Image plane interaction techniques in 3D immersive environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
The Reality of Experience: Gibson's Way
Presence: Teleoperators and Virtual Environments
Steady-state VEP-based brain-computer interface control in an immersive 3D gaming environment
EURASIP Journal on Applied Signal Processing
Brain-computer interfaces for hci and games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
FAC'07 Proceedings of the 3rd international conference on Foundations of augmented cognition
Perspectives on user experience evaluation of brain-computer interfaces
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Presence: Teleoperators and Virtual Environments
BCI-based navigation in virtual and real environments
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
Hi-index | 0.00 |
Brain--computer interfaces (BCIs) are becoming more and more popular as an input device for virtual worlds and computer games. Depending on their function, a major drawback is the mental workload associated with their use and there is significant effort and training required to effectively control them. In this paper, we present two studies assessing how mental workload of a P300-based BCI affects participants' reported sense of presence in a virtual environment (VE). In the first study, we employ a BCI exploiting the P300 event-related potential (ERP) that allows control of over 200 items in a virtual apartment. In the second study, the BCI is replaced by a gaze-based selection method coupled with wand navigation. In both studies, overall performance is measured and individual presence scores are assessed by means of a short questionnaire. The results suggest that there is no immediate benefit for visualizing events in the VE triggered by the BCI and that no learning about the layout of the virtual space takes place. In order to alleviate this, we propose that future P300-based BCIs in VR are set up so as require users to make some inference about the virtual space so that they become aware of it, which is likely to lead to higher reported presence.