she works as Research Assistant at the Department of Psychology (Section Neuropsychology) at the University of Graz and is involved in national and international scientific projects. Her research topics are EEG/NIRS-based brain-computer communication and neurofeedback, interacting in virtual realities, virtual reality as rehabilitation tool and spatial cognition.Elisabeth V.C. Friedrich: Dr., Postdoctoral researcher Department of Psychology, Section Neuropsychology University of Graz Universitätsplatz 2/III 8010 Graz Austria elisabeth.friedrich@uni-graz.at Elisabeth V.C. Friedrich studied Psychology at the University of Graz, Austria, and conducted her master thesis at the Laboratory of Neural Injury and Repair, Wadsworth Center, Albany, NY. She has received her doctorate in natural science in 2012 at the University of Graz, Austria. Her main research interest is brain-computer interface (BCI). She explored different mental tasks to control an EEGbased BCI, the impact of distraction on user performance as well as improvements of BCI usability for severely motor impaired individuals. She is currently involved in the EU GALA Network of Excellence (www.galanoe.eu). Milos Kravcik has a diploma degree in computer science and a doctoral degree in applied informatics from the Comenius University in Slovakia. He has been dealing with Technology Enhanced Learning (TEL) since 1988 in various national and international projects, later also at the Fraunhofer Institute for Applied Information Technology in Germany and at the Open University in the Netherlands. Since 2010 he works as a Research Fellow at the RWTH Aachen University and his main research interests include personalized learning environments and self-regulated learning. He co-organized several TEL doctoral schools and serves also as executive peer-reviewer or editorial board member for several journals related to learning technologies. As both an academic and researcher with considerable industrial experience, he has been instrumental in the research, analysis and development of virtual engineering environments in a variety of product engineering domains and now focuses his work on the acquisition of engineering knowledge information management systems within all aspect of product engineering; with a particular emphasis on conceptual design. He has also implemented game-based learning methods in design and manufacturing taught courses. With over 40 international publications, a book and the successful commercialisation of his novel feature recognition algorithms, he is now applying his knowledge and expertise to the domain of serious games, game ware and computational biometrics for next generation engineering applications.
AbstractThe use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game-play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with spec...