2015
DOI: 10.1007/978-3-319-19126-3_9
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A Hypothesis of Brain-to-Brain Coupling in Interactive New Media Art and Games Using Brain-Computer Interfaces

Abstract: Abstract.Interactive new media art and games belong to distinctive fields, but nevertheless share common grounds, tools, methodologies, challenges, and goals, such as the use of applications and devices for engaging multiple participants and players, and more recently electroencephalography (EEG)-based brain-computer interfaces (BCIs). At the same time, an increasing number of new neuroscientific studies explore the phenomenon of brain-tobrain coupling, the dynamics and processes of the interaction and synchro… Show more

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Cited by 4 publications
(6 citation statements)
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“…However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of EEG-based multi-brain BCIs (Nijholt, 2015 ; Zioga et al, 2016 ). This trend coincides with the increasing interest in the fields of neuroscience and experimental psychology “in studying the mechanisms, dynamics, and processes of the interaction between multiple subjects and their brain-activity” (Zioga et al, 2015 ) and even more in a real-life context, away from the lab.…”
Section: Introductionmentioning
confidence: 53%
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“…However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of EEG-based multi-brain BCIs (Nijholt, 2015 ; Zioga et al, 2016 ). This trend coincides with the increasing interest in the fields of neuroscience and experimental psychology “in studying the mechanisms, dynamics, and processes of the interaction between multiple subjects and their brain-activity” (Zioga et al, 2015 ) and even more in a real-life context, away from the lab.…”
Section: Introductionmentioning
confidence: 53%
“…The participants' raw EEG data are acquired simultaneously with the MyndPlay Brain-BandXL EEG Headset, which has two dry sensors located in the prefrontal cortex, with one passive (Fpz), one active (Fp1) and a grounding electrode on the ear lobe. The data are transmitted wirelessly to the main computer via Bluetooth (Zioga et al, 2015 , 2016 ). The real-time digital recording and processing is performed with the OpenViBE software (Renard et al, 2010 ) using algorithms that follow the frequency analysis method and a custom-based feature extraction.…”
Section: Methodsmentioning
confidence: 99%
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“…In the first situation we are interested in understanding the group process and ways to improve it; this may concern decision making, but it can also concern less task-oriented issues such as social cohesion and empathy awareness; in that way it becomes part of social interaction research. In the second situation we are interested in having one or more persons' brain activity getting involved in creating or adapting a piece of life media art, maybe also in interaction with an artist/performer who is coordinating the joint life performance [14]. In the third situation we are interested in the statistics that can be obtained and from analysis we learn about preferences that help to improve the product.…”
Section: Multi-brain Bci: Applications and Characteristicsmentioning
confidence: 99%
“…In this context, we present in Section 2 the neuroscientific, computational, creative, performative and experimental challenges of the design and implementation of multi-brain BCIs in mixedmedia performances. Accordingly, we discuss in Section 3 Enheduanna -A Manifesto of Falling, the first demonstration of a live brain-computer cinema performance, as a complete combination of creative and research solutions, which is based on our previous work (Zioga et al 2014(Zioga et al , 2015 with the use of BCIs in performances that involve audience participation and interaction with a performer (Nijholt and Poel 2016, 81). This new work enables for the first time, to our present knowledge, the simultaneous real-time interaction with the use of EEG of more than two participants, including both a performer as well as members of the audience in the context of a mixed-media performance.…”
Section: Introductionmentioning
confidence: 99%