<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>BrainArt: a BCI-based Assessment of User's Interests in a Museum Visit</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabio Abbattista</string-name>
          <email>fabio.abbattista@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valeria Carofiglio</string-name>
          <email>valeria.carofiglio@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <email>berardina.decarolis@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Bari</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>2091</volume>
      <abstract>
        <p>In the near future our brain will be connected to many applications. Recently research has concentrated on using the Brain Computer Interface (BCI) passively to recognize particular users' mental states. In this paper, we explore the possibility to harness electroencephalograph (EEG) signals captured by of-the-shelf EEG low-cost headsets to understand if an exhibition piece is of interest for a visitor. This information can be used to enrich the user profile and consequently to suggest artworks to see during the visit according to a recommendation strategy. The results of the exploratory study show the feasibility of the proposed approach</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → User models;</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>Human–computer interaction based on physiological signals is
expected to be the next breakthrough in the field of multimedia
systems, especially as far as afective computing is concerned. In
this view, research presented in this study aims at developing a
Brain-Computer Interface (BCI) to understand which exhibition
piece the user is interested in during a virtual/real museum visit and
use this information to personalize the visit using an appropriate
recommendation strategy.</p>
      <p>
        Usually electroencephalography (EEG) devices and BCI provide a
way to measure brain activity and establish a direct communication
between brain and computing systems. Useful applications of EEG
have been developed mainly in the field of assistive technologies,
helping disabled users to control external devices [
        <xref ref-type="bibr" rid="ref12 ref9">9, 12</xref>
        ]. However,
with the advent of inexpensive and commercial EEG headsets,
applications in new domains are being proposed (e.g., for enhancing
the user experience during artistic performances [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], for
monitoring attention levels during learning tasks [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and so on). Taking
into account that our brain processes constantly information and
sensory inputs that pervade our daily life, it is easy to imagine
applications that consider the impact of media (images, music, video,
movies, etc.) upon the brain. In case of a museum visit, the number
of items that users may look at is huge. In this case, personalized
suggestions may be used to tailor the visit to users’ interests and
preferences. In recent years, the maturity of methods for the
unobtrusive acquisition of implicit feedback [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] has grown to a level
that allows its incorporation in personalized systems. To this aim,
research has investigated the use of physiological signals to detect
and recognize users’ interest and engagement. Devices actually
used to get this kind of feedback are mainly heartbeat monitors,
galvanic skin response sensors and headsets to capture
electroencephalogram (EEG) signals. In this paper we investigated on the
use of a EEG low- cost commercial headset (MindWave - Neurosky)
to capture and recognize the user interest in a artwork by detecting
his engagement level during the visualization of a piece of art. The
idea is to apply real-time brainwave signal detection techniques to
get a feedback about which pieces of the exhibition are interesting
for the user while he is looking at that item. To achieve our goal we
developed a function to detect visual engagement and then, to test
the feasibility of the approach, we performed a preliminary
controlled experiment aimed at detecting interest of museum visitors
in a item and relating it to the level of visual engagement.
      </p>
      <p>Data collected in this experiment allowed learning a model for
recognizing in real-time user’s interest and use this information to
enrich the user profile and provide recommendations accordingly.</p>
      <p>The paper, after a brief section explaining the motivation for
pursuing this approach, illustrates how visual engagement is
calculated. Then the results of the study are presented. Conclusions and
future work directions are discussed in the last section.
2</p>
    </sec>
    <sec id="sec-3">
      <title>MOTIVATIONS AND BACKGROUND</title>
      <p>
        Many authors have investigated the use of physiological signals to
detect and recognize users’ characteristics during the interaction
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Devices actually used to get bio and neuro-feedback have
gained popularity especially in the context of videogames. Due
to their ability to capture the engagement of a user beyond his
conscious and controllable behaviors and in a transparent manner,
EEG devices are being used in HCI context [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Since non-invasive
commercial electroencephalography (EEG) devices have recently
become more available on the market it is feasible to think about
their use in domains such us music listening, video watching, etc.
