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Playing with your brain: brain-computer interfaces and games

Published: 13 June 2007 Publication History

Abstract

In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user's affective state, should be modeled in order to provide appropriate feedback and a context where brain activity information is one of the multi-modal interaction modalities that is provided to the user.

References

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S. Coyle, T. Ward, & C. Markham. Brain-computer interfaces: A review. Interdisciplinary Science Reviews, 28(2), 112--118.
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K. Gilleade, A. Dix & J. Allanson. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me. Proceedings of DIGRA'2005, 16-20 June 2005, Vancouver, Canada.
[3]
D. Heylen, A. Nijholt & D. Reidsma. Determining what people feel and think when interacting with humans and machines: Notes on corpus collection and annotation. Recent Advances in Engineering Mechanics, California State University, Fullerton, 2006, 1--6.
[4]
S.I. Hjelm & C. Browall. Brainball - Using brain activity for cool competition. In Proceedings of NordiCHI 2000.
[5]
E. C. Lalor, S. P. Kelly, C. Finucane, et al. Steady-State VEP-Based Brain-Computer Interface Control in an Immersive 3D Gaming Environment. EURASIP Journal on Applied Signal Processing 2005, 3156--3164.
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D.S. Tan. Brain-Computer Interfaces: applying our minds to human-computer interaction. Informal proceedings "What is the Next Generation of Human-Computer Interaction?" Workshop at CHI 2006, April 23, 2006, Montreal.

Cited By

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  • (2023)Flexible and smart electronics for single-cell resolved brain–machine interfacesApplied Physics Reviews10.1063/5.011587910:1Online publication date: 10-Mar-2023
  • (2022)Training a Gaming Agent on BrainwavesIEEE Transactions on Games10.1109/TG.2020.304290014:1(85-92)Online publication date: Mar-2022
  • (2022)Comparative Performance Analysis of Scalp EEG and Ear EEG based P300 Ambulatory Brain-Computer Interfaces using Riemannian Geometry and Convolutional Neural Networks2022 National Conference on Communications (NCC)10.1109/NCC55593.2022.9806815(314-319)Online publication date: 24-May-2022
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Published In

cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2007

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Author Tags

  1. affect
  2. brain-computer interfacing
  3. games
  4. multimodal interaction

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2023)Flexible and smart electronics for single-cell resolved brain–machine interfacesApplied Physics Reviews10.1063/5.011587910:1Online publication date: 10-Mar-2023
  • (2022)Training a Gaming Agent on BrainwavesIEEE Transactions on Games10.1109/TG.2020.304290014:1(85-92)Online publication date: Mar-2022
  • (2022)Comparative Performance Analysis of Scalp EEG and Ear EEG based P300 Ambulatory Brain-Computer Interfaces using Riemannian Geometry and Convolutional Neural Networks2022 National Conference on Communications (NCC)10.1109/NCC55593.2022.9806815(314-319)Online publication date: 24-May-2022
  • (2022)Performance study of Neural Structured Learning using Riemannian Features for BCI Classification2022 National Conference on Communications (NCC)10.1109/NCC55593.2022.9806736(297-301)Online publication date: 24-May-2022
  • (2019)Brain-Computer Interface for CyberpsychologyAnalyzing Human Behavior in Cyberspace10.4018/978-1-5225-7128-5.ch007(102-122)Online publication date: 2019
  • (2016)Using Brain Signals in Adaptive Smart Spaces for Disabled ChildrenProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892533(1684-1690)Online publication date: 7-May-2016
  • (2016)Estimating task difficulty in educational games2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)10.1109/CogInfoCom.2016.7804582(000397-000402)Online publication date: Oct-2016
  • (2016)Games for BCI Skill LearningHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_6(173-196)Online publication date: 10-Aug-2016
  • (2015)Developing an adaptive serious game based on students' bio-feedback2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)10.1109/IISA.2015.7387975(1-6)Online publication date: Jul-2015
  • (2015)Human-Computer Interaction System for Communications and Control2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing10.1109/CIT/IUCC/DASC/PICOM.2015.300(2025-2030)Online publication date: Oct-2015
  • Show More Cited By

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