| 中文摘要 |
近年來人們的注意力不集中情況日益普遍,不論是成年人或是兒童都有類似的情況發生。目前市面上改善注意力的方法雖然有很多種,但是大多數都缺乏娛樂性,導致受測者缺乏持續訓練的動力。有鑒於此,本研究希望建立一個具有娛樂性以及訓練效果的平衡遊戲場景,讓受測者能在遊戲過程中進行專注力訓練。透過Unity軟體打造一個3D平衡遊戲場景之腦機介面(Brain Computer Interface, BCI),並以NeuroSky MindWave腦波儀擷取腦電波(Electroencephalogram, EEG)訊號,搭配Arduino Leonardo平台,藉由藍芽模組HC-05傳輸腦波資料,使受測者能以專注度控制布丁上的湯匙之平衡達訓練目的。遊戲中結合物理模擬與即時回饋機制,真實呈現重力與傾斜效果提升互動性,具備良好的娛樂性與訓練性。研究者以自身為受測者,進行五天的測試,每日40次。結果顯示正確率由61.2%提升至68.9%,P值為0.062,大於0.05,顯示正確率平均值無顯著差異,表示系統在連續多日操作下能維持穩定的表現。綜合而言,本研究成功建立結合BCI的專注力訓練遊戲場景,證實腦波控制與遊戲互動結合之可行性與穩定性。未來可進一步透過多樣化受測者驗證訓練成效,並朝自動化難度調整、人工智慧反饋及虛擬實境技術發展,以發展更具教育性與臨床應用價值的專注訓練平台。 |
| 英文摘要 |
In recent years, problems related to reduced attention have become increasingly common in both adults and children. Although many methods for improving attention are currently available, most of them lack entertainment value, which often leads to low motivation for long-term training. Therefore, this study aims to develop a balance game scenario that combines both entertainment and training effects, allowing users to perform attention training through gameplay. A brain–computer interface (BCI) based 3D balance game was developed using Unity. EEG signals were acquired through a NeuroSky MindWave device and transmitted via an HC-05 Bluetooth module to an Arduino Leonardo platform. The user’s attention level was then used to control the balance of a spoon placed on a pudding within the game, achieving the purpose of attention training. The game integrates physical simulation and real-time feedback to realistically represent gravity and tilting effects, thereby enhancing interactivity and engagement. The researcher participated as the test subject in a five-day experiment, with 40 trials conducted each day. The results showed that the average accuracy increased from 61.2% to 68.9%. The p-value was 0.062 which is greater than 0.05. There is not any statistical significant difference in mean values of the five- day tests and the system maintained stable performance during continuous use. Overall, this study successfully developed a BCI-based attention training game and demonstrated the feasibility and stability of combining EEG control with interactive gameplay. In future work, the training effectiveness can be further validated with a larger and more diverse group of participants, and the system can be enhanced through automatic difficulty adjustment, artificial intelligence–based feedback, and virtual reality technologies to develop a more educational and clinically applicable attention training platform. |