2021
DOI: 10.3389/fcomp.2021.628773
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The Use of Brain–Computer Interfaces in Games Is Not Ready for the General Public

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Cited by 16 publications
(10 citation statements)
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“…Both active and passive BCIs are studied as means to interact with games, but both are still far from becoming a widely accepted input for games, which is partly due to low performance. Low popularity of the BCI games in the gamer community can also be related to insufficient attention to studying interaction in BCI games, developing relevant game design and software and hardware solutions (Vasiljevic and de Miranda, 2020 ; Cattan, 2021 ).…”
Section: Applicationsmentioning
confidence: 99%
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“…Both active and passive BCIs are studied as means to interact with games, but both are still far from becoming a widely accepted input for games, which is partly due to low performance. Low popularity of the BCI games in the gamer community can also be related to insufficient attention to studying interaction in BCI games, developing relevant game design and software and hardware solutions (Vasiljevic and de Miranda, 2020 ; Cattan, 2021 ).…”
Section: Applicationsmentioning
confidence: 99%
“…In some cases, BCI-based interaction brings highly paradoxical experience: for example, the long-known feature of control based on alpha rhythm is “the more you try, the less likely is to succeed” (Lucier and Simon, 1980 , cited by Prpa and Pasquier, 2019 , p. 102). User experience is especially important for BCI art (Nijholt, 2019 ; Nijholt et al, 2022 ) but also for BCI games and AR/VR (Vasiljevic and de Miranda, 2020 ; Cattan, 2021 ; Nijholt et al, 2022 ), and even for autonomous driving (where the goal for a BCI is “to further enhance driving comfort in the future” and to open up “revolutionary possibilities for intuitive interaction with the vehicle,” Mercedes-Benz VISION AVTR, 2021 ).…”
Section: Motivationsmentioning
confidence: 99%
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“…Please note that some portions of this thesis were initially published in [12] signal to enable users to control a variety of applications like video games [13], wheelchairs [14], etc. Several studies have even shown the possibility of using electrical brain activity recorded from sensors placed within the brain to directly control the movement of robots or prosthetic devices [15,16].…”
Section: Thesis Organizationmentioning
confidence: 99%