2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) 2017
DOI: 10.1109/ismar-adjunct.2017.91
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BrainChat - A Collaborative Augmented Reality Brain Interface for Message Communication

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Cited by 12 publications
(9 citation statements)
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“…While VR immerses the user in a simulated environment, the Augmented Reality (AR) systems superimpose virtual elements in the real world thereby augmenting the view of the user in real-time. Virtual objects can vary from anthropomorphic objects, such as human avatars or limbs [58] – [60] , to non-anthropomorphic objects and graphical user interfaces [61] [65] . For a review of application of VR system in neuroscience research and therapeutics, readers are directed to Bohil et al [66] .…”
Section: Overview Of State-of-the-art End Effectorsmentioning
confidence: 99%
“…While VR immerses the user in a simulated environment, the Augmented Reality (AR) systems superimpose virtual elements in the real world thereby augmenting the view of the user in real-time. Virtual objects can vary from anthropomorphic objects, such as human avatars or limbs [58] – [60] , to non-anthropomorphic objects and graphical user interfaces [61] [65] . For a review of application of VR system in neuroscience research and therapeutics, readers are directed to Bohil et al [66] .…”
Section: Overview Of State-of-the-art End Effectorsmentioning
confidence: 99%
“…One of the most important research trends to emerge from the availability of affordable VR/AR and EEG hardware has been the rise of the Brain Computer Interface (BCI), and its use in VEs [95] to facilitate interactions between a human and a computer. There are numerous examples of an EEG headset being used in VR and AR as a Brain-Computer Interface (BCI) [89,91,[96][97][98]. BCIs have the ability to translate a user's thought into action in the virtual world [96,99].…”
Section: The Case For Using Hyperscanning In Virtual Environmentsmentioning
confidence: 99%
“…Another interesting application of the BCI has been in communication between users in a VE. Kerous et al [98] have used the P300 speller as a means to implement communication between two people in a VE. The P300 speller relies on the evoked potential recorded approximately 300 ms after the onset of a stimulus of interest [102].…”
Section: The Case For Using Hyperscanning In Virtual Environmentsmentioning
confidence: 99%
“…Augmented reality (AR) can be used to enhance brain–computer interaction, and in the future, the integration of AR wearable devices and BCI will be possible. AR-based steady-state visual evoked potential (SSVEP) BCI is receiving increased attention from researchers ( Lenhardt and Ritter, 2010 ; Kerous and Liarokapis, 2017 ; Si-Mohammed et al, 2018 ; Zhao et al, 2021 ). However, compared with a computer screen (CS) ( Lenhardt and Ritter, 2010 ) or a virtual reality (VR) device ( Rohani and Puthusserypady, 2015 ), the quality of AR stimuli superimposed on real scenes is susceptible to environmental influences, making target recognition difficult.…”
Section: Introductionmentioning
confidence: 99%