      </p>
      <p>
        EEG devices measure brain signals by placing electrodes on
certain locations on the scalp that measure changes in electrical
potential as neurons in the brain’s cerebral cortex are fired [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
The collected signals are divided into five diferent frequency bands
that have been proven to provide insight into a person’s cognitive
states such as attention/engagement and relaxation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        From the interaction viewpoint, BCI systems can be used in an
active way, by allowing users to control a system by a conscious
mental activity, and in a passive one, by monitoring the user brain
activity to recognize mental states that are used as an input to
the application [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] or to understand the user’s mental state as a
feedback to the received stimulus. In this case the interpretation
of user’s mental state could be used as a source of control to the
automatic system adaptation [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        This is the type of approach needed in our system, the indicators
of "engaging" and "interest" as implicit feedback for personalizing
the museum visit. Since in the last few years museums direct their
eforts to provide personalized services both though their websites
and on site ofering personalized guide and descriptions of items,
this information about the user can be used to build a user profile
and then to provide recommendations [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. An increasing number
of museums use personalized museum guides to enhance visitors’
experiences, attract new visitors, and satisfy the needs of a diverse
audience [
        <xref ref-type="bibr" rid="ref11 ref19">11, 19</xref>
        ]. Ardissono et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] provide a detailed survey
of the field of personalized applications in cultural heritage. In
our approach the BCI can monitor passively the user’s experience
during the museum visit in real time providing a feedback that can
be used to personalize the visiting experience.
      </p>
      <p>
        This approach has been used successfully in several projects.
In the FOCUS system BCI is used to monitor engagement while
children are reading [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Andujar and Gilbert [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] proposed a proof
of concept investigating the ability to retain more information by
incrementing physiological engagement using the Emotiv EPOC.
Recently, Yan et al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] show how the measurement and analysis of
audience engagement from EEG measurement level during a
threedimensional virtual theatre performance have positive impacts on
the user experience. Abdelrahman et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] report their experience
in using EEGfeedback for detecting visual engagement of museum
visitors using Emotiv EPOC.
      </p>
      <p>Results of these research works are promising and, even if the
experiments were performed on a small number of users, they
show the potentiality of the approach. Therefore we decided to
investigate if the same type of information about user’s mental
state could be captured using a cheaper headset with only one dry
electrode.
3</p>
    </sec>
    <sec id="sec-4">
      <title>THE PROPOSED APPROACH</title>
      <p>The visitor experience in a museum is mainly shaped by his
behavior based on his interest and engagement in the exhibited items.
The cognitive component of interest corresponds to the activation
of the pre-frontal cortex of the brain captured using EEG signals.
We propose a museum experience that utilizes brain signals
acquired by commercially available BCI systems to sense the museum
visitors’ engagement in exhibits and provide real- time feedback to
the visitor with personalized recommendations.</p>
      <p>
        The recent availability of low-cost commercial and comfortable
EEG headsets makes the use of this technology afordable for a
museum that can then serve a large number of users. In this work,
Neurosky [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] wireless EEG Mindwave device is used (Figure 1).
      </p>
      <p>The headset is equipped with a single-channel EEG sensor and an
electrode that rests on the forehead on the FP1 position according to
the international 10-20 system and a second electrode that touches
the ear. This sensor is used as ground to filter out the electrical
noise. Sensors are capable of detecting raw EEG signals, frequency
of diferent brainwaves: Delta (0-3 Hz), Theta (4-7 Hz), Alpha
(812 Hz), Beta (12-30 Hz) and Gamma (30-100 Hz), and two mental
states (attention and meditation) that are calculated by proprietary
algorithms. Neurosky MindWave was chosen due to its afordability,
portability, wireless connection capability and the availability of
an open source API (Application Programming Interface). Finally,
it ofers unencrypted EEG signal.</p>
      <p>We are aware that a major limitation in using this headset is
the accuracy of the EEG signal, because this headset has only one
electrode. However, our challenge is to have as much information
as possible, avoiding stressing the user in terms of the discomfort of
the device. The size and comfort of the device used may allow for a
real-time assessment of users preferences and then for a provision
of fine-tuned suggestions and content during the visit.
