KEROUŠ, Bojan, Filip ŠKOLA and Fotis LIAROKAPIS. EEG-based BCI and video games: a progress report. Virtual Reality. London: Springer London, 2018, vol. 22, No 2, p. 119-135. ISSN 1359-4338. Available from: https://dx.doi.org/10.1007/s10055-017-0328-x.
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Basic information
Original name EEG-based BCI and video games: a progress report
Authors KEROUŠ, Bojan (70 Bosnia and Herzegovina, belonging to the institution), Filip ŠKOLA (203 Czech Republic, belonging to the institution) and Fotis LIAROKAPIS (300 Greece, belonging to the institution).
Edition Virtual Reality, London, Springer London, 2018, 1359-4338.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 10201 Computer sciences, information science, bioinformatics
Country of publisher United Kingdom of Great Britain and Northern Ireland
Confidentiality degree is not subject to a state or trade secret
WWW URL
Impact factor Impact factor: 2.906
RIV identification code RIV/00216224:14330/18:00102087
Organization unit Faculty of Informatics
Doi http://dx.doi.org/10.1007/s10055-017-0328-x
UT WoS 000429826700004
Keywords in English brain-computer interface; games; EEG
Tags International impact, Reviewed
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 3/5/2019 14:54.
Abstract
This paper presents a systematic review of electroencephalography (EEG)-based brain–computer interfaces (BCIs) used in the video games, a vibrant field of research that touches upon all relevant questions concerning the future directions of BCI. The paper examines the progress of BCI research with regard to games and shows that gaming applications offer numerous advantages by orienting BCI to concerns and expectations of a gaming application. Different BCI paradigms are investigated, and future directions are discussed.
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