Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games
By Anton Nijholt, Boris Reuderink, D. P. Bos. Intelligent Technologies for Interactive Entertainment, 2009
347 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience
View Paper: https://www.semanticscholar.org/paper/143e876731ddb272dc79e88be8d71ae6cd4697e9
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In Cognitive Neuroscience
Citations in the corpus
- Pay attention!: designing adaptive agents that monitor and improve user engagement (2012, background): “Commercially-available, low-cost wireless EEG headsets have made this approach even more feasible for brain-computer interfaces (BCIs)[34].”
- Flaws in current human training protocols for spontaneous Brain-Computer Interfaces: lessons learned from instructional design (2013, methodology): “Using BCI with game-like, 3D or Virtual Reality (VR) feedback environments have also been shown to increase BCI performances (Leeb et al., 2006; Lécuyer et al., 2008; Nijholt et al., 2009; Ron-Angevin and Diaz-Estrella, 2009; Lotte et al., 2013).”
- Signal Processing Approaches to Minimize or Suppress Calibration Time in Oscillatory Activity-Based Brain–Computer Interfaces (2015, background): “…technology, e.g., to provide some communication abilities to severely disabled users [4], as a new control device for gaming for healthy users [5], [6] or to design adaptive human–computer interfaces that can react to the user’s mental state [7], among many other promising applications [1], [8].”