Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments

dc.contributor.advisorMiranda, Leonardo Cunha de
dc.contributor.authorMendes, Gabriel Alves Vasiljevic
dc.contributor.authorLatteshttp://lattes.cnpq.br/8780324208104199pt_BR
dc.contributor.authorLatteshttp://lattes.cnpq.br/9064196799520278pt_BR
dc.contributor.referees1Carvalho, Bruno Motta de
dc.contributor.referees1Latteshttp://lattes.cnpq.br/0330924133337698pt_BR
dc.contributor.referees2Brasil, Fabricio Lima
dc.contributor.referees2Latteshttp://lattes.cnpq.br/5066712308449764pt_BR
dc.contributor.referees3Santos, Selan Rodrigues dos
dc.contributor.referees3Latteshttp://lattes.cnpq.br/4022950700003347pt_BR
dc.date.accessioned2017-10-06T23:26:09Z
dc.date.available2017-10-06T23:26:09Z
dc.date.issued2017-07-31
dc.description.resumoBrain-computer interfaces (BCIs) are specialized systems that allow users to control a computer or a machine using their brain waves. BCI systems allow patients with severe physical impairments, such as those suffering from amyotrophic lateral sclerosis, cerebral palsy and locked-in syndrome, to communicate and regain physical movements with the help of specialized equipment. With the development of BCI technology in the second half of the 20th century and the advent of consumer-grade BCI devices in the late 2000s, brain-controlled systems started to find applications not only in the medical field, but in areas such as entertainment. One particular area that is gaining more evidence due to the arrival of consumer-grade devices is the field of computer games, which has become increasingly popular in BCI research as it allows for more user-friendly applications of BCI technology in both healthy and unhealthy users. However, numerous challenges are yet to be overcome in order to advance in this field, as the origins and mechanics of the brain waves and how they are affected by external stimuli are not yet fully understood. In this sense, a systematic literature review of BCI games based on consumer-grade technology was performed. Based on its results, two BCI games, one using attention and the other using meditation as control signals, were developed in order to investigate key aspects of player interaction: the influence of graphical elements on attention and control; the influence of auditory stimuli on meditation and work load; and the differences both in performance and multiplayer game experience, all in the context of neurofeedback-based BCI games.pt_BR
dc.description.sponsorshipConselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)pt_BR
dc.identifier.citationMENDES, Gabriel Alves Vasiljevic. Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments. 2017. 153f. Dissertação (Mestrado em Sistemas e Computação) - Centro de Ciências Exatas e da Terra, Universidade Federal do Rio Grande do Norte, Natal, 2017.pt_BR
dc.identifier.urihttps://repositorio.ufrn.br/jspui/handle/123456789/24003
dc.languageporpt_BR
dc.publisher.countryBrasilpt_BR
dc.publisher.initialsUFRNpt_BR
dc.publisher.programPROGRAMA DE PÓS-GRADUAÇÃO EM SISTEMAS E COMPUTAÇÃOpt_BR
dc.rightsAcesso Abertopt_BR
dc.subjectBCIpt_BR
dc.subjectHCIpt_BR
dc.subjectJogospt_BR
dc.subjectNeuroSky MindWavept_BR
dc.subjectEmotiv Epocpt_BR
dc.subject.cnpqCNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAOpt_BR
dc.titleBrain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experimentspt_BR
dc.title.alternativeJogos de interface cérebro-computador baseados em dispositivos comerciais de eletroencefalograma: revisão sistemática e experimentos controladospt_BR
dc.typemasterThesispt_BR

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