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Emotion in GamesComparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments

Emotion in Games: Comparing Two Commercial Brain Computer Interfaces for Serious Games and... [Brain-Computer Interface (BCI) technology is still under development, however the recent advances allowed to move BCI from research laboratories to people’s living rooms. One of the promising areas of BCI applications is in computer games and virtual environments. In this chapter, initially an overview of the state of the art of BCI applications in computer games is presented. Next, a user study of two inexpensive commercially available devices used in different games is presented. The results indicate that multi-channel BCI systems are better suited for controlling an avatar in 3D environments in an active manner, while BCI systems with one channel is well suited for use with games utilising neuro-feedback. Finally, the findings demonstrate the importance of matching appropriate BCI devices with the appropriate game.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Emotion in GamesComparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments

Part of the Socio-Affective Computing Book Series (volume 4)
Editors: Karpouzis, Kostas; Yannakakis, Georgios N.
Emotion in Games — Nov 4, 2016

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2016
ISBN
978-3-319-41314-3
Pages
103 –117
DOI
10.1007/978-3-319-41316-7_6
Publisher site
See Chapter on Publisher Site

Abstract

[Brain-Computer Interface (BCI) technology is still under development, however the recent advances allowed to move BCI from research laboratories to people’s living rooms. One of the promising areas of BCI applications is in computer games and virtual environments. In this chapter, initially an overview of the state of the art of BCI applications in computer games is presented. Next, a user study of two inexpensive commercially available devices used in different games is presented. The results indicate that multi-channel BCI systems are better suited for controlling an avatar in 3D environments in an active manner, while BCI systems with one channel is well suited for use with games utilising neuro-feedback. Finally, the findings demonstrate the importance of matching appropriate BCI devices with the appropriate game.]

Published: Nov 4, 2016

Keywords: Attention Deficit Hyperactive Disorder; Computer Game; Virtual Environment; Motor Imagery; Brain Computer Interface

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