Please use this identifier to cite or link to this item: https://repositorio.ufrn.br/jspui/handle/123456789/24003
Title: Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments
Other Titles: Jogos de interface cérebro-computador baseados em dispositivos comerciais de eletroencefalograma: revisão sistemática e experimentos controlados
Authors: Mendes, Gabriel Alves Vasiljevic
Keywords: BCI;HCI;Jogos;NeuroSky MindWave;Emotiv Epoc
Issue Date: 31-Jul-2017
Citation: MENDES, 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.
Portuguese Abstract: Brain-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.
URI: https://repositorio.ufrn.br/jspui/handle/123456789/24003
Appears in Collections:PPGSC - Mestrado em Sistemas e Computação

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