Physiological Computing: Interfacing with the
Human Nervous System
Stephen H. Fairclough
School of Natural Sciences and Psychology, Liverpool John Moores University, UK
Abstract
This chapter describes the physiological computing paradigm where
electrophysiological changes from the human nervous system are used to interface
with a computer system in real time. Physiological computing systems are
categorized into five categories: muscle interfaces, brain-computer interfaces,
biofeedback, biocybernetic adaptation and ambulatory monitoring.
The
differences and similarities of each system are described. The chapter also
discusses a number of fundamental issues for the design of physiological
computing system, these include: the inference between physiology and
behaviour, how the system represents behaviour, the concept of the biocybernetic
control loop and ethical issues.
1. Introduction
Communication with computers is accomplished via a standard array of input
devices requiring stereotypical actions such as key pressing, pointing and clicking.
At the time of writing, the standard combination of keyboard/mouse is starting to
yield to intuitive physical interfaces (Merrill & Maes, 2007), for instance, the
Nintendo Wii and forthcoming “whole-body” interfaces such as Microsoft’s
Project Natal. Traditionally the physicality of human-computer interaction (HCI)
has been subservient to the requirements of the input devices. This convention is
currently in reversal as computers learn to understand the signs, symbols and
gestures with which we physically express ourselves to other people. If users can
communicate with technology using overt but natural hand gestures, the next step
is for computers to recognise other forms of spontaneous human-human
interaction, such as eye gaze (Wachsmuth, Wrede, & Hanheide, 2007), facial
expressions (Bartlett, Littlewort, Fasel, & Morvellan, 2003) and postural changes
(Ahn, Teeters, Wang, Breazeal, & Picard, 2007). These categories of expression
involve subtle changes that are not always under conscious control. In one sense,
these kinds of signals represent a more intuitive form of HCI compared to overt
gesture because a person may communicate her needs to a device with very little
intentionality. However, changes in facial expression or body posture remain
overt and discernible by close visual observation. This progression of intuitive
body interfaces reaches a natural conclusion when the user communicates with a
computer system via physiological changes that occur under the skin. The body
emits a wide array of bio-electrical signals, from increased muscle tension to
changes in heart rate to tiny fluctuations in the electrical activity of the brain.
These signals represent internal channels of communication between various
components of human central nervous systems. These signals may also be used to
infer behavioural states, such as exertion during exercise, but their real potential to
innovate HCI lies in the ability of these measures to capture psychological
processes and other dimensions that remain covert and imperceptible to the
observer.
There is a long literature in the physiological computing tradition inspired by
work on affective computing (Picard, 1997), specifically the use of
psychophysiology to discern different emotional states and particularly those
negative states such as frustration (Kapoor, Burleson, & Picard, 2007) that both
designer and user wish to minimise or avoid. A parallel strand of human factors
research (Pope, Bogart, & Bartolome, 1995; Prinzel, Parasuraman, et al., 2003)
has focused on the detection of mental engagement using electroencephalographic
(EEG) measures of brain activity. The context for this research is the development
of safe and efficient cockpit automation; see Scerbo, Freeman, & Mikulka (2003)
for summary of automation work and Rani & Sarkar (2007) for similar approach
to interaction with robots. The same approach was adopted to monitor the mental
workload of an operator in order to avoid peaks (i.e. overload) that may jeopardise
safe performance (Wilson & Russell, 2003; 2007).
In these examples,
psychophysiology is used to capture levels of cognitive processing rather than
emotional states. Psychophysiology may also be used to quantify those
motivational states underlying the experience of entertainment technology
(Mandryk, Inkpen, & Calvert, 2006; Yannakakis, Hallam, & Hautop Lund, 2007).
This application promotes the concept of adaptive computer games where
software responds to the state of the player in order to challenge or help the
individual as appropriate (Dekker & Champion, 2007; Fairclough, 2007; Gilleade
& Dix, 2004). Specific changes in psychophysiology may also be used as an
intentional input control to a computer system, Brain-Computer Interfaces (BCI)
(Allison, Wolpaw, & Wolpaw, 2007; Wolpaw, Birbaumer, McFarland,
Pfurtscheller, & Vaughan, 2002) involve the production of volitional changes in
EEG activity in order to direct a cursor and make selections in a manner similar to
mouse movement or a key press.
Psychophysiology has the potential to quantify different psychological states
(e.g. happiness vs. frustration), to index state changes along a psychological
continuum (e.g. low vs. high frustration) and to function as a proxy for input
control (e.g. a BCI). Psychophysiological data may also be used to identify stable
personality traits, such as motivational tendencies (Coan & Allen, 2003) and
predispositions related to health, such as stress reactivity (Cacioppo, et al., 1998).
The diversity and utility of psychophysiological monitoring provides ample
opportunity to innovate HCI but what kinds of benefits will be delivered by a new
generation of physiological computing systems?
