Brain-Computer Interfaces, Virtual Reality, and Videogames
By Anatole Lécuyer, Fabien Lotte, Richard B. Reilly, Robert Leeb, M. Hirose, Mel Slater. Computer, 2008
390 citations recorded by the source corpus.
Subfields: Cellular and Molecular Neuroscience, Cognitive Neuroscience, Electrical and Electronic Engineering
View Paper: https://www.semanticscholar.org/paper/67a35cecedb912e013726b8ec1d4b25cb8c0ba0c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cellular and Molecular Neuroscience
- Fabien Lotte
- Benjamin Blankertz
- K. Müller
- Carmen Vidaurre
- Gabriel Curio
- Cuntai Guan
- Gernot R. Müller-Putz
- Christa Neuper
In Cognitive Neuroscience
- Fabien Lotte
- K. Müller
- Benjamin Blankertz
- Cuntai Guan
- Carmen Vidaurre
- Michael W. Tangermann
- Gabriel Curio
- Stefan Haufe
In Electrical and Electronic Engineering
- Fabien Lotte
- Benjamin Blankertz
- K. Müller
- Carmen Vidaurre
- Gernot R. Müller-Putz
- Gabriel Curio
- Robert Leeb
- Michael W. Tangermann
Citations in the corpus
- Brain-Computer Interfaces: Beyond Medical Applications (2012, positive): “Additional, there is a general conviction that experiences of existing game and entertainment systems are enriched, intensified and/or extended by using BCIs [6], for example by tailoring games to the affective state of the user (immersion, flow, frustration, surprise etc.”
- The Berlin Brain–Computer Interface: Non-Medical Uses of BCI Technology (2010, background): “A survey that discusses approaches and requirements of BCI-controlled games on a general level is given in Nijholt (2009) and Lécuyer et al. (2008) provides a nice overview of several BCI games and virtual environment applications.”
- Signal Processing Approaches to Minimize or Suppress Calibration Time in Oscillatory Activity-Based Brain–Computer Interfaces (2015, background): “, 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].”
- Progress in Brain Computer Interface: Challenges and Opportunities (2019, background): “On the other hand, MI seems too slow for action control, thus they are not suitable for controlling virtual reality environments or videogames [65].”
- Metaverse: Perspectives from graphics, interactions and visualization (2022, background): “For example, the brain can let users change the camera position in metaverse toward the left or right by using two different brain signals, such as left-or right-hand motor imagery (MI) or two steady-state visual-evoked potentials (SSVEPs) at different frequencies (Lécuyer et al., 2008).”
- Combining Brain–Computer Interfaces and Assistive Technologies: State-of-the-Art and Challenges (2010, background): “Healthy participants were exploring virtual spaces [100, 102, 164, 160], were manipulating virtual objects [96], and a spinal-cord injured patient was controlling a wheelchair through a virtual street [97].”