2022
DOI: 10.24012/dumf.1134296
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A brain-computer interface with gamification in the Metaverse

Abstract: This study contributes to our understanding of the Metaverse by presenting a case study of the implementation of brain-computer interface supported game-based engagement in a Virtual Environment (VE). In VE, individuals can communicate with anyone, anywhere, anytime, without any limits. This situation will increase the barrier-free living standards of disabled people in a more accessible environment. A virtual world of well-being awaits these individuals, primarily through gamified applications thanks to Brain… Show more

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Cited by 9 publications
(6 citation statements)
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“…The user's EEG signals were extracted and processed using a locally deployed SVM classifier to detect the user's commands. In another study [12], the authors developed a gaming platform for teleportation in the Metaverse, where the user's commands were directly translated from their EEG signals. This approach enables users to control tasks in the virtual environment without the use of any gaming tools such as a joystick.…”
Section: B Related Workmentioning
confidence: 99%
See 3 more Smart Citations
“…The user's EEG signals were extracted and processed using a locally deployed SVM classifier to detect the user's commands. In another study [12], the authors developed a gaming platform for teleportation in the Metaverse, where the user's commands were directly translated from their EEG signals. This approach enables users to control tasks in the virtual environment without the use of any gaming tools such as a joystick.…”
Section: B Related Workmentioning
confidence: 99%
“…The results also showed that participants did not experience motion sickness, as the negativities of the locomotion movements were eliminated by using EEG signals instead of a joystick controller. It is worth noting that both studies in [12], [15] were pseudo-online and supported by wired connection between a computer and BCI headsets. The local computer was responsible for both processing and providing VR experiences.…”
Section: B Related Workmentioning
confidence: 99%
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“…Literatürde sanal gerçeklik teknolojisi ile yapılmış çalışmalar [6][7][8][9], genellikle restore edilen yapının sadece görselleştirilmesi ve kullanıcılara sanal tur imkanı ile sunulmasını konu edinmiştir. Bununla birlikte, farklı alanlarda uygulamalı ve etkileşimli bir eğitim modeli sunan çalışmalar yer alsa da [10][11][12], mimari rölöve eğitiminde herhangi bir çalışmaya rastlanmamıştır. Bu eksikliği gidermek amacıyla bu çalışmada iki temel işlem gerçekleştirilmiştir:…”
Section: Introductionunclassified