A film typically involves a One Way Affect (1WA), in which the film affects the viewer.
We present the concept of Two Way Affect Loop (2WAL), in which a film piece can be dynamically affected by a consumers physiology and discuss the effects of this.
My research is focussed on exploring the practical implications and applications of using fNIRS, a portable brain monitoring
device, in the field of Human Computer Interaction. This includes using the technology in the evaluation of user experience,
informing design with quantitative measures and providing a set of guidelines for others.
#Scanners is a new interactive visual arts installation that bridges the gap between digital arts and neuroscience.
We have created an experience that uses wireless brain scanners that allows the user to manipulate a digital art installation.
Narratives and layers can be built that are all governed by the users concentration and meditation levels.
Edit points can be created by monitoring the users blinking.
The audience can project their feelings onto the film that they are seeing, the film they watch will have a series of overlapping structures that they can interact with and/or disregard.
A Cognitive Usability Evaluation System, CUES, was constructed
to allow the simple integration of cognitive data from a
commercialized EEG brain scanner, with other common usability
measures, such as interaction logs, screen capture, and think
aloud. CUES was iteratively evaluated with a small number of
participants to understand whether and how the visualisation of
EEG data alongside other measures, provided value for usability
evaluation. Results indicate that although there are a lot of
objective measurements available from the brain scanner, the
largest value came from qualitatively identifying EEG patterns,
and correlating them with think aloud data.