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2010 | OriginalPaper | Buchkapitel

10. Brain-Computer Interfacing and Games

verfasst von : Danny Plass-Oude Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, Christian Mühl, Mannes Poel, Anton Nijholt, Dirk Heylen

Erschienen in: Brain-Computer Interfaces

Verlag: Springer London

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Abstract

Recently research into Brain-Computer Interfacing (BCI) applications for healthy users, such as games, has been initiated. But why would a healthy person use a still-unproven technology such as BCI for game interaction? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. Therefore, this chapter gives an overview of the state of the art of BCI in games and discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.

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Fußnoten
1
Due to different ITR measures used in BCI, a comparison between keyboard and BCI is hard to make. The entropy of written English text is estimated to be as low as 1.3 bit per symbol (Cover and Thomas, 2006, page 174). A rate of 300 characters per minute would therefore correspond to roughly 400 bits per minute.
 
2
To be published.
 
3
Whether automatic eye movements and blinks also display a RP remains to be seen (Shibasaki and Hallett 2006).
 
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Metadaten
Titel
Brain-Computer Interfacing and Games
verfasst von
Danny Plass-Oude Bos
Boris Reuderink
Bram van de Laar
Hayrettin Gürkök
Christian Mühl
Mannes Poel
Anton Nijholt
Dirk Heylen
Copyright-Jahr
2010
Verlag
Springer London
DOI
https://doi.org/10.1007/978-1-84996-272-8_10

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