The first advantage is
conceptual, contemporary human-computer communication has been described
asymmetrical in the sense that the user can obtain a lot of information about the
system (e.g. hard disk space, download speed, memory use) while the computer is
essentially ‘blind’ to the psychological status of the user (Hettinger, Branco,
Encarnaco, & Bonato, 2003). The physiological computing paradigm provides
one route to a symmetrical HCI where both human and computer are capable of
“reading” the status of the other without the requirement for the user to produce
explicit cues; this symmetrical type of HCI can be described as a dialogue as
opposed to the asymmetrical variety that corresponds to two monologues
(Norman, 2007). One consequence of symmetrical HCI is that technology has the
opportunity to demonstrate “intuition” or “intelligence” without any need to
overtly consult the user. For example, a physiological computing system may
offer help and advice based upon a psychophysiological diagnosis of frustration or make a computer game more challenging if a state of boredom is detected.
Given that the next generation of ‘smart’ technology will be characterised by
qualities such as increased autonomy and adaptive capability (Norman, 2007),
future systems must be capable of responding proactively and implicitly to support
human activity in the workplace and the home, e.g. ambient intelligence (Aarts,
2004). As technology develops in this direction, the interaction between users and
machines will shift from a master-slave dyad towards the kind of collaborative,
symbiotic relationship (Klein, Woods, Bradshaw, Hoffman, & Feltovich, 2004)
that requires the computer to extend awareness of the user in real-time.
Each interaction between user and computer is unique at some level, the
precise dynamic of the HCI is influenced by a wide range of variables originating
from the individual user, the status of the system or the environment. The purpose
of dialogue design is to create an optimal interface in order to maximise
performance efficiency or safety, which represents a tacit attempt to “standardise”
the dynamic of the HCI. Similarly, human factors and ergonomics research has
focused on the optimisation of HCI for a generic ‘everyman’ user. Physiological
computing represents a challenge to the concepts of a standard interaction or a
standard user. Interaction with a symmetrical physiological computing system
incorporates a reflexive, improvisatory element as both user and system respond to
feedback from the other in real-time. There may be benefits associated with this
real-time, dynamic adaptation such as the process of individuation (Hancock,
Pepe, & Murphy, 2005) where the precise response of the system is tailored to the
unique skills and preferences of each user, e.g. (Rashidi & Cook, in press). As the
individual develops an accurate model of system contingencies and competencies
and vice versa, human-computer coordination should grow increasingly fluid and
efficient. For example, certain parameters of the system (e.g. the interface) may
change as the person develops from novice to experienced user, e.g. acting with
greater autonomy, reducing the frequency of explicit feedback. This reciprocal
human-machine coupling is characterised as a mutual process of co-evolution with
similarities to the development of human-human relationships in teamwork
(Klein, et al., 2004). Central to this idealised interaction is the need to
synchronise users’ models of system functionality, performance characteristics etc.
with the model of user generated by the computer system with respect to
preferences, task context and task environment. In this way, physiological
computing shifts the dynamic of the interaction from the generic to the specific
attributes of the user. This shift is “directed to explore ways through which each
and every individual can customize his or her tools to optimize the pleasure and
efficiency of his or her personal interaction” (Hancock, et al., 2005) (p. 12).
Traditional input devices required a desktop space for keyboard or mouse that
effectively tied HCI to a specific “office” environment. The advent of mobile
communication devices and lightweight notebooks/laptops has freed the user from
the desktop but not from the ubiquity of the keyboard or touchpad. The
development of unintrusive, wearable sensors (Baber, Haniff, & Woolley, 1999;
Picard & Healey, 1997; Teller, 2004) offers an opportunity for users to
communicate with ubiquitous technology without any overt input device. A
psychophysiological representation of the user state could be collected
unobtrusively and relayed to personal devices located on the person or elsewhere.
Unobtrusive monitoring of physiology also provides a means for users to overtly
communicate with computers whilst on the move or away from a desktop. The
development of muscle-computer interfaces (Saponas, Tan, Morris, &
Balakrishnan, 2008) allows finger movements to be monitored and distinguished
on potentially any surface in order to provide overt input to a device. Data
collection from wearable sensors could be used to monitor health and develop
telemedicine-related applications (Kosmack Vaara, Hook, & Tholander, 2009;
Morris & Guilak, 2009) or to adapt technology in specific ways, e.g. if the user is
asleep, switch all messages to voicemail. With respect to system adaptation, this
“subconscious” HCI (i.e. when a device adapts to changes in user state without
any awareness on the part of the user) could be very useful when the user is eyesor hands-busy, such as driving a car or playing a computer game. This utilisation
of the approach in this scenario allows physiological computing to extend the
communication bandwidth of the user.
The potential benefits of physiological computing are counteracted by
significant risks associated with the approach. The inference from physiological
change to psychological state or behaviour or intention is not straightforward
(Cacioppo, Tassinary, & Berntson, 2000). Much of the work on the psychophysiological inference (i.e. the way in which psychological significance is
attached to patterns of physiological activity) has been conducted under controlled
laboratory conditions and there is a question mark over the robustness of this
inference in the field, i.e. psychophysiological changes may to be small and
obscured by gross physical activity or environmental factors such as temperature.
