B
Bram van de Laar
Researcher at University of Twente
Publications - 15
Citations - 441
Bram van de Laar is an academic researcher from University of Twente. The author has contributed to research in topics: User experience design & Usability. The author has an hindex of 9, co-authored 15 publications receiving 403 citations.
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Book ChapterDOI
Brain-Computer Interfacing and Games
Danny Plass-Oude Bos,Boris Reuderink,Bram van de Laar,Hayrettin Gürkök,Christian Mühl,Mannes Poel,Anton Nijholt,Dirk Heylen +7 more
TL;DR: This chapter gives an overview of the state of the art ofBCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games.
Proceedings ArticleDOI
Human-Computer Interaction for BCI Games: Usability and User Experience
Danny Plass-Oude Bos,Boris Reuderink,Bram van de Laar,Hayrettin Gürkök,Christian Mühl,Mannes Poel,Dirk Heylen,Anton Nijholt +7 more
TL;DR: The consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games are discussed and the integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab.
Journal ArticleDOI
Usability of three electroencephalogram headsets for brain-computer interfaces: a within subject comparison
TL;DR: This study compares on the usability of three different EEG headsets in the context of a P300-based BCI application for communication and recommends the use of a gelled headset for applications which require high accuracy and efficiency and water-based or dry headsets when aesthetics, easy setup and fun are important.
Journal ArticleDOI
How Much Control Is Enough? Influence of Unreliable Input on User Experience
TL;DR: Whether the amount of control can be modulated and if a game can be fun with less than perfect control is evaluated, and the relation between fun and control is not linear.
Journal ArticleDOI
Evaluating User Experience of Actual and Imagined Movement in BCI Gaming
TL;DR: Research conducted to find out what the differences are between using actual and imagined movement as modalities in a BCI game shows that there are significant differences in user experience and that actual movement is a more robust way of communicating through aBCI.