The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG) is used to record human brain activity during game play. A commercially available EEG headset is used for this purpose giving fourteen channels of recorded EEG brain activity. The aim is to classify a player as expert or novice using the brain...
In this thesis, the feasibility of the electroencephalography (EEG) analysis in evaluating the menta...
The study of cognitive states has attracted the attention of artificial intelligence researchers sea...
Through the use of brain–computer interfaces (BCIs), neurogames have become increasingly more advanc...
Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have...
The way human interacts with electronic games has changed in a dramatic manner in the past decade. M...
Brain Computer Interface (BCI) based neurofeedback games have been utilized to improve cognitive ski...
Games are nowadays used to enhance different learning and teaching practices in institutions, compan...
Electroencephalography (EEG) equipment are becoming more available on thepublic market, which enable...
In an era of rapid technological evolution, industries that utilize technology continue to innovate ...
Abstract. This paper reviews the concepts behind a brain-computer interface and some of the machine ...
Video games and electroencephalography (EEG) can be used together in more than one way: cognitive an...
In this paper, an investigation and its results towards brain activity pattern recognition while pla...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
Human brain performance emphasised on brain concentration levels and the existing ways to improve hu...
Given the growing popularity of video gaming and off-the shelf electroencephalographic (EEG) devices...
In this thesis, the feasibility of the electroencephalography (EEG) analysis in evaluating the menta...
The study of cognitive states has attracted the attention of artificial intelligence researchers sea...
Through the use of brain–computer interfaces (BCIs), neurogames have become increasingly more advanc...
Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have...
The way human interacts with electronic games has changed in a dramatic manner in the past decade. M...
Brain Computer Interface (BCI) based neurofeedback games have been utilized to improve cognitive ski...
Games are nowadays used to enhance different learning and teaching practices in institutions, compan...
Electroencephalography (EEG) equipment are becoming more available on thepublic market, which enable...
In an era of rapid technological evolution, industries that utilize technology continue to innovate ...
Abstract. This paper reviews the concepts behind a brain-computer interface and some of the machine ...
Video games and electroencephalography (EEG) can be used together in more than one way: cognitive an...
In this paper, an investigation and its results towards brain activity pattern recognition while pla...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
Human brain performance emphasised on brain concentration levels and the existing ways to improve hu...
Given the growing popularity of video gaming and off-the shelf electroencephalographic (EEG) devices...
In this thesis, the feasibility of the electroencephalography (EEG) analysis in evaluating the menta...
The study of cognitive states has attracted the attention of artificial intelligence researchers sea...
Through the use of brain–computer interfaces (BCIs), neurogames have become increasingly more advanc...