2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) 2015
DOI: 10.1109/cgames.2015.7272957
|View full text |Cite
|
Sign up to set email alerts
|

Interacting with multiple game genres using Motion Onset Visual Evoked Potentials

Abstract: Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The pe… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
4
0

Year Published

2015
2015
2021
2021

Publication Types

Select...
3
2
1

Relationship

2
4

Authors

Journals

citations
Cited by 7 publications
(5 citation statements)
references
References 16 publications
1
4
0
Order By: Relevance
“…Our findings show that when using leftwards motion of the stimuli, the three most commonly used EEG channels (Cz, P7 and O1) are located on the left visual hemisphere. This finding is consistent with previous studies where leftwards motion of the stimuli was also used [37][36] [39][40] [30]. These locations also correspond to the middle temporal (MT) and medial superior temporal (MST) areas of the brain which is specialised for the processing of motion.…”
Section: Discussionsupporting
confidence: 91%
See 1 more Smart Citation
“…Our findings show that when using leftwards motion of the stimuli, the three most commonly used EEG channels (Cz, P7 and O1) are located on the left visual hemisphere. This finding is consistent with previous studies where leftwards motion of the stimuli was also used [37][36] [39][40] [30]. These locations also correspond to the middle temporal (MT) and medial superior temporal (MST) areas of the brain which is specialised for the processing of motion.…”
Section: Discussionsupporting
confidence: 91%
“…mVEPs were first investigated in BCI in [30] where an mVEP-based BCI control scheme was implemented to investigate the users' responses to moving stimuli. In [36] mVEP stimuli were employed as a control modality for three online BCI video games of different genres and in [37], a follow-up study tested the same three BCI games using a heads-up display (HUD) in which the stimuli were presented on a white background as opposed to overlaying mVEP stimuli onto the games graphics. The results indicated a HUD with white background would likely enable better mVEP detection accuracy in such games.…”
Section: Introductionmentioning
confidence: 99%
“…During the calibration run, the user viewed gaming scenes similar to those in the online game, with the exception of some online-specific gaming elements such as the car model, checkpoints, and on-road visual cues. In previous studies, it was shown that maintaining consistency between the calibration training and online visuals could have an impact on gaming with mVEPs, compared to using white screen background during the calibration runs [24] [25]. During the calibration run, each of the five stimuli was a target 60 times yielding data from 300 trials (5 stimuli × 60 activations).…”
Section: B Bci Calibrationmentioning
confidence: 99%
“…Motion-onset VEPs (mVEP) are an alternative to flash-based BCIs and evoked using motion-based stimuli. mVEPs have been used in BCI spelling applications [21], user interfaces [22] and neurogaming [23] [24] [25]. Typically, a mVEP stimulus comprises a rectangular white box with a black border with a total length of 1.24° and height of 0.76°.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation