Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard input or pointing devices. Console games add new input devices like motion capturing or voice control. Though immersion is a key issue, most games do not rely on player's emotions. To take this important communication factor into account, we propose a method capturing the player’s emotions of anxiety and shock in a game and use this data to control player's and non-player-character's actions. We present a game setup that is specifically designed to evaluate the use of emotional interaction based on a small user study. A simple EEG based Brain Computer Interface (BCI) is used to translate amplitudes of alpha (stress) and beta (shock) rhyth...
Previous research has shown that video game playing can alter psychological processing. Noninvasive,...
In recent years we have seen a rising interest in brain-computer interfacing for human-computer inte...
Major challenges must be tackled for brain-computer interfaces to mature into an established communi...
Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard in...
A Brain-Computer Interface (BCI) is the device that can read and acquire the brain activities. A hum...
A Brain-Computer Interface (BCI) is the device that can read and acquire the brain activities. A hum...
In an era of rapid technological evolution, industries that utilize technology continue to innovate ...
Playing videogames is a process driven by both cognitive and emotional factors. Then, developing a m...
Emotion recognition is one of the key steps towards emotional intelligence in Human Computer interac...
The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for tr...
Affective symbiosis for human-computer interaction refers to the dynamic relationship between the us...
Emotional impairment is one of the common symptoms of many mental diseases. Being able to learn the ...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
The substantial amount of reviews in the realms of computer graphics and the multimedia as well as e...
Becker C, Nakasone A, Prendinger H, Ishizuka M, Wachsmuth I. Physiologically interactive gaming with...
Previous research has shown that video game playing can alter psychological processing. Noninvasive,...
In recent years we have seen a rising interest in brain-computer interfacing for human-computer inte...
Major challenges must be tackled for brain-computer interfaces to mature into an established communi...
Interaction with 3D virtual worlds found in first-person action games is mainly based on keyboard in...
A Brain-Computer Interface (BCI) is the device that can read and acquire the brain activities. A hum...
A Brain-Computer Interface (BCI) is the device that can read and acquire the brain activities. A hum...
In an era of rapid technological evolution, industries that utilize technology continue to innovate ...
Playing videogames is a process driven by both cognitive and emotional factors. Then, developing a m...
Emotion recognition is one of the key steps towards emotional intelligence in Human Computer interac...
The recent “resurrection” of interest in Virtual Reality has stimulated interest in the quest for tr...
Affective symbiosis for human-computer interaction refers to the dynamic relationship between the us...
Emotional impairment is one of the common symptoms of many mental diseases. Being able to learn the ...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
The substantial amount of reviews in the realms of computer graphics and the multimedia as well as e...
Becker C, Nakasone A, Prendinger H, Ishizuka M, Wachsmuth I. Physiologically interactive gaming with...
Previous research has shown that video game playing can alter psychological processing. Noninvasive,...
In recent years we have seen a rising interest in brain-computer interfacing for human-computer inte...
Major challenges must be tackled for brain-computer interfaces to mature into an established communi...