27,573 research outputs found

    Actual and Imagined Movement in BCI Gaming

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    Most research on Brain-Computer Interfaces (BCI) focuses\ud on developing ways of expression for disabled people who are\ud not able to communicate through other means. Recently it has been\ud shown that BCI can also be used in games to give users a richer experience\ud and new ways to interact with a computer or game console.\ud This paper describes research conducted to find out what the differences\ud are between using actual and imagined movement as modalities\ud in a BCI game. Results show that there are significant differences\ud in user experience and that actual movement is a more robust way of\ud communicating through a BCI

    Simulation modelling and visualisation: toolkits for building artificial worlds

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    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm

    Interdisciplinarity as heuristic resource for energy management

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    As high-tech industries continue to experience dynamic growth and problems of development in high-tech industries are getting increasingly complex, managers have to embrace the need for new competencies that match present-day challenges. This calls for a qualitative change in the architecture of education to bring it up to date with contemporary trends. Using cases from Russia, the paper aims to provide a groundwork for an interdisciplinary approach to building professional competencies in energy managers as a framework for forward-looking management of high-tech industries in a nonlinear environment. The authors identify factors that determine the new management imperative and set out methodological principles of developing a management culture. A model of professionalism in management is proposed that is the result of a complex interplay of interrelated competencies. The paper also explains the key features of an interdisciplinary training programme. To prove the research hypothesis, an analysis was conducted of empirical data from expert reviews by executives at Russian energy companies and leading academics

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Classifying motor imagery in presence of speech

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    In the near future, brain-computer interface (BCI) applications for non-disabled users will require multimodal interaction and tolerance to dynamic environment. However, this conflicts with the highly sensitive recording techniques used for BCIs, such as electroencephalography (EEG). Advanced machine learning and signal processing techniques are required to decorrelate desired brain signals from the rest. This paper proposes a signal processing pipeline and two classification methods suitable for multiclass EEG analysis. The methods were tested in an experiment on separating left/right hand imagery in presence/absence of speech. The analyses showed that the presence of speech during motor imagery did not affect the classification accuracy significantly and regardless of the presence of speech, the proposed methods were able to separate left and right hand imagery with an accuracy of 60%. The best overall accuracy achieved for the 5-class separation of all the tasks was 47% and both proposed methods performed equally well. In addition, the analysis of event-related spectral power changes revealed characteristics related to motor imagery and speech
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