It is important that physiological computing applications are based upon a robust
and reliable psychophysiological inference in order to work well. The
physiological computing paradigm has the potential to greatly increase the
complexity of the HCI which may be a risk in itself. If a physiological computing
application adapts functionality or interface features in response to changes in the
state of the user, this dynamic adaptation may be double-edged. It is hoped that
this complexity may be harnessed to improve the quality of the HCI in terms of
the degree of “intelligence” or “anticipation” exhibited by the system. However,
the relationship between system complexity and compatibility with the user is
often negative, i.e. the higher the complexity of the system, the lower the level of
compatibility (Karwowski, 2000). Therefore, the complex interaction dynamic
introduced by physiological computing devices has the potential to dramatically
degrade system usability by increasing the degree of confusion or uncertainty on
the part of the user. Finally, physiological computing approaches are designed to
use physiology as a markers of what are often private, personal experiences.
Physiological computing technologies cross the boundary between overt and
covert expression, in some cases capturing subtle psychological changes of which
the users may be unaware. This kind of technology represents a threat to privacy
both in the sense of data security and in terms of feedback at the interface in a
public space.
The aim of the current chapter is to describe different categories of
physiological computing systems, to understand similarities and differences
between each type of system, and to describe a series of fundamental issues that
are relatively common to all varieties of physiological computing applications.
2. Categories of Physiological Computing
A physiological computing system is defined as a category of technology where
electrophysiological data recorded directly from the central nervous system or
muscle activity are used to interface with a computing device. This broad
grouping covers a range of existing system concepts, such as Brain-Computer
Interfaces (Allison, et al., 2007), affective computing (Picard, 1997) and
ambulatory monitoring (Ebner-Priemer & Trill, 2009). This definition excludes
systems that classify behavioural change based on automated analysis of gestures,
posture, facial expression or vocal characteristics. In some cases, this distinction
merely refers to the method of measurement rather than the data points
themselves; for example, vertical and horizontal eye movement may be measured
directly from the musculature of the eye via the electrooculogram (EOG) or
detected remotely via eye monitoring technology where x and y coordinates of
gaze position are inferred from tracking the movement of pupil.
Figure 1 (below) describes a range of physiological computing systems that are
compared and contrasted with overt input control derived from conventional
keyboard/mouse or gesture-based control [1]. The second category of technology
describes those physiological computing concepts where input control is based
upon muscular activity [2]. These systems include cursor control using eye
movements (Tecce, Gips, Olivieri, Pok, & Consiglio, 1998) or gaze monitoring
(Chin, Barreto, Cremades, & Adjouadi, 2008) or eye blink activity (Grauman,
Betke, Gips, & Bradski, 2001). Muscle interfaces have traditionally been
explored to offer alternative means of input control for the people with disabilities
and the elderly (Murata, 2006). The same “muscle-interface” approach using
electromyographic (EMG) activity has been used to capture different hand
gestures by monitoring the muscles of the forearm (Saponas, et al., 2008), facial
expressions (Huang, Chen, & Chung, 2006) and subvocal speech (Naik, Kumar, &
Arjunan, 2008). Brain-Computer Interfaces (BCI) [3] are perhaps the best known
variety of physiological computing system. These systems were originally
developed for users with profound disabilities (Allison, et al., 2007; Wolpaw, et
al., 2002) and indexed significant changes in the electrical activity of the cortex
via the electroencephalogram (EEG), e.g. evoked-potentials (ERPs), steady state
visual evoked potentials (SSVEPs). Several arguments have been forwarded to
promote the use of BCI by healthy users (Allison, Graimann, & Graser, 2007),
such as novelty or to offer an alternative mode of input for the ‘hands-busy’
operator. Zander & Jatzev (2009) distinguished between active BCI systems that
rely on direct EEG correlates of intended action (e.g. changes in the
somatosensory cortex in response to motor imagery) and reactive BCI where EEG
activity is not directly associated with output control (e.g. use of P300 ERP
amplitude to a flashing array of letters to enable alphanumeric input).
Biofeedback systems [4] represent the oldest form of physiological computing.
The purpose of this technology is to represent the physiological activity of the
body in order to promote improved self-regulation (Schwartz & Andrasik, 2003).
This approach has been applied to a range of conditions, such as asthma,
migraines, attentional deficit disorder and as relaxation therapy to treat anxietyrelated disorders and hypertension. Biofeedback therapies are based on
monitoring the cardiovascular system (e.g. heart rate, blood pressure), respiratory
variables (e.g. breathing rate, depth of respiration), EMG activity, and EEG (i.e.
neurofeedback) and training users to develop a degree of volitional control over
displayed physiological activity. The concept of biocybernetic adaptation [5] was
developed by Pope, et al. (1995) to describe a adaptive computer system that
responded to changes in EEG activity by controlling provision of system
automation (Freeman, Mikulka, Scerbo, & Scott, 2004; Prinzel, Freeman, Scerbo,
Mikulka, & Pope, 2003). This types of system monitor naturalistic changes in the
psychological state of the person, which may be related to variations in cognitive
workload (Wilson & Russell, 2003) or motivation and emotion (Mandryk &
Atkins, 2007; Picard, Vyzas, & Healey, 2001). This approach has been termed
“wiretapping” (Wolpaw, et al., 2000) or passive BCI (Zander & Jatzev, 2009). In
essence, the psychological status of the user is monitored in order to trigger
software adaptation that is both timely and intuitive (Fairclough, 2009). The final
category of technology concerns the use of unobtrusive wearable sensors that
monitor physiological activity over a sustained period of days or months. These
ambulatory systems [6] may be used to monitor emotional changes (Picard &
Healey, 1997; Teller, 2004) or health-related variables (McFetridge-Durdle,
Routledge, Parry, Dean, & Tucker, 2008; Milenkovic, Otto, & Jovanov, 2006).
