Guest Editorial: Brain/neuronal - Computer game interfaces and interaction
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Citations
A Review of Classification Algorithms for EEG-based Brain-Computer Interfaces: A 10-year Update
Riemannian Approaches in Brain-Computer Interfaces: A Review
Predicting Mental Imagery-Based BCI Performance from Personality, Cognitive Profile and Neurophysiological Patterns
DARPA-funded efforts in the development of novel brain-computer interface technologies.
Electroencephalography (EEG)-Based Brain–Computer Interfaces
Related Papers (5)
Frequently Asked Questions (17)
Q2. What are the future works mentioned in the paper "Guest editorial: brain/neuronal–computer game interfaces and interaction" ?
The papers presented in this special issue have attempted to study issues related to multitasking with BCI control, multiplayer BCI gaming, BCI-game design constraints, natural and efficient integration of the BCI system and its limitations in the game, use of commercial EEG devices, bio/neurofeedback for adaptive/passive gaming, BCI-game performance assessment, and BCIs and BCI game categorization by genre and suitability to genre design, among other interesting aspects that, together, render this special issue special. The progress outlined herein will no doubt increase the interest in BCGI and make BCI-based gaming a mainstream technology of the future. As Marshall et al. suggested, to learn how to best tackle such challenges, as BCI games evolve and further studies are conducted, it will be important for all investigators to consider and report the many different variables that dictate performance. This technology will offer not only entertainment but will also enhance many of the applications that are linked with BCI and may provide assistive enabling technologies to the physically impaired, as well as provide interesting and challenging activities enabling users to learn how to modulate brain activity more proficiently.
Q3. What are the essential elements of a good game?
The essential elements of a good game are play, nontrivial goals/challenges and rules, and games often involve a pretended or virtual reality.
Q4. What is the key focus of BCI research?
Producing paradigms for training users to produce brain activity that is easily translated into a control is another key focus of BCI research.
Q5. What are the main human interfaces with games?
mice, joysticks, joypads, and handheld devices have been the main human interfaces with games for many years, then came steering wheels, gear sticks, electronic musical instruments, and all sorts of peripherals that represent real-life objects.
Q6. What are the main purposes of games?
More recently, games have been used to engage and stimulate us cognitively, to help us learn, and to help us recover from illness (e.g., edutainment and serious games).
Q7. What is the rationale for the use of BCI in games?
The rationale is that experimental paradigms used to collect behavioral trials from individuals are data centered and not user centered, resulting in the experimental paradigms that are generally demanding for the user/participant, and not always motivating or engaging.
Q8. What is the purpose of the paper?
The paper argues that a personalized system could be implemented in a consumer context, allowing for more flowing gameplay in consumer games.
Q9. What is the importance of brain-controlled games?
While the importance of computer games, the challenge, and the competition provide key ingredients for motivating and engaging the users as they learn to control a BCI, it must be emphasized that brainwave-controlled games need to be developed to suit the end purpose or application.
Q10. What is the definition of flow in games?
The paper defines flow in games as a measure of keeping the player fully immersed and engaged in the process of activity within the game.
Q11. What is the main idea of the paper?
The papers presented in this special issue have attempted to study issues related to multitasking with BCI control, multiplayer BCI gaming, BCI-game design constraints, natural and efficient integration of the BCI system and its limitations in the game, use of commercial EEG devices, bio/neurofeedback for adaptive/passive gaming, BCI-game performance assessment, and BCIs and BCI game categorization by genre and suitability to genre design, among other interesting aspects that, together, render this special issue special.
Q12. What is the definition of flow in a game?
The evaluation of flow involves a four-electrode EEG, using the low beta frequency bands for discriminating among gaming conditions.
Q13. Where did Fabien Lotte receive his M.Sc. and M.E?
Fabien Lotte received the M.Sc. and M.Eng. degrees and Ph.D. degree in computer sciences from the National Institute of Applied Sciences (INSA), Rennes, France, in 2005 and 2008 respectively.
Q14. What was his role as President of the International Neural Network Society?
He servedas President of the International Neural Network Society in 2004, as Editor-in-Chief of the IEEE TRANSACTIONS OF BIOMEDICAL ENGINEERING from 2001 to 2007, and as a member of the Advisory Science Board of the FDA from 2001 to 2004.
Q15. What are the recommendations for BCI-game developers?
A number of recommendations for the field relating to genre-specific BCI-game development and assessing user performance are also provided for BCI-game developers.
Q16. What are the main problems that BCI-based game designers will have to address?
There are exciting research problems ahead that BCI-based game designers will have to address, affording researchers fun with computer games while serious and beneficial research is being conducted.
Q17. Where did he receive his Ph.D. degree?
Anton Nijholt studied mathematics and computer science at the Technical University of Delft, Delft, The Netherlands and received the Ph.D. degree in theoretical computer science from the Vrije Universiteit, Amsterdam, The Netherlands, in 1980.