Leeb et al., 2013 - Google Patents
Thinking penguin: multimodal brain–computer interface control of a vr gameLeeb et al., 2013
View PDF- Document ID
- 7284408771514852983
- Author
- Leeb R
- Lancelle M
- Kaiser V
- Fellner D
- Pfurtscheller G
- Publication year
- Publication venue
- IEEE Transactions on Computational Intelligence and AI in Games
External Links
Snippet
In this paper, we describe a multimodal brain-computer interface (BCI) experiment, situated in a highly immersive CAVE. A subject sitting in the virtual environment controls the main character of a virtual reality game: a penguin that slides down a snowy mountain slope …
- 241000272194 Ciconiiformes 0 title abstract description 59
Classifications
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/04—Detecting, measuring or recording bioelectric signals of the body of parts thereof
- A61B5/0476—Electroencephalography
- A61B5/0484—Electroencephalography using evoked response
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/48—Other medical applications
- A61B5/486—Bio-feedback
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/04—Detecting, measuring or recording bioelectric signals of the body of parts thereof
- A61B5/0488—Electromyography
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/16—Devices for psychotechnics; Testing reaction times; Devices for evaluating the psychological state
- A61B5/165—Evaluating the state of mind, e.g. depression, anxiety
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Detecting, measuring or recording for diagnostic purposes; Identification of persons
- A61B5/103—Detecting, measuring or recording devices for testing the shape, pattern, colour, size or movement of the body or parts thereof, for diagnostic purposes
- A61B5/11—Measuring movement of the entire body or parts thereof, e.g. head or hand tremor, mobility of a limb
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/003—Repetitive work cycles; Sequence of movements
- G09B19/0038—Sports
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/015—Input arrangements based on nervous system activity detection, e.g. brain waves [EEG] detection, electromyograms [EMG] detection, electrodermal response detection
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B21/00—Teaching, or communicating with, the blind, deaf or mute
- G09B21/001—Teaching or communicating with blind persons
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Leeb et al. | Thinking penguin: multimodal brain–computer interface control of a vr game | |
| US12253882B2 (en) | System and method for enhanced training using a virtual reality environment and bio-signal data | |
| Škola et al. | Progressive training for motor imagery brain-computer interfaces using gamification and virtual reality embodiment | |
| Tieri et al. | Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies | |
| Scherer et al. | Toward self-paced brain–computer communication: navigation through virtual worlds | |
| CA2935813C (en) | Adaptive brain training computer system and method | |
| de Castro-Cros et al. | Effects of gamification in BCI functional rehabilitation | |
| Leeb et al. | Walking by thinking: The brainwaves are crucial, not the muscles! | |
| Lécuyer et al. | Brain-computer interfaces, virtual reality, and videogames | |
| Plass-Oude Bos et al. | Brain-computer interfacing and games | |
| Ganin et al. | A P300-based brain-computer interface with stimuli on moving objects: four-session single-trial and triple-trial tests with a game-like task design | |
| Mueller-Putz et al. | Temporal coding of brain patterns for direct limb control in humans | |
| Yeh et al. | A multiplayer online car racing virtual-reality game based on internet of brains | |
| WO2018215575A1 (en) | System or device allowing emotion recognition with actuator response induction useful in training and psychotherapy | |
| Friedman | Brain-computer interfacing and virtual reality | |
| Statthaler et al. | Cybathlon experiences of the Graz BCI racing team Mirage91 in the brain-computer interface discipline | |
| Kober et al. | BCI and games: playful, experience-oriented learning by vivid feedback? | |
| Robinson et al. | Design considerations for long term non-invasive brain computer interface training with tetraplegic CYBATHLON pilot | |
| Valeriani et al. | Past and future of multi-mind brain–computer interfaces | |
| Obbink et al. | Social interaction in a cooperative brain-computer interface game | |
| Xu et al. | Improved motor imagery training for subject’s self-modulation in EEG-based brain-computer interface | |
| Marshall et al. | Interacting with multiple game genres using motion onset visual evoked potentials | |
| Rodrigues et al. | Physiological analysis of spectator engagement in counter strike: Global offensive | |
| Gabana Arellano | Games 4 vrains: affective gaming for working memory training in virtual reality | |
| Kutt et al. | The BIRAFFE2 experiment. study in bio-reactions and faces for emotion-based personalization for AI systems |