2013
DOI: 10.1016/j.entcom.2012.11.001
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Evaluating a multi-player brain–computer interface game: Challenge versus co-experience

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Cited by 33 publications
(20 citation statements)
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References 42 publications
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“…Systems designed to record, classify and even change affective state may entail safety, privacy, and security issues. [3,8,11] As with passwords and other private information, people should follow commonsense guidelines, such as keeping data private as much as possible. If data are stored offline for later analysis, in raw or processed form, confidentiality is essential.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Systems designed to record, classify and even change affective state may entail safety, privacy, and security issues. [3,8,11] As with passwords and other private information, people should follow commonsense guidelines, such as keeping data private as much as possible. If data are stored offline for later analysis, in raw or processed form, confidentiality is essential.…”
Section: Discussionmentioning
confidence: 99%
“…Tools could detect when users are 'in the zone', either by themselves or as part of collaborative efforts, perhaps encouraging synergy among users. [8] Our survey paper in this Special Issue presents further studies and discussion. These are only a few examples to highlight some promising directions and illustrate the breadth of opportunity available.…”
Section: Introductionmentioning
confidence: 99%
“…Interactions between co-located BCI gamers have been studied in [14]. We designed a game for research purposes: Mind the Sheep!…”
Section: Competition and Collaboration With Bcimentioning
confidence: 99%
“…Recent applications include the computer games Brainball (Hjelm and Browall 2000); BrainPong (Krepki et al 2007); Mind the Sheep! (Gürkök et al 2013) and BrainArena (Bonnet, Lotte, and Lecuyer 2013). Amongst the relevant installations are: Mariko Mori's Wave UFO (2003), an immersive video installation (Mori, Bregenz, and Schneider 2003); the MoodMixer (2011MoodMixer ( -2014 by Grace Leslie and Tim Mullen, an installation with visual display and 'generative music composition' of two participants' brain-activity (Mullen et al 2015, 217) and a series of projects, like Measuring the Magic of Mutual Gaze (2011), The Compatibility Racer (2012) and The Mutual Wave Machine (2013), by the Marina Abramovic Institute Science Chamber and the neuroscientist Dr Suzanne Dikker (Dikker 2011).…”
Section: Introductionmentioning
confidence: 99%