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首页> 外文期刊>International journal of human-computer interaction >Brain-Computer Interface Games Based on Consumer-Grade EEG Devices: A Systematic Literature Review
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Brain-Computer Interface Games Based on Consumer-Grade EEG Devices: A Systematic Literature Review

机译:基于消费者级EEG器件的脑电脑界面游戏:系统文献综述

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Brain-Computer Interfaces (BCIs) are specialized systems that allow users to control computer applications using their brain waves. With the advent of consumer-grade electroencephalography (EEG) devices, brain-controlled systems started to find applications outside of the medical field, opening many research opportunities in the area of Human-Computer Interaction (HCI). One particular area that is gaining more evidence due to the arrival of consumer-grade devices is that of computer games, as it allows more user-friendly applications of BCI technology for the general public. In this paper, the results of a Systematic Literature Review (SLR) of BCI games using consumer-grade devices are presented. Papers published in a time span of 12 years were reviewed and their data collected using a rigid systematic process. Several analyses were made based on the gathered data, and a clear view of the current scenario and challenges for HCI of BCI-based games using consumer-grade devices is provided. The search shows that although many games were created with simplified controls for research purposes, there was an increasing number of more user-friendly BCI games, especially for entertainment. The most predominant control signals were the attention and meditation, followed by motor imagery and emotion recognition, being mainly captured by NeuroSky and Emotiv EEG devices. The results also show that there are still many open issues and research opportunities in the field of HCI for BCI-based games, as most evaluations investigated only quantitative aspects of the BCI systems, while very few studies analyzed usability and qualitative aspects of the users' interaction with the games.
机译:脑电脑接口(BCI)是专门系统,允许用户使用其脑波控制计算机应用程序。随着消费级脑电图(EEG)器件的出现,脑控制系统开始在医疗领域以外的应用,在人机相互作用(HCI)领域开辟了许多研究机会。由于消费者级设备到达的一个特定领域是计算机游戏的到来,这是允许BCI技术对普通公众的更用户友好的应用。本文提出了使用消费者级设备的BCI游戏系统文献评论(SLR)的结果。审查了在12年的时间范围内发表的论文并使用刚性系统过程收集的数据。提供了基于收集的数据进行了几种分析,并提供了使用消费者级设备的基于BCI的游戏HCI目前的场景和挑战的清晰视图。搜索显示,虽然创建了许多游戏以简化的研究目的而创建,但越来越多的用户友好的BCI游戏,特别是为娱乐。最主要的控制信号是关注和冥想,其次是电动机图像和情感识别,主要由神经和EMEG设备捕获。结果还表明,基于BCI的游戏的HCI领域仍然存在许多开放问题和研究机会,因为大多数评估都研究了BCI系统的数量方面,而研究则分析了用户的可用性和质量方面的研究与游戏的互动。

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