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Dive into the research topics where Christian Mühl is active.

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Featured researches published by Christian Mühl.


Frontiers in Human Neuroscience | 2013

Flaws in current human training protocols for spontaneous Brain-Computer Interfaces: lessons learned from instructional design

Fabien Lotte; Florian Larrue; Christian Mühl

While recent research on Brain-Computer Interfaces (BCI) has highlighted their potential for many applications, they remain barely used outside laboratories. The main reason is their lack of robustness. Indeed, with current BCI, mental state recognition is usually slow and often incorrect. Spontaneous BCI (i.e., mental imagery-based BCI) often rely on mutual learning efforts by the user and the machine, with BCI users learning to produce stable ElectroEncephaloGraphy (EEG) patterns (spontaneous BCI control being widely acknowledged as a skill) while the computer learns to automatically recognize these EEG patterns, using signal processing. Most research so far was focused on signal processing, mostly neglecting the human in the loop. However, how well the user masters the BCI skill is also a key element explaining BCI robustness. Indeed, if the user is not able to produce stable and distinct EEG patterns, then no signal processing algorithm would be able to recognize them. Unfortunately, despite the importance of BCI training protocols, they have been scarcely studied so far, and used mostly unchanged for years. In this paper, we advocate that current human training approaches for spontaneous BCI are most likely inappropriate. We notably study instructional design literature in order to identify the key requirements and guidelines for a successful training procedure that promotes a good and efficient skill learning. This literature study highlights that current spontaneous BCI user training procedures satisfy very few of these requirements and hence are likely to be suboptimal. We therefore identify the flaws in BCI training protocols according to instructional design principles, at several levels: in the instructions provided to the user, in the tasks he/she has to perform, and in the feedback provided. For each level, we propose new research directions that are theoretically expected to address some of these flaws and to help users learn the BCI skill more efficiently.


Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction | 2010

Brain-Computer Interfacing and Games

Danny Plass-Oude Bos; Boris Reuderink; Bram van de Laar; Hayrettin Gürkök; Christian Mühl; Mannes Poel; Anton Nijholt; Dirk Heylen

Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as games, has been initiated. But why would a healthy person use a still-unproven technology such as BCI for game interaction? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. Therefore, this chapter gives an overview of the state of the art of BCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.


Brain-Computer Interfaces | 2014

A survey of affective brain computer interfaces: principles, state-of-the-art, and challenges

Christian Mühl; Brendan Z. Allison; Anton Nijholt; Guillaume Chanel

Affective states, moods and emotions, are an integral part of human nature: they shape our thoughts, govern the behavior of the individual, and influence our interpersonal relationships. The last decades have seen a growing interest in the automatic detection of such states from voice, facial expression, and physiological signals, primarily with the goal of enhancing human-computer interaction with an affective component. With the advent of brain-computer interface research, the idea of affective brain-computer interfaces (aBCI), enabling affect detection from brain signals, arose. In this article, we set out to survey the field of neurophysiology-based affect detection. We outline possible applications of aBCI in a general taxonomy of brain-computer interface approaches and introduce the core concepts of affect and their neurophysiological fundamentals. We show that there is a growing body of literature that evidences the capabilities, but also the limitations and challenges of affect detection from neurophysiological activity.


Frontiers in Neuroscience | 2014

EEG-based workload estimation across affective contexts.

Christian Mühl; Camille Jeunet; Fabien Lotte

Workload estimation from electroencephalographic signals (EEG) offers a highly sensitive tool to adapt the human–computer interaction to the user state. To create systems that reliably work in the complexity of the real world, a robustness against contextual changes (e.g., mood), has to be achieved. To study the resilience of state-of-the-art EEG-based workload classification against stress we devise a novel experimental protocol, in which we manipulated the affective context (stressful/non-stressful) while the participant solved a task with two workload levels. We recorded self-ratings, behavior, and physiology from 24 participants to validate the protocol. We test the capability of different, subject-specific workload classifiers using either frequency-domain, time-domain, or both feature varieties to generalize across contexts. We show that the classifiers are able to transfer between affective contexts, though performance suffers independent of the used feature domain. However, cross-context training is a simple and powerful remedy allowing the extraction of features in all studied feature varieties that are more resilient to task-unrelated variations in signal characteristics. Especially for frequency-domain features, across-context training is leading to a performance comparable to within-context training and testing. We discuss the significance of the result for neurophysiology-based workload detection in particular and for the construction of reliable passive brain–computer interfaces in general.


