The Experts below are selected from a list of 18690 Experts worldwide ranked by ideXlab platform
Marc M Van Hulle - One of the best experts on this subject based on the ideXlab platform.
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steady state visual evoked potential based Computer Gaming on a consumer grade eeg device
IEEE Transactions on Computational Intelligence and AI in Games, 2013Co-Authors: Nikolay Chumeri, Nikolay V Manyakov, Adrien Combaz, M Van Vlie, Arne Robbe, Marc M Van HulleAbstract:In this paper, we introduce a game in which the player navigates an avatar through a maze by using a brain-Computer interface (BCI) that analyzes the steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG) on the player's scalp. The four-command control game, called The Maze, was specifically designed around an SSVEP BCI and validated in several EEG setups when using a traditional electrode cap with relocatable electrodes and a consumer-grade headset with fixed electrodes (Emotiv EPOC). We experimentally derive the parameter values that provide an acceptable tradeoff between accuracy of game control and interactivity, and evaluate the control provided by the BCI during gameplay. As a final step in the validation of the game, a population study on a broad audience was conducted with the EPOC headset in a real-world setting. The study revealed that the majority (85%) of the players enjoyed the game in spite of its intricate control (mean accuracy 80.37%, mean mission time ratio 0.90). We also discuss what to take into account while designing BCI-based games.
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steady state visual evoked potential based Computer Gaming the maze
Intelligent Technologies for Interactive Entertainment, 2011Co-Authors: Nikolay Chumerin, Nikolay V Manyakov, Adrien Combaz, Arne Robben, Marijn Van Vliet, Marc M Van HulleAbstract:We introduce a game, called “The Maze”, as a brain-Computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player’s steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same Computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.
Amber Settle - One of the best experts on this subject based on the ideXlab platform.
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ITiCSE - Teaching game programming using XNA
ACM SIGCSE Bulletin, 2008Co-Authors: Joe Linhoff, Amber SettleAbstract:As educators work to expand the audience interested in Computer science, Computer Gaming programs have blossomed at a variety of educational institutions. Educators are coming to recognize that Gaming is a compelling way to motivate students to learn challenging technical concepts such as programming, software engineering, algorithms, and project management. At the core of many Gaming programs are game development courses, which teach technical aspects about software development in a motivating environment. While many game development courses share a common goal, the structure and goals of game development courses can be quite diverse. We describe a game development course that uses the XNA platform to allow a heterogeneous group of students to gain experience in all aspects of console game creation, an approach we believe has some interesting pedagogical benefits.
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teaching game programming using xna
Technical Symposium on Computer Science Education, 2008Co-Authors: Joe Linhoff, Amber SettleAbstract:As educators work to expand the audience interested in Computer science, Computer Gaming programs have blossomed at a variety of educational institutions. Educators are coming to recognize that Gaming is a compelling way to motivate students to learn challenging technical concepts such as programming, software engineering, algorithms, and project management. At the core of many Gaming programs are game development courses, which teach technical aspects about software development in a motivating environment. While many game development courses share a common goal, the structure and goals of game development courses can be quite diverse. We describe a game development course that uses the XNA platform to allow a heterogeneous group of students to gain experience in all aspects of console game creation, an approach we believe has some interesting pedagogical benefits.
Joe Linhoff - One of the best experts on this subject based on the ideXlab platform.
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ITiCSE - Teaching game programming using XNA
ACM SIGCSE Bulletin, 2008Co-Authors: Joe Linhoff, Amber SettleAbstract:As educators work to expand the audience interested in Computer science, Computer Gaming programs have blossomed at a variety of educational institutions. Educators are coming to recognize that Gaming is a compelling way to motivate students to learn challenging technical concepts such as programming, software engineering, algorithms, and project management. At the core of many Gaming programs are game development courses, which teach technical aspects about software development in a motivating environment. While many game development courses share a common goal, the structure and goals of game development courses can be quite diverse. We describe a game development course that uses the XNA platform to allow a heterogeneous group of students to gain experience in all aspects of console game creation, an approach we believe has some interesting pedagogical benefits.
