2019
DOI: 10.1016/j.entcom.2018.10.003
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The influence of graphical elements on user’s attention and control on a neurofeedback-based game

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Cited by 26 publications
(10 citation statements)
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“…Wearable EEG-based BCI devices, thanks to technological developments in dry electrodes and lowering prices, are now receiving considerable attention as potential research tools inside and outside the laboratory setting [16,17], especially in the gaming industry (e.g., [61]). Furthermore, their cost might enable a wide range of studies (e.g., involving low-income countries as well) that were not previously possible.…”
Section: Discussionmentioning
confidence: 99%
“…Wearable EEG-based BCI devices, thanks to technological developments in dry electrodes and lowering prices, are now receiving considerable attention as potential research tools inside and outside the laboratory setting [16,17], especially in the gaming industry (e.g., [61]). Furthermore, their cost might enable a wide range of studies (e.g., involving low-income countries as well) that were not previously possible.…”
Section: Discussionmentioning
confidence: 99%
“…Researchers have shown that EEG Neurofeedback appears to increase cognitive skills and can be used to support the meditation learning process [10][11][12][13][14][15][16][17][18][19][20][21][22][23][24][25][26][27]. However, some recent studies found that the benefits from neurofeedback greatly differ between subjects, and in some particular cases neurofeedback does not appear to provide an advantage over meditating on one's own [28,29].…”
Section: Neurofeedback Is a Non-invasive Technique In Which Thementioning
confidence: 99%
“…Special headsets are capable of detecting the changes in brainwaves and give the gamers the possibility to concentrate only on the game. The idea of attention-based mind-controlled games is gaining the attention of not only game producers but also research companies [134][135][136]. In 2018, Queiroz et al [136] launched a BCI-based game where the player has control via a wheeled robot through the Emotiv INSIGHT headset to reach a target.…”
Section: Gamingmentioning
confidence: 99%
“…The headset was tuned up to software, permitting the conversion of the commands as hot or cold through the computer interface controlling the movements of the robot-like spinning around or changing direction. In the same way, Vasiljevic in [134] and [135] launched an attention-based BCI game named Mental War, represented as a tug-of-war game. The value of attention captured by the NeuroSky MindWave headset and read during some period of time have been calculated for both players.…”
Section: Gamingmentioning
confidence: 99%