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RNEL · HUMAN BCI RESEARCH · 2022–2024

Gamified BCI calibration

An arcade-style task for measuring intracortical stimulation detection thresholds.

In the Rehab Neural Engineering Labs, I worked on a research redesign of an intracortical microstimulation detection-threshold task. We retained the two-alternative forced-choice trial structure and compared engagement and detection thresholds in three implanted BCI participants. The results are preliminary and described in a working manuscript.

RoleR&D neural engineer
SettingRehab Neural Engineering Labs
FocusPsychophysics · ICMS · human factors
Research participant in the Rehab Neural Engineering Labs during a gamified intracortical BCI calibration session, with the task displayed on a monitor and a tablet controller nearby
A real research session in the lab. The arcade-style task is visible on the monitor; the participant uses a tablet response interface during calibration.
01 / THE PROBLEM

Problem: repetitive detection-threshold trials

Detection-threshold calibration asks a participant to repeat carefully controlled perceptual judgments so the research system can estimate the minimum intracortical stimulation amplitude that is reliably perceived.

The measurement is valuable precisely because the task is constrained and repetitive. But that repetition can also create a human-factors problem: fatigue, disengagement, and frustration can make necessary research sessions harder to sustain. The design challenge was therefore to improve the experience without silently changing the experiment.

02 / THE DESIGN QUESTION

Method: retain the two-interval detection task

Design constraint: preserve the same two-alternative forced-choice detection logic while changing the cues, response flow, feedback, and sense of agency around it.

03 / BEFORE → AFTER

Implementation: arcade cues and tablet responses

Traditional calibration

Sparse 2AFC task

  • Minimal visual cues
  • Repeated center-out style perceptual judgments
  • Response entered into the psychophysics workflow
MEASUREMENT INVARIANTSame underlying 2AFC detection-threshold question

Which interval contained the perceived intracortical stimulation?

Gamified calibration

Arcade-style 2AFC task

  • Animated game-like cues and progress
  • Direct tablet response
  • Immediate success or error feedback
Experimental timeline comparing non-gamified and gamified two-alternative forced-choice task screens across interval one, variable delay, interval two, and participant response
Study timing and participant-screen sequence. The stimulation interval structure is held constant while the participant-facing task changes.
04 / THE SYSTEM

Experimental workflow

This diagram follows the experimental pipeline used in the study, from channel selection and 2AFC trials through response capture, threshold estimation, and participant experience.

01

Select channel

Choose a spatially representative intracortical stimulation channel.

02

Run 2AFC trial

Deliver the same two-alternative forced-choice detection-threshold paradigm.

03

Present game layer

Replace sparse visual cues with an arcade-style stimulus and immediate feedback.

04

Capture response

The participant reports which interval contained the perceived stimulation.

05

Estimate threshold

Compare psychophysical detection-threshold data across task conditions.

06

Measure experience

Use a short post-task survey to compare engagement, fatigue, reward, and motivation.

05 / EXPERIMENT

Within-participant comparison

3implanted BCI participants
6–8stimulating channels per participant
2–8 minper gamified or traditional task
1–3 htypical experimental session
6 itemspost-task engagement survey
CONDITION ORDER

Gamified versus non-gamified task order was randomized by coin flip to reduce order effects.

REPETITION

Channels were tested repeatedly across days so the two task conditions could be compared within the same research workflow.

QUESTIONNAIRE

A six-item, five-point survey sampled fatigue, attractiveness, absorption, reward, frustration, and motivation.

06 / WHAT I BUILT

My contribution

01

Task redesign

Reframed a repetitive ICMS detection task around an arcade-style interaction while preserving the psychophysical question.

02

Game layer

Worked within a Pygame-based research interface using animated cues, progress, challenge, and feedback.

03

Response flow

Integrated a direct tablet response path so the participant could report the perceived interval inside the gamified workflow.

04

Analysis

Compared participant-reported engagement and psychophysical threshold behavior across gamified and traditional conditions.

I worked on task redesign, participant-facing interaction, tablet response flow, and analysis. The manuscript credits Chantal Verbaarschot, Charles Greenspon, Hannah Higgins, Sliman Bensmaia, and Robert Gaunt alongside me. The study methods and findings are collaborative work.

07 / PRELIMINARY FINDINGS

Preliminary engagement and threshold results

WORKING MANUSCRIPT

Participant experience

In the working manuscript, all three participants reported significantly higher scores on at least two engagement-related indicators in the gamified condition. The pattern included dimensions such as aesthetic appeal, motivation, reward, absorption, fatigue, and frustration, with the exact significant dimensions differing by participant.

MEASUREMENT CHECK

Psychophysical threshold

The reported aggregate analyses did not show a statistically significant gamification effect on detection thresholds. Some electrode-level comparisons varied, so the result is presented here as preliminary rather than as proof of equivalence.

Result summary

Working analyses showed stronger engagement across participants while aggregate detection thresholds did not shift significantly. The manuscript contains the full statistical treatment.

08 / RESEARCH IN PRACTICE

Design implications

For repeated calibration sessions, I used animated cues, direct tablet responses, and immediate feedback to make the task easier to follow. The study compared participant experience as well as detection thresholds.

The study retained the two-interval trial structure while changing the visual cues and response interface.
09 / TEAM

RNEL research team

Rehab Neural Engineering Labs research team gathered around a participant in the laboratory
A collaborative lab environment around long-running human BCI research. No participant names or clinical details are published on this page.
RNEL research community gathered outdoors with a research participant
Research community beyond the experimental setup.
10 / SCOPE + SOURCES

Evidence and limitations

Open questions

  • The research involved a small number of implanted BCI participants.
  • The novelty of a gamified task may diminish with repeated exposure.
  • A tablet response interface may not generalize to participants without usable upper-extremity movement.
  • Gamification adds implementation complexity and does not automatically improve every outcome.
  • The statistical summary comes from a working manuscript. Peer-reviewed publication and formal equivalence testing are not established here.
RESEARCH ARTIFACT

2023 technical talk

The supplied talk describes the task design, two-interval trials, tablet response flow, and questionnaire. A public recording is not linked here.

WORKING MANUSCRIPT

Gamified BCI calibration preprint

The supplied manuscript, “Making routine psychophysical calibration tasks for bidirectional brain-computer interfaces more fun,” contains the methods and preliminary analyses. A public manuscript link is not available here.

LAB PHOTOGRAPHY

RNEL lab photography

Shows the real research environment and participant-facing experimental setup.