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>Visual Engagement Measurement</title>
      <p>Electroencephalography (EEG) is a method to measure the brain’s
electrical activity. Usually the EEG signals can be afected by noise
due to eye movements, muscle noise, heart signals, and so on. The
BCI allows filtering the noise signal while preserving the essential
EEG signals. EEG frequencies have been extensively studied and
can provide insight into user mood and emotions such as
excitement, meditation, pleasure and frustration. EEG measures are also
sensitive to cognitive states including engagement and attention.</p>
      <p>
        As far as engagement measurement is concerned, Pope et al.
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] defined the following formula relying on three of the
frequency bands which correlate EEG signals with task engagement:
Enдaдement = β /(α + θ ).
      </p>
      <p>The formula uses the Alpha (α ) band (7-13 Hz) associated with
relaxation, the Beta (β ) band (13-30 Hz) associated with
attentiveness and focus, and finally the Theta (θ ) band (4-7 Hz) associated
with dreaminess and creativity.</p>
      <p>
        Berka et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] has shown that the engagement index reflected a
person’s process of visual scanning and attention. This formula has
been used successfully in several projects with encouraging results
[
        <xref ref-type="bibr" rid="ref1 ref17 ref3">1, 3, 17</xref>
        ].
      </p>
      <p>A BCI-based Assessment of User’s Interests in a Museum Visit
4</p>
    </sec>
    <sec id="sec-6">
      <title>AN EXPLORATORY STUDY</title>
      <p>In the following sections, we discuss our experimental setup, data
collection and analysis and, at the end, our findings.
4.1</p>
    </sec>
    <sec id="sec-7">
      <title>Participants and Methodology</title>
      <p>Twenty-four participants took part in the study aged from 16 to 60
(mean age of 26.9 with a standard deviation of 10.75). Sixteen of
them were male and eight were female. Twenty participants were
students and four were part of the teaching staf.</p>
      <p>According to the purpose of this study we selected 20 artworks
from wikiart.org. The selection was made according to the five
main styles present in wikiart classification: Medieval Art,
Renaissance Art, Post Renaissance Art, Modern Art,
Contemporary Art. For each style, we selected artworks of two diferent
genres: painting and sculpture.</p>
      <p>Before starting the experiment, participants were given an overview
regarding the EEG technology, experiment, and the type of data
collected. Consent was signed by all of the subjects. Participants
were trained on how to use the headset and the application. Before
the experiment they were asked to wait few minutes to stabilize
EEG signals. The total time of the experiment was approximately 5
minutes for most of the participants. After completing the
experiment, participants were asked to answer a questionnaire about their
demographics, health status and other questions to rate the device’s
comfort level. The questionnaires showed that all of the subjects
did not sufer from any health issues prior to the experiments. The
experiment was conducted in a room with controlled lighting in a
research lab in our Department. Both the experimental tasks and
the EEG recording were controlled with the same computer.
4.2</p>
    </sec>
    <sec id="sec-8">
      <title>Data Acquisition</title>
      <p>In order to acquire data to learn a model that can be used to
recognize the user’s interest, we implemented an interface to randomly
show the selected artworks to the user.</p>
      <p>The adopted protocol is the following (Figure 2). At the beginning
of the interaction the user is asked to relax for 10 seconds. The data
recorded in this time represents the baseline for that user. At the
end of this relaxation period, the artwork image, selected randomly,
is shown to the user for 10 seconds. During this time, the brain
signals are recorded and immediately after an evaluation screen
is shown to the user. Through this screen, the user expresses his
judgment in terms of "I’m interested" (I), "I’m not interested" (NI)
or "Neutral" (N). In order to relax the mind and move on to the next
artwork, a neutral screen is shown again for 10 seconds.</p>
      <p>Band power data is used to calculate visual engagement. In
particular, we use Pope’s formula to calculate a vector of engagement
values both for the initial relax time (EngRelax) and for each artwork
visualization time (EngImage). Starting from these data we calculate
the Euclidean distance between the so acquired two vectors. This
distance represents the Visual Engagement Index (VEI) and it is
stored in a log file together with the evaluation explicitly expressed
by the user. A total of 580 instances were collected.
4.3</p>
    </sec>
    <sec id="sec-9">
      <title>Implicit Feedback Recognition</title>
      <p>
        To implement a process able to use EEG signals as implicit
feedback, we used the data collected during the experiment to learn
a classification model. To this aim we used the WEKA platform
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. According to research on the topic we applied the SVM
algorithm and, in particular, we used the SMO (Sequential Minimal
Optimization) algorithm that handles multiclass data by combining
binary SMOs. The three classes of interest were NI= Not Interesting,
N=Neutral, and I=Interesting.