These systems may trigger feedback to the individual from a mobile device when
“unhealthy” changes are detected (Morris, 2007) or the person may review
personal data on a retrospective basis (Kosmack Vaara, et al., 2009).
Figure 1. Five categories of physiological computing systems
The biocybernetic loop is a core concept for all physiological computing
systems (Fairclough & Venables, 2004; Pope, et al., 1995; Prinzel, Freeman,
Scerbo, Mikulka, & Pope, 2000) with the exception of some forms of ambulatory
monitoring [6]. This loop corresponds to a basic translational module that
transforms physiological data into a form of computer control input in real-time.
The loop has at least three distinct stages: (1) signal acquisition, filtering and
digitization, (2) artifact correction and the extraction of relevant features and (3)
the translation of an attenuated signal into output for computer control. The
precise form of the mapping between physiological change and control output will
differ from system to system; in some cases, it is relatively literal and
representative, e.g. the relationship between eye movements and x,y coordinates
in space. Other systems involve a symbolic mapping where physiological activity
is converted into a categorization scheme that has psychological meaning. For
example, the relationship between autonomic activity and emotional states falls
into this category (Mandryk & Atkins, 2007), similarly the mapping between EEG
activity and mental workload (Gevins, et al., 1998; Grimes, Tan, Hudson, Shenoy,
& Rao, 2008) or the way in which respiratory data may be represented as sound or
visual animation via a biofeedback interface. These mappings have been
developed primarily to produce one-dimensional output, although there are twodimensional examples of both BCI (Wolpaw & McFarland, 2004) and
biocybernetic adaptation (Rani, Sims, Brackin, & Sarkar, 2002). Sensitivity
gradation is a common issue for many biocybernetic loops. Some forms of BCI
and all forms of biocybernetic adaptation rely on an attenuated signal for output,
for example, a steady and gradual increase over a specified time window. In the
case of ambulatory monitoring, some systems alert the user to “unhealthy”
physiological activity use the same kind of sensitivity gradation to trigger an alert
or diagnosis. Those ambulatory systems that do not incorporate a biocybernetic
loop are those that rely exclusively on retrospective data, such as the affective
diary concept (Kosmack Vaara, et al., 2009); in this case, real-time data is simply
acquired, digitised, analysed and conveyed to the user in various formats without
any translation into computer control.
The five categories of physiological computing system illustrated in Figure 1
have been arranged to emphasise important differences and similarities. Like
conventional input via keyboard and mouse, it is argued that muscle interfaces
involving gestures, facial expressions or eye movements are relatively overt and
visible to an observer. The remaining systems to the right of the diagram
communicate with computer technology via covert changes in physiological
activity.
When a user communicates with a computer via keyboard/mouse [1],
muscle interface [2] or BCI [3], we assume these inputs are intentional in the
sense that the user wishes to achieve a specific action. The use of a Biofeedback
system [4] is also volitional in the sense that the person uses the interface in order
to manipulate or self-regulate a physiological response.
By contrast,
Biocybernetic Adaptation [5] involves monitoring spontaneous physiological
activity in order to represent the state of the user with respect to a specific
psychological dimension, such as emotion or cognitive workload. This is an
unintentional process during which the user essentially remains passive
(Fairclough, 2007, 2008). The same is true of ambulatory monitoring systems [6]
that conform to the same dynamic of user passivity. Muscle Interfaces [2], BCIs
[3] and biofeedback [4] all operate with continuous feedback. Both Muscle
Interfaces and BCIs are analogous to command inputs such as keystrokes, discrete
gestures or mouse movements; these devices require continuous feedback in order
to function. Biofeedback systems also rely on continuous feedback to provide
users with the high-fidelity of information necessary to manipulate the activity of
the central nervous system. In this case, the computer interface is simply a
conduit that displays physiological activity in an accessible form for the user.
Those physiological computing systems described as Biocybernetic Adaptation [5]
rely on a different dynamic where feedback may be presented in a discrete form.
For example, adaptive automation systems may signal a consistent trend, such as
increased task engagement over a period of seconds or minutes, by activating an
auto-pilot facility (Prinzel, Pope, & Freeman, 2002); similarly, a computer
learning environment could signal the detection of frustration by offering help or
assistance to the user (Burleson & Picard, 2004; Gilleade, Dix, & Allanson, 2005).