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teaching game programming using xna
Technical Symposium on Computer Science Education, 2008Co-Authors: Joe Linhoff, Amber SettleAbstract:As educators work to expand the audience interested in Computer science, Computer Gaming programs have blossomed at a variety of educational institutions. Educators are coming to recognize that Gaming is a compelling way to motivate students to learn challenging technical concepts such as programming, software engineering, algorithms, and project management. At the core of many Gaming programs are game development courses, which teach technical aspects about software development in a motivating environment. While many game development courses share a common goal, the structure and goals of game development courses can be quite diverse. We describe a game development course that uses the XNA platform to allow a heterogeneous group of students to gain experience in all aspects of console game creation, an approach we believe has some interesting pedagogical benefits.
Adrien Combaz - One of the best experts on this subject based on the ideXlab platform.
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steady state visual evoked potential based Computer Gaming on a consumer grade eeg device
IEEE Transactions on Computational Intelligence and AI in Games, 2013Co-Authors: Nikolay Chumeri, Nikolay V Manyakov, Adrien Combaz, M Van Vlie, Arne Robbe, Marc M Van HulleAbstract:In this paper, we introduce a game in which the player navigates an avatar through a maze by using a brain-Computer interface (BCI) that analyzes the steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG) on the player's scalp. The four-command control game, called The Maze, was specifically designed around an SSVEP BCI and validated in several EEG setups when using a traditional electrode cap with relocatable electrodes and a consumer-grade headset with fixed electrodes (Emotiv EPOC). We experimentally derive the parameter values that provide an acceptable tradeoff between accuracy of game control and interactivity, and evaluate the control provided by the BCI during gameplay. As a final step in the validation of the game, a population study on a broad audience was conducted with the EPOC headset in a real-world setting. The study revealed that the majority (85%) of the players enjoyed the game in spite of its intricate control (mean accuracy 80.37%, mean mission time ratio 0.90). We also discuss what to take into account while designing BCI-based games.
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steady state visual evoked potential based Computer Gaming the maze
Intelligent Technologies for Interactive Entertainment, 2011Co-Authors: Nikolay Chumerin, Nikolay V Manyakov, Adrien Combaz, Arne Robben, Marijn Van Vliet, Marc M Van HulleAbstract:We introduce a game, called “The Maze”, as a brain-Computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player’s steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same Computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.
Nikolay V Manyakov - One of the best experts on this subject based on the ideXlab platform.
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steady state visual evoked potential based Computer Gaming on a consumer grade eeg device
IEEE Transactions on Computational Intelligence and AI in Games, 2013Co-Authors: Nikolay Chumeri, Nikolay V Manyakov, Adrien Combaz, M Van Vlie, Arne Robbe, Marc M Van HulleAbstract:In this paper, we introduce a game in which the player navigates an avatar through a maze by using a brain-Computer interface (BCI) that analyzes the steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG) on the player's scalp. The four-command control game, called The Maze, was specifically designed around an SSVEP BCI and validated in several EEG setups when using a traditional electrode cap with relocatable electrodes and a consumer-grade headset with fixed electrodes (Emotiv EPOC). We experimentally derive the parameter values that provide an acceptable tradeoff between accuracy of game control and interactivity, and evaluate the control provided by the BCI during gameplay. As a final step in the validation of the game, a population study on a broad audience was conducted with the EPOC headset in a real-world setting. The study revealed that the majority (85%) of the players enjoyed the game in spite of its intricate control (mean accuracy 80.37%, mean mission time ratio 0.90). We also discuss what to take into account while designing BCI-based games.
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steady state visual evoked potential based Computer Gaming the maze
Intelligent Technologies for Interactive Entertainment, 2011Co-Authors: Nikolay Chumerin, Nikolay V Manyakov, Adrien Combaz, Arne Robben, Marijn Van Vliet, Marc M Van HulleAbstract:We introduce a game, called “The Maze”, as a brain-Computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player’s steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same Computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.