2016
DOI: 10.1080/2326263x.2016.1266725
|View full text |Cite
|
Sign up to set email alerts
|

Can teenagers control a 3D racing game using motion-onset visual evoked potentials?

Abstract: Motion-onset visual evoked potentials (mVEPs) are time and phase-locked brain responses to motion-related stimuli. An mVEP response provides robust features for brain-computer interface (BCI) applications and have the added benefit of being less visually fatiguing than other visual evoked potentials (VEPs). In this study an mVEP BCI that enables control of a visually rich, 3-dimensional (3D) car-racing video-game is evaluated. A group of fifteen teenage school children (13-16 years old) participated in a singl… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
28
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
6
1

Relationship

1
6

Authors

Journals

citations
Cited by 10 publications
(28 citation statements)
references
References 43 publications
0
28
0
Order By: Relevance
“…Fifteen healthy BCI naïve (nvBCI) teenagers (age range 13-16, 4 female) and 33 healthy adults (19 nvBCI and the remaining 14 had prior BCI experience (exBCI) age 18-40, 6 female) participated. Details of the teenagers study including results are available in [32]. Ethical approval was granted by the Ulster University Research Ethics Committee (UUREC).…”
Section: Methodology a Data Acquisition Setupmentioning
confidence: 99%
See 2 more Smart Citations
“…Fifteen healthy BCI naïve (nvBCI) teenagers (age range 13-16, 4 female) and 33 healthy adults (19 nvBCI and the remaining 14 had prior BCI experience (exBCI) age 18-40, 6 female) participated. Details of the teenagers study including results are available in [32]. Ethical approval was granted by the Ulster University Research Ethics Committee (UUREC).…”
Section: Methodology a Data Acquisition Setupmentioning
confidence: 99%
“…As the lap speed changed, a different car was presented representing analogous achievement as in commercially available racing games [41] [42]. Due to time restrictions on the teenage study, each teenage participant completed only three laps using 5 trials for classification [32]. Each lap of online gameplay contained twenty checkpoints and mVEP stimuli are presented twenty times, once for each checkpoint.…”
Section: Online Game Paradigmmentioning
confidence: 99%
See 1 more Smart Citation
“…Then 359 titles and abstracts were reviewed and 203 were removed, according to the inclusion criteria (section Screening Process: Inclusion and Exclusion Criteria), leaving 156 articles that required full-text review. Twelve articles were subsequently identified as eligible for inclusion and grouping into sub-categories: seven relating to communication (Beveridge et al, 2017(Beveridge et al, , 2019Taherian et al, 2017;Norton et al, 2018;Zhang et al, 2019;Vařeka, 2020); and five concerning mobility (Sanchez et al, 2008;Breshears et al, 2011;Pistohl et al, 2012Pistohl et al, , 2013Jochumsen et al, 2018). The flowchart in Figure 2 details outcomes of: identification; screening; eligibility; inclusion steps.…”
Section: Study Selection and Taxonomymentioning
confidence: 99%
“…The subsequent papers describe some of the innovative advances reported at the meeting, including incorporation of user responses to improve BCI accuracy [9], proof-of-concept of fMRI self-regulation [10], expansion of BCI testing in young people [11], and the feasibility of language models for communication in the home environment [12]. Studies continue to grow in rigor and to progress in evaluation of issues vital to real-world success, such as detection of the idle state [13].…”
mentioning
confidence: 99%