The Art, Science, and Engineering of BCI
Hackathons
Mario Ortiz, Eduardo Iáñez, Christoph Guger, and José M. Azorín
1 Introduction
When people think about hackathons, the first image that
comes to their minds is an exhausted young computer fan
sleeping over his laptop after a long day of work and fast
food eating. However, a hackathon is far away from a pizza
LAN party. The hackathon concept had its origin on com-
puter programming. It came up as a collaborative experience
with the aim to develop a computer application or software
in a short period of time. First hackathons were held in the
1999, related to open-source software developers of the
OpenBSD computer operating system and Sun Microsys-
tems [1]. ‘Hackathon’ is a closed compound word that
includes the words hack and marathon. The term ‘hack’ is
related to the exploratory aspect of programming, instead of
its traditional use in computer security. The second term,
‘marathon’, refers to the intense periods of exhausting work
in which the participants need to give a 200% of themselves
to carry out a project in a competitive environment.
However, why hackathons are becoming more and more
popular and are even promoted by different companies?
Reasons are multiple. From the point of view of the partic-
ipants, the incentives are numerous: the excellent learning
experience, the social interaction possibilities, the prizes
awarded, and the excitement associated with competition are
some of them. Companies have also discovered hackathons
as a way to find new talents and launch innovative projects
and ideas. As it can be seen, hackathons excel in innovation
and competition excitement as well as a learning experience.
This is part of the reason for their success.
Due to its collaborative nature, hackathons are extending
as an excellent learning tool. The participants are distributed
by the different groups depending on their qualifications. The
learning process is related to the do-it-yourself approach [2].
This way, it is the group of participants who have to carry out
a project guided only by some basic restraints using the
materials and equipment which they have at their disposal.
This favors the transfer of knowledge between the partici-
pants and encourages the creativity of the proposed solutions.
In the case of the 2017 International Conference of
Mobile Brain–Body Imaging and the Neuroscience of Art,
Innovation and Creativity (“Brain on Art (BOA) Confer-
ence”; http://yourbrainonart2017.egr.uh.edu/), the multidis-
ciplinary nature of the students made this aspect even more
relevant. As it will be explained later, the teams were formed
by one engineer, one scientist, and one artist, and they were
able to come up with working prototypes of an artistic
Brain–Computer Interface in only three days. The interaction
of these three participants enriched their creative thinking
due to the contact between areas of knowledge traditionally
non-related. This helps to make up new creative ideas thanks
to study the process from a different perspective.
The first day the teams were settled and have a first
approach to the hardware, establishing the initial ideas for
their projects. They also started recording some data to ana-
lyze it and make the initial adjustments. The second day, the
teams went on working on improving their development
thanks to the experimental feedback. In the last day, projects
were defended against the jury and the attendant public of the
conference, with real-time performances in some of the cases.
2 Brain to Art Interfaces (B2AI)
The goal of the BOA conference hackathon was to develop
artistic Brain–Computer Interfaces. A Brain–Computer
Interface (BCI) is a device that captures the
electro-encephalographic (EEG) biosignals of the brain and
M. Ortiz (&) Á E. Iáñez Á J. M. Azorín
Brain–Machine Interface Systems Lab, Miguel Hernández
University of Elche, 03202 Elche, Alicante, Spain
e-mail: mortiz@umh.es
C. Guger
g.tec Medical Engineering GmbH, Herbersteinstrasse 60, 8020
Graz, Austria
© Springer Nature Switzerland AG 2019
J. L. Contreras-Vidal et al. (eds.), Mobile Brain–Body Imaging and the Neuroscience of Art, Innovation and Creativity,
Springer Series on Bio- and Neurosystems 10, https://doi.org/10.1007/978-3-030-24326-5_15
147