2022
DOI: 10.3389/fnhum.2022.943070
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Exploring the effects of head movements and accompanying gaze fixation switch on steady-state visual evoked potential

Abstract: In a realistic steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) application like driving a car or controlling a quadrotor, observing the surrounding environment while simultaneously gazing at the stimulus is necessary. This kind of application inevitably could cause head movements and variation of the accompanying gaze fixation point, which might affect the SSVEP and BCI’s performance. However, few papers studied the effects of head movements and gaze fixation switch on SSVEP r… Show more

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Cited by 3 publications
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“…In other words, we simulated the presentation of 2D stimuli on a flat screen and 3D spherical stimuli in the same spatial location in a VR environment. All stimuli used in the experiment were circular or spherical in shape to avoid the potential influences of the stimulus area and optical distortions at the edges of VR displays (Duan et al, 2022 ). Additionally, it should be noted that the limited field of view in VR leads to visual distortion of non-currently aiming stimuli that flicker in the peripheral vision.…”
Section: Discussionmentioning
confidence: 99%
“…In other words, we simulated the presentation of 2D stimuli on a flat screen and 3D spherical stimuli in the same spatial location in a VR environment. All stimuli used in the experiment were circular or spherical in shape to avoid the potential influences of the stimulus area and optical distortions at the edges of VR displays (Duan et al, 2022 ). Additionally, it should be noted that the limited field of view in VR leads to visual distortion of non-currently aiming stimuli that flicker in the peripheral vision.…”
Section: Discussionmentioning
confidence: 99%