      </p>
      <p>Results, calculated using 10-fold cross-validation, show an
average accuracy on three classes of 0.75 and a average F1-measure of
0.672. Analyzing the classification results in more details by looking
at the confusion matrix (see Table 1), we noticed that the majority
of instances of class N, corresponding to a neutral interest, were
misclassified. This result is encouraging and, even if it does not
provide a way in detecting nuances in the level of interest of the user,
it is able to discriminate between interesting and not interesting
items.</p>
      <p>Supported by this result we studied the feasibility of using such in
real-time by predicting user’s interest while looking at an exhibition
piece. To this aim we conducted a very simple experiment. We
selected 20 new items from wikiart.org equally distributed along
the 5 styles used for the first experiment.</p>
      <p>We asked to 10 participants, aged between 19 and 52 y.o, (avg=25.3,
std.dev=9.3) to perform a task similar to the one of the first
experiment. Each participant had to wear the headset and look at 2
randomly selected artworks according to the protocol described
previously. This time, the interest or not towards the artwork was
indicated by the system according to the result of the classification
of the VEI done using the learned model. Each participant could
agree or not with the system by changing the predicted interest.
Hit Ratio is a way of calculating how many "hits" a user has in a
list of recommended items. A "hit" could be defined as something
that the user has clicked on, purchased, or saved/favourite
(depending on the context). In this case we consider a "hit" the agreement
between the system prediction and the explicit user evaluation. If
we consider this as a measure of success of the classifier then the
proposed approach showed to be efective since in 70% of cases the
user agreed with the system prediction.
5</p>
    </sec>
    <sec id="sec-10">
      <title>CONCLUSION AND FUTURE WORK</title>
    </sec>
    <sec id="sec-11">
      <title>DIRECTIONS</title>
      <p>Detecting visitor’s interest and emotions implicitly from EEG
signals using low-cost and commercially available devices is the main
aim of our research. In particular we plan to employ this approach
in the context of personalized virtual or real museum visit. In this
paper, we have presented how the EEG signals, gathered using the
Neurosky MindWave device, can be used as a potential source for
implicit feedback recognition. To achieve our goal we developed a
function to detect visual engagement from EEG signals and then,
to test the feasibility of our approach we performed a preliminary
controlled experiment aimed at predicting in real-time user’s
interest in a piece of art. Results show the feasibility of the proposed
approach since, using SVM, we had a good accuracy on three classes
(not interesting, neutral and interesting). The implicitly recognized
interest can then be used to enrich the user profile and personalize
museum visits.</p>
      <p>While the work presented here is focused on understanding
how to relate observations to predicted ratings, we then hope to
develop and implement a prototype that will give us some insight
into how implicit feedback can be used efectively in an application
environment. For instance the level of engagement can be used not
only to suggest what to see during the visit, but also to adapt the
description content of a piece of art.</p>
      <p>We also plan to conduct experiments using a more accurate
commercial device with a major number of electrodes in order to
detect not only the interest aroused while looking at an artwork
but also to recognize the elicited emotion.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>Yomna</given-names>
            <surname>Abdelrahman</surname>
          </string-name>
          , Mariam Hassib, Maria Guinea Marquez, Markus Funk, and
          <string-name>
            <given-names>Albrecht</given-names>
            <surname>Schmidt</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Implicit Engagement Detection for Interactive Museums Using Brain-Computer Interfaces</article-title>
          .
          <source>In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (MobileHCI '15)</source>
          . ACM, New York, NY, USA,
          <fpage>838</fpage>
          -
          <lpage>845</lpage>
          . https: //doi.org/10.1145/2786567.2793709
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Ray</given-names>
            <surname>Adams</surname>
          </string-name>
          , Richard Comley, and
          <string-name>
            <given-names>Mahbobeh</given-names>
            <surname>Ghoreyshi</surname>
          </string-name>
          .
          <year>2009</year>
          .
