Pattern Recognition and Neural Networks
Pattern Recognition and Neural Networks
Walking by thinking: the brainwaves are crucial, not the muscles!
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Playing with your brain: brain-computer interfaces and games
Proceedings of the international conference on Advances in computer entertainment technology
Fully online multicommand brain-computer interface with visual neurofeedback using SSVEP paradigm
Computational Intelligence and Neuroscience - EEG/MEG Signal Processing
Computational Intelligence and Neuroscience - Brain-Computer Interfaces: Towards Practical Implementations and Potential Applications
Brain-computer interfaces for hci and games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Computational Intelligence and Neuroscience
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Continuous Control Paradigms for Direct Brain Interfaces
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Research frontier: VEP-based brain-computer interfaces: time, frequency, and code modulations
IEEE Computational Intelligence Magazine
A pilot study on virtual camera control via Steady-State VEP in immersing virtual environments
HCI '08 Proceedings of the Third IASTED International Conference on Human Computer Interaction
Effects of p300-based bci use on reported presence in a virtual environment
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
A survey of stimulation methods used in SSVEP-based BCIs
Computational Intelligence and Neuroscience
Use of Phase in Brain---Computer Interfaces based on Steady-State Visual Evoked Potentials
Neural Processing Letters
Embodiment in brain-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Online BCI implementation of high-frequency phase modulated visual stimuli
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
Square or sine: finding a waveform with high success rate of eliciting SSVEP
Computational Intelligence and Neuroscience
Brain-computer interfaces for 3D games: hype or hope?
Proceedings of the 6th International Conference on Foundations of Digital Games
Presence: Teleoperators and Virtual Environments
Bio-Affective Computer Interface for Game Interaction
International Journal of Gaming and Computer-Mediated Simulations
Using EEG and NIRS for brain-computer interface and cognitive performance measures: a pilot study
International Journal of Cognitive Performance Support
BCI could make old two-player games even more fun: a proof of concept with "connect four"
Advances in Human-Computer Interaction - Special issue on Using Brain Waves to Control Computers and Machines
Towards implicit control through steady-state somatosensory evoked potentials
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: design methods, tools, and interaction techniques for eInclusion - Volume Part I
Artificial Intelligence in Medicine
Computers and Electrical Engineering
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This paper presents the application of an effective EEG-based brain-computer interface design for binary control in a visually elaborate immersive 3D game. The BCI uses the steady-state visual evoked potential (SSVEP) generated in response to phase-reversing checkerboard patterns. Two power-spectrum estimation methods were employed for feature extraction in a series of offline classification tests. Both methods were also implemented during real-time game play. The performance of the BCI was found to be robust to distracting visual stimulation in the game and relatively consistent across six subjects, with 41 of 48 games successfully completed. For the best performing feature extraction method, the average real-time control accuracy across subjects was 89%. The feasibility of obtaining reliable control in such a visually rich environment using SSVEPs is thus demonstrated and the impact of this result is discussed.