134 research outputs found

    Games and Brain-Computer Interfaces: The State of the Art

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    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control

    Brain-Computer Interfaces, Virtual Reality, and Videogames

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    Major challenges must be tackled for brain-computer interfaces to mature into an established communications medium for VR applications, which will range from basic neuroscience studies to developing optimal peripherals and mental gamepads and more efficient brain-signal processing techniques

    Brain-CAVE Interface Based on Steady-State Visual Evoked Potential

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    Neurogaming With Motion-Onset Visual Evoked Potentials (mVEPs): Adults Versus Teenagers

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    BrainBasher: a BCI Game

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    Brain-computer interaction (BCI) is starting to focus on healthy subjects. This research adresses the effects of using this novel input modality to control a simple game, and also looks into the beneficial effects of bringing game elements into BCI experiments. A simple BCI game has been developed and evaluated with fifteen subjects using the Game Experience Questionnaire (GEQ) developed at the Eindhoven Game Experience Lab. Three variations of the game were evaluated for comparison: the original game with BCI input, one with keyboard input, and one with a more clinical look leaving out all extraneous information. The keyboard-controlled game was considered easy and boring, whereas using BCI for input resulted in a more challenging, immersive and richer experience. The design and additional information presented by the game also resulted in higher immersion compared to the clinical design

    Analogue mouse pointer control via an online steady state visual evoked potential (SSVEP) brain-computer interface

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    The steady state visual evoked protocol has recently become a popular paradigm in brain–computer interface (BCI) applications. Typically (regardless of function) these applications offer the user a binary selection of targets that perform correspondingly discrete actions. Such discrete control systems are appropriate for applications that are inherently isolated in nature, such as selecting numbers from a keypad to be dialled or letters from an alphabet to be spelled. However motivation exists for users to employ proportional control methods in intrinsically analogue tasks such as the movement of a mouse pointer. This paper introduces an online BCI in which control of a mouse pointer is directly proportional to a user's intent. Performance is measured over a series of pointer movement tasks and compared to the traditional discrete output approach. Analogue control allowed subjects to move the pointer faster to the cued target location compared to discrete output but suffers more undesired movements overall. Best performance is achieved when combining the threshold to movement of traditional discrete techniques with the range of movement offered by proportional control

    Playing with your mind

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    A Brain-Computer Interface (BCI) is a communication system between the brainand a machine like a computer. Some BCI systems have been used to help people withdisabilities and sometimes, with entertainment purposes. In this paper, a BCI-game system is developed. It allows controlling the altitude of a ball inside of a glass pipe according to mental concentration level, which is measured on EEG signals of the user. The system is automatically adjusted to each user, hence, it is not needed any calibration step. Ten subjects participated in the experiments. They achieved effective control of the ball in a few minutes, demonstratingthe feasibility of the BCI-game system.Fil: Rodriguez, Mauro. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; ArgentinaFil: Gimenez, Ramiro. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; ArgentinaFil: Diez, Pablo Federico. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Avila Perona, Enrique Mario. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Laciar Leber, Eric. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Orosco, Lorena Liliana. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Garces, Agustina. Universidad Nacional de San Juan. Facultad de Ingeniería. Departamento de Electrónica y Automática. Gabinete de Tecnología Médica; Argentin
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