Ignacio Alvarez

Clemson University, Clemson, SC, United States

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Publications (4)3.35 Total impact

  • Ergonomics 02/2014; · 1.67 Impact Factor
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    ABSTRACT: The use of brain computer interface (BCI) devices in research and applications has exploded in recent years. Applications such as lie detectors that use functional magnetic resonance imaging (fMRI) to video games controlled using electroencephalography (EEG) are currently in use. These developments, coupled with the emergence of inexpensive commercial BCI headsets, such as the Emotiv EPOC ( http://emotiv.com/index.php ) and the Neurosky MindWave, have also highlighted the need of performing basic ergonomics research since such devices have usability issues, such as comfort during prolonged use, and reduced performance for individuals with common physical attributes, such as long or coarse hair. This paper examines the feasibility of using consumer BCIs in scientific research. In particular, we compare user comfort, experiment preparation time, signal reliability and ease of use in light of individual differences among subjects for two commercially available hardware devices, the Emotiv EPOC and the Neurosky MindWave. Based on these results, we suggest some basic considerations for selecting a commercial BCI for research and experimentation. STATEMENT OF RELEVANCE: Despite increased usage, few studies have examined the usability of commercial BCI hardware. This study assesses usability and experimentation factors of two commercial BCI models, for the purpose of creating basic guidelines for increased usability. Finding that more sensors can be less comfortable and accurate than devices with fewer sensors.
    Ergonomics 04/2012; 55(5):592-8. · 1.67 Impact Factor
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    ABSTRACT: This paper investigates the benefits of learning from educational video games compared to learning by reading from a text document. The participants were exposed to Lewis and Clark expedition via a video game or text document. During the learning task, playing the game or reading, participants wore a Brain Computer Interface (BCI) device to gather their level of engagement. After the learning sessions, post-experiment questionnaires were used to assess the amount of information retained after each session. The results of this study suggests that the educational video games might not be significantly engaging, and also that learning by reading a handout may be better for retaining information. Furthermore, this paper briefly discusses the BCI device, and how it can be used to measure engagement of the participants.
    World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011; 10/2011
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    ABSTRACT: Manuals were designed to provide support and information about the usage and maintenance of the vehicle. In many cases user's manuals are the driver's only guidance. However, lack of clarity and efficiency of manuals lead to user dissatisfaction. In vehicles this problem is even more crucial given that driving a motor vehicle is, for many people, the most complex and potentially dangerous task they will perform during their lifetime. In this paper we present a voice interfaced driver manual that can potentially fix the deficiencies of its alternatives. In addition we aim to provide a case for the integration of such technology in a vehicle to reduce driver distraction, increase driver satisfaction, and manual usability, while also benefiting Original Equipment Manufacturers (OEMs) in lowering costs and reducing the documentation process.
    Proceedings of 2nd International Conference on Automotive User Interfaces and Interactive Vehicular Applications, AutomotiveUI 2010, Pittsburgh, PA, USA, November 11-12, 2010; 01/2010

Publication Stats

5 Citations
3.35 Total Impact Points

Top Journals


  • 2012
    • Clemson University
      • School of Computing
      Clemson, SC, United States
  • 2010
    • Universidad de Burgos
      Burgos, Castille and León, Spain