affective computing and intelligent interaction | 2009

EEG analysis for implicit tagging of video data

Sander Koelstra; Christian Mühl; Ioannis Patras

In this work, we aim to find neuro-physiological indicators to validate tags attached to video content. Subjects are shown a video and a tag and we aim to determine whether the shown tag was congruent with the presented video by detecting the occurrence of an N400 event-related potential. Tag validation could be used in conjunction with a vision-based recognition system as a feedback mechanism to improve the classification accuracy for multimedia indexing and retrieval. An advantage of using the EEG modality for tag validation is that it is a way of performing implicit tagging. This means it can be performed while the user is passively watching the video. Independent component analysis and repeated measures ANOVA are used for analysis. Our experimental results show a clear occurrence of the N400 and a significant difference in N400 activation between matching and non-matching tags.


International Journal of Autonomous and Adaptive Communications Systems | 2013

Valence, arousal and dominance in the EEG during game play

Boris Reuderink; Christian Mühl; Mannes Poel

In this paper, we describe our investigation of traces of naturally occurring emotions in electrical brain signals, that can be used to build interfaces that respond to our emotional state. This study confirms a number of known affective correlates in a realistic, uncontrolled environment for the emotions of valence (or pleasure), arousal and dominance: (1) a significant decrease in frontal power in the theta range is found for increasingly positive valence, (2) a significant frontal increase in power in the alpha range is associated with increasing emotional arousal, (3) a significant right posterior power increase in the delta range correlates with increasing arousal and (4) asymmetry in power in the lower alpha bands correlates with self-reported valence. Furthermore, asymmetry in the higher alpha bands correlates with self-reported dominance. These last two effects provide a simple measure for subjective feelings of pleasure and feelings of control.


arXiv: Human-Computer Interaction | 2014

Review of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction

Jérémy Frey; Christian Mühl; Fabien Lotte; Martin Hachet

Evaluating human-computer interaction is essential as a broadening population uses machines, sometimes in sensitive contexts. However, traditional evaluation methods may fail to combine real-time measures, an “objective” approach and data contextualization. In this review we look at how adding neuroimaging techniques can respond to such needs. We focus on electroencephalography (EEG), as it could be handled effectively during a dedicated evaluation phase. We identify workload, attention, vigilance, fatigue, error recognition, emotions, engagement, flow and immersion as being recognizable by EEG. We find that workload, attention and emotions assessments would benefit the most from EEG. Moreover, we advocate to study further error recognition through neuroimaging to enhance usability and increase user experience.


cyberworlds | 2010

Human-Computer Interaction for BCI Games: Usability and User Experience

Danny Plass-Oude Bos; Boris Reuderink; Bram van de Laar; Hayrettin Gürkök; Christian Mühl; Mannes Poel; Dirk Heylen; Anton Nijholt

Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.


Interacting with Computers | 2015

Connecting Brains and Bodies: Applying Physiological Computing to Support Social Interaction

Guillaume Chanel; Christian Mühl

Physiological and affective computing propose methods to improve human–machine interactions by adapting machines to the users’ states. Recently, social signal processing (SSP) has proposed to apply similar methods to human–human interactions with the hope of better understanding and modeling social interactions. Most of the social signals employed are facial expressions, body movements and speech, but studies using physiological signals remain scarce. In this paper, we motivate the use of physiological signals in the context of social interactions. Specifically, we review studies which have investigated the relationship between various physiological indices and social interactions. We then propose two main directions to apply physiological SSP: using physiological signals of individual users as new social cues displayed in the group and using inter-user physiology to measure properties of the interactions such as conflict and social presence. We conclude that physiological measures have the potential to enhance social interactions and to connect people.


affective computing and intelligent interaction | 2009

Cross-modal elicitation of affective experience

Christian Mühl; Dirk Heylen

In the field of Affective Computing the affective experience (AX) of the user during the interaction with computers is of great interest. Physiological and neurophysiological sensors assess the state of the peripheral and central nervous system. Their analysis can provide information about the state of a user. We introduce an approach to elicit emotions by audiovisual stimuli for the exploration of (neuro-)physiological correlates of affective experience. Thereby we are able to control for the affect-eliciting modality, enabling the study of general and modality-specific correlates of affective responses. We present evidence from self-reports, physiological, and neu-rophysiological data for the successful induction of the affective experiences aimed for, and thus for the validity of the elicitation approach.

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Ioannis Patras

Queen Mary University of London

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Sander Koelstra

Queen Mary University of London

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