title: Training to use a commercial brain-computer interface as access technology: a case study.
abstract: OBJECTIVE
  This case study describes how an individual with spastic quadriplegic cerebral palsy was trained over a period of four weeks to use a commercial electroencephalography (EEG)-based brain-computer interface (BCI).
  
  
  METHODS
  The participant spent three sessions exploring the system, and seven sessions playing a game focused on EEG feedback training of left and right arm motor imagery and a customised, training game paradigm was employed.
  
  
  RESULTS
  The participant showed improvement in the production of two distinct EEG patterns. The participant's performance was influenced by motivation, fatigue and concentration. Six weeks post-training the participant could still control the BCI and used this to type a sentence using an augmentative and alternative communication application on a wirelessly linked device.
  
  
  CONCLUSIONS
  The results from this case study highlight the importance of creating a dynamic, relevant and engaging training environment for BCIs. Implications for Rehabilitation Customising a training paradigm to suit the users' interests can influence adherence to assistive technology training. Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces, which require little set up time, may be used as access technology for individuals with severe disabilities.
authors.affiliation: a Department of Psychology , University of Auckland , Auckland , New Zealand .
authors.forename: Sarvnaz
authors.initials: S
authors.lastname: Taherian
authors.affiliation: b Thought-Wired LTD , Auckland , New Zealand , and.
authors.forename: Dmitry
authors.initials: D
authors.lastname: Selitskiy
authors.affiliation: b Thought-Wired LTD , Auckland , New Zealand , and.|c Department of Mechanical Engineering , University of Auckland , Auckland , New Zealand.
authors.forename: James
authors.initials: J
authors.lastname: Pau
authors.affiliation: c Department of Mechanical Engineering , University of Auckland , Auckland , New Zealand.
authors.forename: T Claire
authors.initials: TC
authors.lastname: Davies
authors.affiliation: a Department of Psychology , University of Auckland , Auckland , New Zealand .
authors.forename: R Glynn
authors.initials: RG
authors.lastname: Owens
mesh_terms: D062207:Brain-Computer Interfaces; D002547:Cerebral Palsy / Q000534:rehabilitation*; D006233:Persons with Disabilities / Q000534:rehabilitation*; D004569:Electroencephalography; D005221:Fatigue; D005260:Female; D006304:Health Status; D006801:Humans; D009042:Motivation; D012656:Self-Help Devices; D055815:Young Adult
keywords: Assistive technology; customisation; game design; mastery; motivation; motor imagery; skill development