Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visually induced motion sickness in virtual environments
Presence: Teleoperators and Virtual Environments
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Neural Networks for Pattern Recognition
Neural Networks for Pattern Recognition
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Computer Graphics and Virtual Environments: From Realism to Real - Time
Computer Graphics and Virtual Environments: From Realism to Real - Time
Journal of Cognitive Neuroscience
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
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
Mind-modulated music in the mind attention interface
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Computational Intelligence and Neuroscience - Brain-Computer Interfaces: Towards Practical Implementations and Potential Applications
Presence: Teleoperators and Virtual Environments
Using a p300 brain--computer interface in an immersive virtual environment
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Proceedings of the 18th ACM symposium on Virtual reality software and technology
BCI system for upper and lower limb rehabilitation
i-CREATe '11 Proceedings of the 5th International Conference on Rehabilitation Engineering & Assistive Technology
Development of upper and lower extremity rehabilitation device for brain computer interface
Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology
Artificial Intelligence in Medicine
Evaluating Mobile Applications in Virtual Environments: A Survey
International Journal of Mobile Human Computer Interaction
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Healthy participants are able to move forward within a virtual environment (VE) by the imagination of foot movement. This is achieved by using a brain-computer interface (BCI) that transforms thought-modulated electroencephalogram (EEG) recordings into a control signal. A BCI establishes a communication channel between the human brain and the computer. The basic principle of the Graz-BCI is the detection and classification of motor-imagery-related EEG patterns, whereby the dynamics of sensorimotor rhythms are analyzed. A BCI is a closed-loop system and information is visually fed back to the user about the success or failure of an intended movement imagination. Feedback can be realized in different ways, from a simple moving bar graph to navigation in VEs.The goals of this work are twofold: first, to show the influence of different feed-back types on the same task, and second, to demonstrate that it is possible to move through a VE (e.g., a virtual street) without any muscular activity, using only the imagination of foot movement. In the presented work, data from BCI feedback displayed on a conventional monitor are compared with data from BCI feedback in VE experiments with a head-mounted display (HMD) and in a high immersive projection environment (Cave). Results of three participants are reported to demonstrate the proof-of-concept. The data indicate that the type of feedback has an influence on the task performance, but not on the BCI classification accuracy. The participants achieved their best performances viewing feedback in the Cave. Furthermore the VE feedback provided motivation for the subjects.