          <article-title>The Potential of the BCI for Accessible and Smart e-Learning. In Universal Access in HumanComputer Interaction. Intelligent and Ubiquitous Interaction Environments</article-title>
          , Constantine Stephanidis (Ed.). Springer Berlin Heidelberg, Berlin, Heidelberg,
          <fpage>467</fpage>
          -
          <lpage>476</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>642</fpage>
          -02710-9_
          <fpage>51</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Marvin</given-names>
            <surname>Andujar</surname>
          </string-name>
          and
          <string-name>
            <given-names>Juan E.</given-names>
            <surname>Gilbert</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Let's Learn!: Enhancing User's Engagement Levels Through Passive Brain-computer Interfaces</article-title>
          .
          <source>In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13)</source>
          . ACM, New York, NY, USA,
          <fpage>703</fpage>
          -
          <lpage>708</lpage>
          . https://doi.org/10.1145/2468356.2468480
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>Liliana</given-names>
            <surname>Ardissono</surname>
          </string-name>
          , Tsvi Kuflik, and
          <string-name>
            <given-names>Daniela</given-names>
            <surname>Petrelli</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>Personalization in Cultural Heritage: The Road Travelled and the One Ahead</article-title>
          .
          <source>User Modeling and User-Adapted Interaction 22</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          (
          <year>April 2012</year>
          ),
          <fpage>73</fpage>
          -
          <lpage>99</lpage>
          . https://doi.org/10.1007/ s11257-011-9104-x
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>Chris</given-names>
            <surname>Berka</surname>
          </string-name>
          , Daniel J Levendowski, Michelle N Lumicao, Alan Yau, Gene Davis, Vladimir T Zivkovic, Richard E Olmstead,
          <string-name>
            <surname>Patrice D Tremoulet</surname>
          </string-name>
          , and Patrick L Craven.
          <year>2007</year>
          .
          <article-title>EEG correlates of task engagement and mental workload in vigilance, learning, and memory tasks</article-title>
          . Aviation, space, and
          <source>environmental medicine 78</source>
          ,
          <issue>5</issue>
          (
          <year>2007</year>
          ),
          <fpage>B231</fpage>
          -
          <lpage>B244</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>Laurent</given-names>
            <surname>George</surname>
          </string-name>
          and
          <string-name>
            <given-names>Anatole</given-names>
            <surname>Lécuyer</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Passive Brain-Computer Interfaces</article-title>
          . Springer London, London,
          <fpage>297</fpage>
          -
          <lpage>308</lpage>
          . https://doi.org/10.1007/978-1-
          <fpage>4471</fpage>
          -6584-2_
          <fpage>13</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>Jin</given-names>
            <surname>Huang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Chun</given-names>
            <surname>Yu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Yuntao</given-names>
            <surname>Wang</surname>
          </string-name>
          ,
          <string-name>
            <surname>Yuhang Zhao</surname>
            , Siqi Liu, Chou Mo, Jie Liu, Lie Zhang, and
            <given-names>Yuanchun</given-names>
          </string-name>
          <string-name>
            <surname>Shi</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>FOCUS: Enhancing Children's Engagement in Reading by Using Contextual BCI Training Sessions</article-title>
          .
          <source>In Proceedings of the 32Nd Annual ACM Conference on Human Factors in Computing Systems (CHI '14)</source>
          . ACM, New York, NY, USA,
          <fpage>1905</fpage>
          -
          <lpage>1908</lpage>
          . https://doi.org/10.1145/2556288.2557339
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>NeuroSky</given-names>
            <surname>Inc</surname>
          </string-name>
          .
          <year>2010</year>
          .
          <article-title>Brain Wave Signal (EEG) of NeuroSky, Inc</article-title>
          . http://www. frontiernerds.com/files/neurosky
          <article-title>-vs-medical-eeg</article-title>
          .
          <source>pdf. (15 Dec</source>
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Ivo</given-names>
            <surname>Käthner</surname>
          </string-name>
          , Jean Daly,
          <string-name>
            <given-names>Sebastian</given-names>
            <surname>Halder</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J</given-names>
            <surname>Räderscheidt</surname>
          </string-name>
          , Elaine Armstrong, Stefan Dauwalder, Christoph Hintermüller, Arnau Espinosa, Eloisa Vargiu,
          <string-name>
            <given-names>Andreas</given-names>
            <surname>Pinegger</surname>
          </string-name>
          , et al.