The contingencies underlying this discrete feedback may not always be
transparent to the user; in addition, discrete feedback may be delayed in the sense
that it represents a retrospective trend. Ambulatory Monitoring systems [6] are
capable of delivering relatively instant feedback or reflecting a data log of hours or
days. In the case of ambulatory systems, much depends on why these data are
recorded. Ambulatory recording for personal use tends to fall into two categories:
(1) quantifying physiological activity during specific activities such as jogging and
(2) capturing physiological activity for diary or journal purposes. In the case of
the former, feedback is delivered in high fidelity (e.g. one reading every 15 or
30sec), whereas journal monitoring may aggregate data over longer time windows
(e.g. one reading per hour).
The biocybernetic control loop serves a distinct purpose when physiology is
used as an explicit channel for communication with a computing device, e.g.
muscle interface [2], BCI [3]. In these cases, physiological activity is translated
into analogues of distinct actions, to activate a function or identify a letter or move
a cursor through two-dimensional space. Biocybernetic Adaptation [5] is designed
to mediate an implicit interaction between the status of the user and the meta-goals
of the HCI (Fairclough, 2008). The latter refers to the design goals of the
technological device; in the case of an adaptive automation system, the meta-goals
are to promote safe and efficient performance; for a computer game, the goal
would be to entertain and engage. Biocybernetic Adaptation [5] provides the
opportunity for real-time adjustment during each interaction in order to reinforce
the design goals of the technology. Finally, there may be a requirement for
training when physiology is used as a means of explicitly computer control.
Muscle-based interaction [2] may require some familiarisation as user adjust to the
sensitivity of system response. BCI devices [3] are often associated with a
training regime, although there is evidence that their training requirements may
not be particularly onerous (Guger, Edlinger, Harkam, Niedermayer, &
Pfurtscheller, 2003). Biofeedback systems [4] are designed as a training tool for
self-regulation. However, physiological computing systems that rely on implicit
communication such as Biocybernetic Adaptation [5] and Ambulatory Monitoring
[6] have no training requirement from the perspective of the user.
The continuum of physiological computing systems illustrated in Figure 1
obscures the huge overlap between different categories. Ambulatory monitoring
[6] represents a common denominator for all other physiological computing
systems, i.e. if a system records electrophysiological activity from the user, these
data can also be used for affective diaries or health monitoring. In addition, it is
anticipated that wearable sensors currently associated with ambulatory monitoring
will become the norm for all physiological computing systems in the future. A
biofeedback component [4] is also ubiquitous across all systems. Users of Muscle
Interfaces [2] and BCIs [3] rely on feedback at the interface in order to train
themselves to produce reliable gestures or consistent changes in EEG activity. In
these cases, the success or failure of a desired input control represents a mode of
biofeedback. Biocybernetic Adaptation [5] may also include an element of
biofeedback; these systems monitor implicit changes in psychophysiology in order
to adapt the interface, but if these adaptations are explicit and consistently
associated with distinct physiological changes, then changes at the interface will
function as a form of biofeedback. Furthermore, if the user of a Biocybernetic
Adaptation system [5] learns how to self-regulate physiology via biofeedback [4],
this opens up the possibility of volitional control (over physiology) to directly and
intentionally control system adaptation; in this case, the Biocybernetic Adaptation
system [5] may be operated in the overt, intentional mode normally used to
characterise Muscle Interfaces [2] and BCI [3]. There are a number of system
concepts already available that combine Ambulatory Monitoring [6] with
Biofeedback [4]; for instance, the Home Heart system (Morris, 2007) that
monitors stress-related cardiovascular changes and triggers a biofeedback exercise
as a stress countermeasure.
By breaking down the distinction between different types of physiological
computing system in Figure 1, we may also consider hybrid systems that blend
different modes of input control and system adaptation. For example, it is difficult
to imagine BCI technology being attractive to healthy users because of its limited
bandwidth, e.g. two degree of spatial freedom, or two-choice direct selection. A
hybrid system where BCI is used alongside a keyboard, mouse or console appears
a more likely option, but the design of such a system faces two primary obstacles
(Allison, et al., 2007): (1) assigning functionality to the BCI that is intuitive,
complimentary and compatible with other input devices, and (2) limitations on
human information processing in a multi-tasking framework. The multipleresource model (Wickens, 2002) predicts that control via BCI may distract
attention from other input activities via two routes: sharing the same processing
code (spatial vs. verbal) or by demanding attention at an executive or central level
of processing. However, there is evidence that these types of time-sharing deficits
may be overcome by training (Allison, et al., 2007). The combination of Muscle
Interfaces and BCI may work well for hands-free locate-and-select activities such
as choosing from an array of images; eye movement may be used to locate the
desired location in space and a discrete BCI trigger from the EEG used to make a
selection. Biocybernetic Adaptation may be combined with either Muscle
Interfaces or BCI because the former operate at a different level of the HCI
(Fairclough, 2008). A system that trained users how to operate a Muscle Interface
or a BCI could incorporate a biocybernetic adaptive element whereby the system
offered help or advice based on the level of stress or workload associated with the
training programme. Similarly, Biocybernetic Adaptation may be combined with
conventional controls or gesture input to operate as an additional channel of
communication between user and system. Those physiological computing
systems such as Biocybernetic Adaptation or Ambulatory Monitoring that
emphasise monitoring of behavioural states could also be combined with sensors
that detect overt changes in facial expression, posture or vocal characteristics to
create a multi-modal representation of the user, e.g. Kapoor, et al. (2007).
