2017
DOI: 10.1016/j.ijpsycho.2017.02.007
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I act, therefore I err: EEG correlates of success and failure in a virtual throwing game

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Cited by 17 publications
(18 citation statements)
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“…The t-test null-hypothesis was that there is zero mean amplitude difference in the ERPs of success and failure trials, whereas the alternative hypothesis was non-zero mean amplitude difference. Previous studies have suggested that the ErrP signals have the highest activity around Cz and FCz electrodes (Chavarriaga and Millán, 2010;Spüler and Niethammer, 2015;Yazmir and Reiner, 2017). Therefore, the analysis was carried out on the most prominent peaks in the difference ERP at the Cz electrode location.…”
Section: Discussionmentioning
confidence: 99%
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“…The t-test null-hypothesis was that there is zero mean amplitude difference in the ERPs of success and failure trials, whereas the alternative hypothesis was non-zero mean amplitude difference. Previous studies have suggested that the ErrP signals have the highest activity around Cz and FCz electrodes (Chavarriaga and Millán, 2010;Spüler and Niethammer, 2015;Yazmir and Reiner, 2017). Therefore, the analysis was carried out on the most prominent peaks in the difference ERP at the Cz electrode location.…”
Section: Discussionmentioning
confidence: 99%
“…In Kim et al (2017), ErrP was employed to detect if a robot has made an error in recognizing the gesture made by the participant. In Yazmir and Reiner (2017), authors developed a virtual tennis game in which a difference in EEG response was observed when the participant successfully hit to that of miss the target.…”
Section: Introductionmentioning
confidence: 99%
“…In general, it has been demonstrated that users are much more comfortable when they manipulate a BCI system in a VE. This is because VEs induce motivation and entertainment, and even more, offer an ample scope on how to achieve a goal [ 21 , 39 , 40 ].…”
Section: Integration Of Virtual Environments and Brain-computer Inmentioning
confidence: 99%
“…On simulations of daily applications, VEs and BCIs interactive system have represented scenarios ranging from holding a cup and pouring water [ 43 ] to identify and recognize subjects [ 55 ]. However, applications have also been focused on more engaging experiences such as playing tennis [ 39 ] or even an aesthetic experience provided by a virtual play [ 56 ]. Despite the several directions presented on the advances on the intersection between BCI systems and VEs, in further sections trends on this field will be explained and detailed.…”
Section: Integration Of Virtual Environments and Brain-computer Inmentioning
confidence: 99%
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