          <year>2014</year>
          .
          <article-title>A P300 BCI for e-inclusion, cognitive rehabilitation and smart home control</article-title>
          .
          <source>In Proceedings of the 6th International BCI Conference Graz</source>
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Tsvi</surname>
            <given-names>Kuflik</given-names>
          </string-name>
          , Oliviero Stock, Massimo Zancanaro, Ariel Gorfinkel, Sadek Jbara, Shahar Kats, Julia Sheidin, and
          <string-name>
            <given-names>Nadav</given-names>
            <surname>Kashtan</surname>
          </string-name>
          .
          <year>2011</year>
          .
          <article-title>A Visitor's Guide in an Active Museum: Presentations, Communications, and</article-title>
          <string-name>
            <given-names>Reflection. J.</given-names>
            <surname>Comput</surname>
          </string-name>
          .
          <source>Cult. Herit. 3</source>
          ,
          <issue>3</issue>
          ,
          <string-name>
            <surname>Article 11</surname>
          </string-name>
          (
          <issue>Feb</issue>
          .
          <year>2011</year>
          ),
          <volume>25</volume>
          pages. https://doi.org/10.1145/1921614. 1921618
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Ioanna</surname>
            <given-names>Lykourentzou</given-names>
          </string-name>
          , Xavier Claude, Yannick Naudet, Eric Tobias, Angeliki Antoniou, George Lepouras, and
          <string-name>
            <given-names>Costas</given-names>
            <surname>Vassilakis</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Improving museum visitors' Quality of Experience through intelligent recommendations: A visiting style-based approach</article-title>
          ..
          <source>In Intelligent Environments (Workshops)</source>
          .
          <fpage>507</fpage>
          -
          <lpage>518</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>José del R. Millán</surname>
            , Rüdiger Rupp, Gernot Mueller-Putz, Roderick Murray-Smith,
            <given-names>Claudio</given-names>
          </string-name>
          <string-name>
            <surname>Giugliemma</surname>
            , Michael Tangermann, Carmen Vidaurre, Febo Cincotti, Andrea Kubler, Robert Leeb, Christa Neuper, Klaus Mueller, and
            <given-names>Donatella</given-names>
          </string-name>
          <string-name>
            <surname>Mattia</surname>
          </string-name>
          .
          <year>2010</year>
          .
          <article-title>Combining Brain-Computer Interfaces and Assistive Technologies: Stateof-the-Art and Challenges</article-title>
          .
          <source>Frontiers in Neuroscience 4</source>
          (
          <year>2010</year>
          ),
          <volume>161</volume>
          . https://doi. org/10.3389/fnins.
          <year>2010</year>
          .00161
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <surname>Ernst</surname>
            <given-names>Niedermeyer</given-names>
          </string-name>
          <source>and FH Lopes da Silva</source>
          .
          <year>2005</year>
          .
          <article-title>Electroencephalography: basic principles, clinical applications, and related fields</article-title>
          .
          <source>Lippincott Williams &amp; Wilkins.</source>
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Alan</surname>
            <given-names>T Pope</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Edward H Bogart</surname>
          </string-name>
          , and Debbie S Bartolome.
          <year>1995</year>
          .
          <article-title>Biocybernetic system evaluates indices of operator engagement in automated task</article-title>
          .
          <source>Biological psychology 40</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          (
          <year>1995</year>
          ),
          <fpage>187</fpage>
          -
          <lpage>195</lpage>
          . https://doi.org/10.1016/
          <fpage>0301</fpage>
          -
          <lpage>0511</lpage>
          (
          <issue>95</issue>
          )
          <fpage>05116</fpage>
          -
          <lpage>3</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>George</surname>
            <given-names>E.</given-names>
          </string-name>
          <string-name>
            <surname>Raptis</surname>
            , Christina Katsini, Marios Belk, Christos Fidas, George Samaras, and
            <given-names>Nikolaos</given-names>
          </string-name>
          <string-name>
            <surname>Avouris</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Using Eye Gaze Data and Visual Activities to Infer Human Cognitive Styles: Method and Feasibility Studies</article-title>
          .