Physiological computing systems may be described along a continuum from
overt and intentional input control with continuous feedback to covert and passive
monitoring systems that provide feedback on a discrete basis. There is a large
overlap between distinct categories of physiological computing systems and
enormous potential to use combinations or hybrid versions.
3. Fundamental Issues
The development of physiological computing remains at an early stage and
research efforts converge on several fundamental issues. The purpose of this
section is to articulate issues that have a critical bearing on the development and
evaluation of physiological computing systems.
3.1 The Psychophysiological Inference
The complexity of the psychophysiological inference (Cacioppo & Tassinary,
1990; Cacioppo, Tassinary, & Berntson, 2000b) represents a significant obstacle
for the design of physiological computing systems. The rationale of the
biocybernetic control loop is based on the assumption that the
psychophysiological measure (or array of measures) is an accurate representation
of a relevant psychological element or dimension, e.g. hand movement,
frustration, task engagement. This assumption is often problematic because the
relationship between physiology and psychology is inherently complex. Cacioppo
and colleagues (1990; 2000) described four possible categories of relationship
between physiological measures and psychological elements:
·
One-to-one (i.e. a physiological variable has a unique isomorphic
relationship with a psychological or behavioural element)
·
Many-to-one (i.e. two or more physiological variables are associated with
the relevant psychological or behavioural element)
·
One-to-many (i.e. a physiological variable is sensitive to one or more
psychological or behavioural elements)
·
Many-to-many (i.e. several physiological variables is associated with
several psychological or behavioural elements)
The implications of this analysis for the design of physiological computing
systems should be clear. The one-to-many or many-to-many categories that
dominate the research literature represent psycho-physiological links that are
neither exclusive nor uncontaminated.
This quality is captured by the
diagnosticity of the psychophysiological measure, i.e. the ability of the measure to
target a specific psychological concept or behaviour and remain unaffected by
related influences (O'Donnell & Eggemeier, 1986). In the case of Muscle
Interfaces, it is assumed that one-to-one mapping between physiology and desired
output may be relatively easy to obtain, e.g. move eyes upwards to move cursor in
desired direction. For other systems such as BCI and particularly biocybernetic
adaptation, finding a psychophysiological inference that is sufficiently diagnostic
may be more problematic. Whilst it is important to maximise the diagnosticity of
those measures underlying a physiological computing system, it is difficult to
translate this general requirement into a specific guideline. Levels of diagnostic
fidelity will vary for different systems. The system designer must establish the
acceptable level of diagnosticity within the specific context of the task and the
system.
3.2 The Representation of Behaviour
Once psychophysiological inference has been established, the designer may
consider how specific forms of reactivity (e.g. muscle tension, ERPs) and changes
in the psychological state of the user should be operationalised by the system.
This is an important aspect of system design that determines:
•
the transfer dynamic of how changes in muscle tension translate into
movement of a cursor for a muscle interface
•
the relationship between activity in the sensorimotor cortex and output to
wheelchair control for a BCI
•
the relationship between changes in EEG and autonomic activity and the
triggering of adaptive strategies during biocybernetic adaptation
The biocybernetic loop encompasses the decision-making process underlying
software adaptation. In its simplest form, these decision-making rules may be
expressed as simple Boolean statements; for example, IF frustration is detected
THEN offer help. The loop incorporates not only the decision-making rules, but
in the case of Biocybernetic Adaptation, the psychophysiological inference
implicit in the quantification of those trigger points used to activate the rules. In
our study (Fairclough, Venables, & Tattersall, 2006) for example, this information
took the form of a linear equation to represent the state of the user, e.g. subjective
mental effort = x1 * respiration rate – x2 * eye blink frequency + intercept, as well
as the quantification of trigger points, e.g. IF subjective effort > y THEN adapt
system. Other studies have also used linear modelling techniques and more
sophisticated machine learning approaches systems to characterise user state in
terms of the psychophysiological response, e.g. (Liu, Rani, & Sarkar, 2005;
Mandryk & Atkins, 2007; Rani, et al., 2002; Wilson & Russell, 2003).
The psychological state of the user has been represented as a one-dimensional
continuum, e.g. frustration (Gilleade & Dix, 2004; Kapoor, et al., 2007; Scheirer,
Fernandez, Klein, & Picard, 2002), anxiety (Rani, Sarkar, & Liu, 2005), task
engagement (Prinzel, et al., 2000), mental workload (Wilson & Russell, 2007).
Other research has elected to represent user state in terms of: distinct categories of
emotion (Healey & Picard, 1997; Lisetti & Nasoz, 2004; Lisetti, Nasoz, LeRouge,
Ozyer, & Alvarez, 2003), two-dimensional space of activation and valence (Kulic
& Croft, 2005, 2006) and distinct emotional categories based upon a twodimensional analysis of activation and valence (Mandryk & Atkins, 2007) As
stated earlier, reliance on a one-dimensional representation of the user may restrict
the range of adaptive options available to the system. This may not be a problem
for some systems, but complex adaptation requires a more elaborated
representation of the user in order to extend the repertoire of adaptive responses.
