2016
DOI: 10.14313/jamris_4-2016/26
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Control Based on Brain-Bomputer Interface Technology for Video-Gaming With Virtual Reality Techniques

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Cited by 20 publications
(8 citation statements)
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“…The brain-computer interface (BCI) provides an interlink between the brain and external devices (Vidal, 1973 ; Wolpaw et al, 2002 ). The information received from the brain in the form of physiological/magnetic/metabolic signals is decoded and interpreted to determine the user intentions, and is later utilized for various purposes, such as rehabilitation (Do et al, 2013 ; Khan R. A. et al, 2018 ); control of robots (Doud et al, 2011 ; Bozinovski, 2016 ; Khan A. H. et al, 2018 ; Rosca et al, 2018 ; Duan et al, 2019 ) and of prosthetics (Buch et al, 2018 ; Yanagisawa et al, 2019 ); and neurogaming (Paszkiel, 2016 , 2020 ; Vasiljevic and de Miranda, 2020 ). Among the existing non-invasive acquisition methods, arguably EEG (Wolpaw et al, 2002 ; Pfurtscheller et al, 2006 ; Choi, 2013 ; Abiri et al, 2019 ) and fNIRS (Ferrari et al, 1985 ; Delpy et al, 1988 ; Coyle et al, 2004 , 2007 ; Fazli et al, 2012 ; Naseer and Keum-Shik, 2015 ; Yin et al, 2015 ) are considered the most explored.…”
Section: Introductionmentioning
confidence: 99%
“…The brain-computer interface (BCI) provides an interlink between the brain and external devices (Vidal, 1973 ; Wolpaw et al, 2002 ). The information received from the brain in the form of physiological/magnetic/metabolic signals is decoded and interpreted to determine the user intentions, and is later utilized for various purposes, such as rehabilitation (Do et al, 2013 ; Khan R. A. et al, 2018 ); control of robots (Doud et al, 2011 ; Bozinovski, 2016 ; Khan A. H. et al, 2018 ; Rosca et al, 2018 ; Duan et al, 2019 ) and of prosthetics (Buch et al, 2018 ; Yanagisawa et al, 2019 ); and neurogaming (Paszkiel, 2016 , 2020 ; Vasiljevic and de Miranda, 2020 ). Among the existing non-invasive acquisition methods, arguably EEG (Wolpaw et al, 2002 ; Pfurtscheller et al, 2006 ; Choi, 2013 ; Abiri et al, 2019 ) and fNIRS (Ferrari et al, 1985 ; Delpy et al, 1988 ; Coyle et al, 2004 , 2007 ; Fazli et al, 2012 ; Naseer and Keum-Shik, 2015 ; Yin et al, 2015 ) are considered the most explored.…”
Section: Introductionmentioning
confidence: 99%
“…As it was stated in the proposed vision, the application should offer virtual reality environment, which includes the use of a VR headset. It relies on use of a motion capture technology and 3D engine which is a powerful environment when dealing with 3D rendering [12].…”
Section: A Supported Technologiesmentioning
confidence: 99%
“…With the recent drastic advancement of sensing hardware along with estimation algorithms, the techniques for virtual reality (VR) and augmented reality (AR) have been tremendously researched and employed for many real-world engineering applications such as telerobotics [1,2], medical training [3], and brain-computer interface technology [4]. Since humans perceive stiffness of an object mainly relying on haptic sensation (contact force, compliance of the object, deformation of the finger-tip, tactile sensation), usage of wearable haptic devices has been tremendously researched for finger-based interaction [5,6] in VR, surely including studies for stiffness rendering [7][8][9][10].…”
Section: Introductionmentioning
confidence: 99%