          <source>In Proceedings of the 25th Conference on User Modeling, Adaptation and Personalization (UMAP '17)</source>
          . ACM, New York, NY, USA,
          <fpage>164</fpage>
          -
          <lpage>173</lpage>
          . https://doi.org/10.1145/3079628.3079690
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>Björn</surname>
            <given-names>W.</given-names>
          </string-name>
          <string-name>
            <surname>Schuller</surname>
          </string-name>
          .
          <year>2016</year>
          . Acquisition of Afect . Springer International Publishing, Cham,
          <fpage>57</fpage>
          -
          <lpage>80</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>319</fpage>
          -31413-
          <issue>6</issue>
          _
          <fpage>4</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>Daniel</given-names>
            <surname>Szafir</surname>
          </string-name>
          and
          <string-name>
            <given-names>Bilge</given-names>
            <surname>Mutlu</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>Pay Attention!: Designing Adaptive Agents That Monitor and Improve User Engagement</article-title>
          .
          <source>In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12)</source>
          . ACM, New York, NY, USA,
          <fpage>11</fpage>
          -
          <lpage>20</lpage>
          . https://doi.org/10.1145/2207676.2207679
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <surname>Desney</surname>
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Tan</surname>
            and
            <given-names>Anton</given-names>
          </string-name>
          <string-name>
            <surname>Nijholt</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>Brain-Computer Interfaces: Applying Our Minds to Human-Computer Interaction</article-title>
          . Springer Publishing Company, Incorporated.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <surname>Ed</surname>
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Tan</surname>
            and
            <given-names>Katri</given-names>
          </string-name>
          <string-name>
            <surname>Oinonen</surname>
          </string-name>
          .
          <year>2009</year>
          .
          <article-title>Personalising Content Presentation in Museum Exhibitions - A Case Study</article-title>
          .
          <source>In Proceedings of the 2009 15th International Conference on Virtual Systems and Multimedia (VSMM '09)</source>
          . IEEE Computer Society, Washington, DC, USA,
          <fpage>232</fpage>
          -
          <lpage>238</lpage>
          . https://doi.org/10.1109/VSMM.
          <year>2009</year>
          .42
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <surname>Ian</surname>
            <given-names>H Witten</given-names>
          </string-name>
          , Eibe Frank, Mark A Hall, and
          <string-name>
            <surname>Christopher</surname>
          </string-name>
          J Pal.
          <year>2016</year>
          .
          <article-title>Data Mining: Practical machine learning tools and techniques</article-title>
          . Morgan Kaufmann.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <surname>Shuo</surname>
            <given-names>Yan</given-names>
          </string-name>
          , GangYi Ding,
          <string-name>
            <given-names>Hongsong</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Ningxiao</given-names>
            <surname>Sun</surname>
          </string-name>
          , Yufeng Wu, Zheng Guan, Longfei Zhang, and
          <string-name>
            <given-names>Tianyu</given-names>
            <surname>Huang</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Enhancing Audience Engagement in Performing Arts Through an Adaptive Virtual Environment with a BrainComputer Interface</article-title>
          .
          <source>In Proceedings of the 21st International Conference on Intelligent User Interfaces (IUI '16)</source>
          . ACM, New York, NY, USA,
          <fpage>306</fpage>
          -
          <lpage>316</lpage>
          . https: //doi.org/10.1145/2856767.2856768
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>Shuo</surname>
            <given-names>Yan</given-names>
          </string-name>
          , GangYi Ding,
          <string-name>
            <given-names>Hongsong</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Ningxiao</given-names>
            <surname>Sun</surname>
          </string-name>
          , Yufeng Wu, Zheng Guan, Longfei Zhang, and
          <string-name>
            <given-names>Tianyu</given-names>
            <surname>Huang</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Enhancing Audience Engagement in Performing Arts Through an Adaptive Virtual Environment with a BrainComputer Interface</article-title>
          .
          <source>In Proceedings of the 21st International Conference on Intelligent User Interfaces (IUI '16)</source>
          . ACM, New York, NY, USA,
          <fpage>306</fpage>
          -
          <lpage>316</lpage>
          . https: //doi.org/10.1145/2856767.2856768
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>