Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F14%3A00082179" target="_blank" >RIV/00216224:14330/14:00082179 - isvavai.cz</a>
Výsledek na webu
<a href="http://www.sciencedirect.com/science/article/pii/S1875952114000391" target="_blank" >http://www.sciencedirect.com/science/article/pii/S1875952114000391</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.entcom.2014.10.004" target="_blank" >10.1016/j.entcom.2014.10.004</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study
Popis výsledku v původním jazyce
This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain?computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participantsmeasuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices.
Název v anglickém jazyce
Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study
Popis výsledku anglicky
This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain?computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participantsmeasuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices.
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
N - Vyzkumna aktivita podporovana z neverejnych zdroju
Ostatní
Rok uplatnění
2014
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Entertainment Computing
ISSN
1875-9521
e-ISSN
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Svazek periodika
5
Číslo periodika v rámci svazku
4
Stát vydavatele periodika
NL - Nizozemsko
Počet stran výsledku
9
Strana od-do
391-399
Kód UT WoS článku
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EID výsledku v databázi Scopus
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