Early examples of physiological computer systems will rely on onedimensional representations of the user, capable of relatively simple adaptive
responses. The full potential of the technology may only be realized when
systems are capable of drawing from an extended repertoire of precise
adaptations, which will require complex representations of user behaviour or state
in order to function.
3.3 The Biocybernetic Control Loop
The design of a physiological computing system is based upon the
biocybernetic control loop (Fairclough & Venables, 2004; Pope, et al., 1995;
Prinzel, et al., 2000). The biocybernetic loop defines the modus operandi of the
system and is represented as a series of contingencies between
psychophysiological reactivity and system responses or adaptation. These rules
are formulated to serve a meta-goal or series of meta-goals to provide the system
with a tangible and objective rationale. The meta-goals of the biocybernetic loop
must be carefully defined and operationalised to embody generalised human
values that protect and enfranchise the user (Hancock, 1996). For example, the
physiological computing system may serve a preventative meta-goal, i.e. to
minimise any risks to the health or safety of the operator and other persons.
Alternatively, meta-goals may be defined in a positive way that promotes
pleasurable HCI (Hancock, et al., 2005; Helander & Tham, 2003) or states of
active engagement assumed to be beneficial for both performance and personal
well-being.
The biocybernetic loop is equipped with a repertoire of behavioural responses
or adaptive interventions to promote the meta-goals of the system, e.g. to provide
help, to give emotional support, to manipulate task difficulty (Gilleade, et al.,
2005). The implementation of these interventions is controlled by the loop in
order to ‘manage’ the psychological state of the user. Correspondingly, the way in
which person responds to each adaptation is how the user ‘manages’ the
biocybernetic loop. This is the improvisatory crux that achieves human-computer
collaboration by having person and machine respond dynamically and reactively
to responses from each other. It may be useful for the loop to monitor how users
respond to each intervention in order to individualise (Hancock, et al., 2005) and
refine this dialogue. This generative and recursive model of HCI emphasises the
importance of: (a) accurately monitoring the psychological state of the user (as
discussed in the previous sections), and (b) equipping software with a repertoire of
adaptive responses that covers the full range of possible outcomes within the
human-computer dialogue over a period of sustained use. The latter point is
particularly important for ‘future-proofing’ the physiological computing system as
user and machine are locked into a co-evolutionary spiral of mutual adaptation
(Fairclough, 2007).
Research into motivation for players of computer games has emphasised the
importance of autonomy and competence (Ryan, Rigby, & Przybylski, 2006), i.e.
choice of action, challenge and the opportunity to acquire new skills. This kind of
finding begs the question of whether the introduction of a biocybernetic loop,
which ‘manages’ the HCI according to preconceived meta-goals, represents a
threat to the autonomy and competence of the user? Software designed to
automatically help or manipulate task demand runs the risk of disempowerment by
preventing excessive exposure to either success or failure. This problem was
articulated by Picard & Klein (2002) who used the phrase ‘computational soma’ to
describe affective computing software that effectively diffused and neutralised
negative emotions. Feelings of frustration or anger serve as potent motivators
within the context of a learning process; similarly, anxiety or fatigue are valuable
psychological cues for the operator of a safety-critical system. It is important that
the sensitivity of the biocybernetic loop is engineered to prevent over-corrective
activation and interventions are made according to a conservative regime. In other
words, the user should be allowed to experience a negative emotional state before
the system responds. This is necessary for the system to demonstrate face validity,
but not to constrain users’ self-regulation of behaviour and mood to an excessive
degree.
The biocybernetic loop encapsulates the values of the system and embodies a
dynamic that promotes stable or unstable task performance. The dynamics of the
control loop may be alternated for certain application to avoid the placement of
excessive constraints on user behaviour.
3.4 Ethics and Privacy
A number of ethical issues are associated with the design and use of
physiological computing systems. This technology is designed to tap private
psychophysiological events and use these data as the operational fulcrum for a
dynamic HCI. The ethical intention and values of the system designer are
expressed by the meta-goals that control the biocybernetic loop (see previous
section), but regardless of designers’ good intentions, the design of any technology
may be subverted to undesirable ends and physiological computing systems offer
a number of possibilities for abuse (Reynolds & Picard, 2005b).
Invasion of privacy is one area of crucial concern for users of physiological
computing systems. Ironically, a technology designed to promote symmetrical
communication between user and system creates significant potential for
asymmetry with respect to data protection, i.e. the system may not tell the user
where his or her data are stored and who has access to these data. If data
protection rights are honored by the physiological computing system, it follows
that ownership of psychophysiological data should be retained formally and
legally by the individual (Hancock & Szalma, 2003).
One’s own
psychophysiological data are potentially very sensitive and access to other parties
and outside agencies should be subject to formal consent from the user; certain
categories of psychophysiological data may be used to detect medical conditions
(e.g. cardiac arrhythmias, hypertension, epilepsy) of which the individual may not
even be aware. The introduction of physiological computing should not provide a
covert means of monitoring individuals for routine health problems without
consent. In a similar vein, Picard & Klein (2002) argued that control of the
monitoring function used by an affective computing system should always lie with
the user. This is laudable but impractical for the user who wishes to benefit from
physiological computing technology whilst enjoying private data collection.
