2019
DOI: 10.1007/s11042-019-07963-w
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Battle of minds: a new interaction approach in BCI games through competitive reinforcement

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Cited by 8 publications
(7 citation statements)
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“…Studies have demonstrated that a user can fully operate video games by SSVEP-BCI (van Vliet et al, 2012 ; Filiz and Arslan, 2020 ). Other studies have proposed how multiple users can participate in a collaborative game, in which joint decision making is required to control the gaming environment (Nijholt and Poel, 2016 ; Sekhavat, 2020 ). Another study previously suggested the aggregation of information from two intelligence analysts' brain signals may lead to better decision making than one's brain signals (Stoica, 2012 ).…”
Section: Neuroplasticity Sensors Signal Processing Modeling Anmentioning
confidence: 99%
“…Studies have demonstrated that a user can fully operate video games by SSVEP-BCI (van Vliet et al, 2012 ; Filiz and Arslan, 2020 ). Other studies have proposed how multiple users can participate in a collaborative game, in which joint decision making is required to control the gaming environment (Nijholt and Poel, 2016 ; Sekhavat, 2020 ). Another study previously suggested the aggregation of information from two intelligence analysts' brain signals may lead to better decision making than one's brain signals (Stoica, 2012 ).…”
Section: Neuroplasticity Sensors Signal Processing Modeling Anmentioning
confidence: 99%
“…Thus, the time-domain EEG signal was represented by the power spectrum of its frequency bands [43]. The extracted PSD features from each channel included EEG frequency bands in the following ranges: delta (2-4 Hz), theta (5)(6)(7), alpha (8)(9)(10)(11)(12), beta (13)(14)(15)(16)(17)(18)(19)(20)(21)(22)(23)(24)(25)(26)(27)(28)(29), and gamma (30)(31)(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45). These features were extracted for those EEG channels which resulted in a high correlation with the output class and hence were selected as discussed in Channel Selection section.…”
Section: Feature Extractionmentioning
confidence: 99%
“…Similarly, 2D and 3D EEG-based games such as brain chi , dancing robot , pipe , and escape are successfully deployed for concentration training purposes [ 26 ]. Recently, a multiplayer car racing game was proposed to improve attention level of a user [ 27 ]. In particular, it was shown that varying game difficulty in correspondence with the variation in the emotions of the game player helps in preserving their interest and maintains player engagement.…”
Section: Introductionmentioning
confidence: 99%
“…Similarly, 2D and 3D EEG-based games such as brain chi, dancing robot, pipe, and escape are successfully implemented for concentration training purposes [26]. Recently a multiplayer car racing game was proposed to improve the attention level of a user [27]. In particular, it was shown that varying game difficulty in correspondence with the variation in the emotions of the game player helps in preserving their interest and maintains player engagement.…”
Section: January 25 2021 2/21mentioning
confidence: 99%