels of difficulty, while their brain activity was measured using fNIRS. Statistical analysis of the fNIRS measurements allowed the participants to be classified both by their playing state (playing versus rest) and difficulty level (easy versus hard) with high accuracy. Using this data, the interface could be subtly adapted to the task at hand.
Unlike any other computational device on the market, mobile phones have a very large user base, which includes people across the world, from developed countries to developing nations, and among both urban and rural populations. It is equally popular between people of different ages, both young and adult. The mobile phone’s popularity creates a vast range of new use cases and scenarios that need to be designed for. On the one hand, mobile devices allow PC users to undertake a broader and broader range of activities on the road, disconnected from the wired world.
In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work (Chicago, Illinois, November 6-10, 2004). CSCW ‘04. ACM, New York, NY. 396-405. 7. , Leigh, D. 2001. DiamondTouch: a multi-user touch technology. UIST ‘01: In Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology. 219-226. 8. , and Tatar, D. 1987. WYSIWIS revised: Early experiences with multiuser interfaces. ACM Transactions Office Information Systems , 5, No. 2. 147-167. 9. Fernaeus, Y.