An introduction to ROC analysis
Pattern Recognition Letters - Special issue: ROC analysis in pattern recognition
Playing with your brain: brain-computer interfaces and games
Proceedings of the international conference on Advances in computer entertainment technology
Channel selection and feature projection for cognitive load estimation using ambulatory EEG
Computational Intelligence and Neuroscience - EEG/MEG Signal Processing
Embodiment in brain-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards noninvasive brain-computer interfaces during standing for VR interactions
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
Brain-computer interfaces for 3D games: hype or hope?
Proceedings of the 6th International Conference on Foundations of Digital Games
Interfaces cérebro-computador de sistemas interativos: estado da arte e desafios de IHC
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Can we use a brain-computer interface and manipulate a mouse at the same time?
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Effectiveness with EEG BCIs: exposure to traditional input methods as a factor of performance
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
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Brain-Computer Interfaces (BCI) are communication systems that enable users to interact with computers using only brain activity. This activity is generally measured by ElectroEncephaloGraphy (EEG). A major limitation of BCI is the electrical sensitivity of EEG which causes severe deterioration of the signals when the user is moving. This constrains current EEG-based BCI to be used only by sitting and still subjects, hence limiting the use of BCI for applications such as video games. In this paper, we proposed a feasibility study to discover whether a BCI system, here based on the P300 brain signal, could be used with a moving subject. We recorded EEG signals from 5 users in 3 conditions: sitting, standing and walking. Analysis of the recorded signals suggested that despite the noise generated by the user's motion, it was still possible to detect the P300 in the signals in each of the three conditions. This opens new perspective of applications using a wearable P300-based BCI as input device, e.g., for entertainment and video games.