ject stand in the Cave; this proved uncomfortable and
generated too many motion artifacts in the EEG sig-
nals. We could have had the avatar sit down, but that
was not the point of the study; in our vision for a fu-
ture you project your body onto the avatar’s body, and
then the avatar can be free to operate in the VE, con-
trolled by your thought.
When asked about the difference between the two
conditions, all subjects mentioned that they had to
concentrate more in the reverse condition. This may
be an explanation as to why they sometimes per-
formed better in the reverse condition than in the nor-
mal condition. F1: “It was confusing, but I didn’t
find it difficult.” F2: “I’m not sure if seeing the feed-
back was so confusing – just adding all these layers.
It made it difficult to concentrate.” M1 reported very
low presence, yet mentioned: “I was surprised that
when it was reversed I found it harder to concentrate.
It made me confused. At all times, not only in the
beginning. So there must have been something on an-
other level – I must have been influenced.”
5 CONCLUSION
We have devised a system that allows people to be
able to control a virtual body in an IVE, with accuracy
ranging from 72% to 96%. We consider this to be a
proof of the feasibility of this innovative interface. We
have used qualitative methods to get a sense of this
new type of experience: what did it feel like? what
was the nature of the relationship between the subjects
and their avatars?
There is growing interest in the BCI community
to use IVE, and some evidence that IVE may assist
in BCI training, or even improve BCI performance.
Our finding suggests that BCI in IVE is more enjoy-
able than traditional BCI, and subjects find it more in-
tuitive and natural. However, subjects did not seem
to perform better when the mapping between their
thoughts and the feedback was natural, as compared
to when this mapping was reversed. This is despite the
fact that the subjects did report that the reverse con-
dition seemed more confusing and less intuitive. The
results we describe in this paper thus indicate that the
story is complex and justify further research.
In 1965 Sutherland described the Ultimate Dis-
play system – which was the forebear of today’s
highly immersive virtual reality systems (Sutherland,
1965). In this paper we are pointing the way towards
the Ultimate Human-Computer Interface, an interface
through thought - as has been described in novels by
authors such as William Gibson (Gibson, 1984) and
Neal Stephenson (Stephenson, 1991). The research
described in this paper has shown that it is possible
to control a virtual body by thought, and has explored
performance-related results and the subjective experi-
ence that this entails. In future work we plan to take
this paradigm further, by trying to achieve a higher
level of body projection from participants to their
avatars, and by allowing the participants to achieve
a larger variety of tasks through their avatars, which
they control by thought. We hope this could be a first
step towards an ultimate future interface.
ACKNOWLEDGEMENTS
This work has been supported by the European Union
FET projects PRESENCIA, IST-2001-37927, and
PRESENCCIA, IST-2006-27731. We would like to
thank Marco Gillies and his support with the charac-
ter animation. We are also grateful to David Swapp
and other members of the VECG lab in UCL for their
support.
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CONTROLLING A VIRTUAL BODY BY THOUGHT IN A HIGHLY-IMMERSIVE VIRTUAL ENVIRONMENT - A
Case Study in Using a Brain-Computer Interface in a Virtual-Reality Cave-like System
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