Proceedings of the 6th International Conference on Foundations of Digital Games 2011
DOI: 10.1145/2159365.2159427
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Brain-computer interfaces for 3D games

Abstract: Brain-Computer Interfaces (BCI) are communication systems conveying messages through brain activity only. This paper elaborates on the suitability of BCI for 3D Video Games (VG). Thus, we first review some recent BCI-based 3D VG. We then discuss the limitations of current BCI technology, those being mainly related to usability and performances. Finally, we report on some areas in which BCI could be useful for 3D VG despite their limitations. More precisely, BCI could be useful as an additional control channel,… Show more

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Cited by 32 publications
(16 citation statements)
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References 19 publications
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“…For all those reasons today, BCI hardly compete with traditional game effectors such as joysticks, mice, and keyboards, at least in healthy subjects. However, unreliable input control could be used to extend current video games and to create a motivating challenge for the users [19].…”
Section: Introductionmentioning
confidence: 99%
“…For all those reasons today, BCI hardly compete with traditional game effectors such as joysticks, mice, and keyboards, at least in healthy subjects. However, unreliable input control could be used to extend current video games and to create a motivating challenge for the users [19].…”
Section: Introductionmentioning
confidence: 99%
“…The difficulty was that the user had to learn how to control his/her brain activity; the machine did not adapt to the user's neural signal. Today 90 years after Berger's first experiments EEG-based BCI systems have been successfully used for various applications (see Dunne et al, 2013), e.g., communication (Farwell and Donchin, 1988;Birbaumer et al, 1999;Nijboer et al, 2008;Treder and Blankertz, 2010), neurological rehabilitation (Birbaumer and Cohen, 2007;Daly and Wolpaw, 2008;Kaiser et al, 2011;Ang et al, 2011;Lim et al, 2012;Ang and Guan, 2013;Courtine et al, 2013), wheelchair control (Leeb et al, 2007;Galán et al, 2008;Rebsamen et al, 2010;del R. Millán et al, 2010;Carlson and del R. Millán, 2013), prosthesis control (Guger et al, 1999;Müller-Putz et al, 2005;Jackson et al, 2006;McFarland and Wolpaw, 2008;Hahne et al, 2012), game playing (Lalor et al, 2005;Nijholt and Tan, 2007;Tangermann et al, 2008;Nijholt et al, 2009;Lotte, 2011;Bonnet et al, 2013) and many additional non-medical applications del R. Millán et al, 2009;Blankertz et al, 2010b;Haufe et al, 2011;van Erp et al, 2012;Porbadnigk et al, 2013).…”
Section: Part I R E V I S I T I N G B C Imentioning
confidence: 99%
“…In a current survey, [20] point out the potential of increasing general interaction quality through adapting interactive systems based on user BCI data. Video games in particular are expected to benefit from such adaptation [31]. Similar approaches and analyses exist for data derived via eye movement tracking instead of BCI interfaces, including for video game control [39] or for context-aware games [9].…”
Section: Introductionmentioning
confidence: 99%