However, granting the user full control over the mechanics of the data collection
process is an important means of reinforcing trust in the system.
Kelly (2006) proposed four criteria for information exchange between
surveillance systems and users that are relevant here:
1. The user knows exactly what information is being collected, why it is being
collected, where these data are stored and who has access to these data.
2. The user has provided explicit or implicit consent for data collection and can
demonstrate full knowledge of data collection.
3. The user has access to these data, the user may edit these data or use these
data himself or herself
4.
Users receive some benefit for allowing the system to collect these data (e.g.
recommendations, filtering).
This ‘open source’ relationship between user and technology is called
reciprocal accountability (Brin, 1999). This relationship may be acceptable for
users of physiological computing systems provided the apparent transparency of
the process does not mask crucial inequalities, i.e. vague formulations of data
rights by private companies or governments. The provision of written consent to
specify this relationship should allay users’ concerns and there is evidence
(Reynolds & Picard, 2005a) to support this position.
A second threat to privacy concerns how psychophysiological data recorded in
real-time may be expressed at the interface, i.e. feedback at the interface on user
state may be perceived by colleagues or other persons when the computer is
situated in a public space. The provision of explicit verbal messages or discrete
text/symbolic messages in response to the detection of frustration or boredom are
potentially embarrassing for the user in the presence of others. The fact that
computer systems are used in public spaces constitutes a call for discretion on the
part of the interface design, particularly with respect to the use of auditory
feedback. It would also be essential to include a facility that enables users to
disable those messages or modes of feedback that leave them susceptible to
‘eavesdropping’ by others.
Physiological computing systems are designed to ‘manipulate’ the state of the
user in a benign direction via the positive meta-goals of the biocybernetic loop.
But how do users feel about being manipulated by autonomous technology (Picard
& Klein, 2002; Reynolds & Picard, 2005a)? The verb ‘manipulate’ is a loaded
term in this context as people manipulate their psychological state routinely via
psychoactive agents (e.g. caffeine, nicotine, alcohol), leisure activities (e.g.
exercise, playing computer games) and aesthetic pastimes (e.g. listening to music,
watching a TV show or movie) (Picard & Klein, 2002). The issue here is not the
manipulation of psychological state per se but rather who retains control over the
process of manipulation. When a person exercises or listens to music, they have
full control over the duration or intensity of the experience, and may balk at the
prospect of ceding any degree of control to autonomous technology. These
concerns reinforce arguments that reciprocal accountability and granting the
individual full control over the system are essential strategies to both reassure and
protect the user. In addition, users need to understand how the system works so
they are able understand the range of manipulations they may be subjected to, i.e.
an analytic method for tuning trust in an automated system (Miller, 2005).
Physiological computing systems have the potential to be subverted to achieve
undesirable outcomes such as invasion of privacy and tacit manipulation of the
user. It is impossible to safeguard any new technology in this respect but
provision of full transparency and reciprocal accountability drastically reduces the
potential for abuse. It is important that the user of a physiological computing
system remains in full control of the process of data collection (Picard & Klein,
2002) as this category of autonomous technology must be designed to empower
the user at every opportunity (Hancock, 1996; Norman, 2007).
4. Summary
The concept of physiological computing allows computer technology to
interface directly with the human nervous system. This innovation will allow
users to provide direct input control to technology via specific changes in muscle
tension and brain activity that are intentional. Data provided by wearable sensors
can be used to drive biocybernetic adaptation and for ambulatory monitoring of
physiological activity. In these cases, physiological changes are passively
monitored and used as drivers of real-time system adaptation (biocybernetic
adaptation) or to mark specific patterns that have consequences for health
(ambulatory monitoring). The concept of biofeedback is fundamental to all
categories of physiological computing as users may use these systems to promote
increased self-regulation with respect to novel input devices (muscle interfaces or
BCI), emotional control and stress management. Five different categories of
physiological computing systems have been described (Muscle Interface, BCI,
Biofeedback, Biocybernetic Adaptation, Ambulatory Monitoring) and there is
significant overlap between each category. In addition, these physiological
computing systems may be used to augment conventional input control in order to
extend the communication bandwidth of the HCI.
The benefits of the physiological computing paradigm are counteracted by a
number of potential risks, including systems that provide a mismatch with the
behavioural state of the user or diminish user autonomy or represent a
considerable threat to personal privacy. It is argued that the sensitivity of
physiological computing system is determined by the diagnosticity of the psychophysiological inference, i.e. the ability of the physiological data to consistently
index target behaviour regardless of environmental factors or individual
differences. It was also proposed that the biocybernetic control loop (the process
by which physiological changes are translated into computer control) be carefully
designed in order to promote design goals (e.g. safety and efficiency) without
jeopardising the primacy of user control. The privacy of the individual is of
paramount importance if physiological computing systems are to be acceptable to
the public at large. A number of security issues were discussed with reference to
controlling access to personal data and empowering the data protection rights of
the individual.
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