The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game-play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in-game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In co...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
This article reports a first attempt to assess the cognitive processing that takes place in virtual ...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
This paper explores the potential of collecting neurophysiological data in order to further understa...
[EN] Neuropsychological assessment has been traditionally made through paper-and-pencil batteries w...
Brain health is a critical part of well-being because it is a foundation for the ability to communic...
In this paper, an investigation and its results towards brain activity pattern recognition while pla...
The synergy of perceptual psychology, technology, and neuroscience can be used to comprehend how vir...
Video game playing is a popular activity that provides a cognitively engaging, sensory rich, competi...
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from ...
Artificial neural networks can successfully play video games, yet these AI agents have difficulty ad...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Serious (biofeedback) games offer promising ways to supplement or replace more expensive face-to-fac...
The use of game elements in learning tasks is thought to facilitate emotional and behavioral respons...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
This article reports a first attempt to assess the cognitive processing that takes place in virtual ...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
This paper explores the potential of collecting neurophysiological data in order to further understa...
[EN] Neuropsychological assessment has been traditionally made through paper-and-pencil batteries w...
Brain health is a critical part of well-being because it is a foundation for the ability to communic...
In this paper, an investigation and its results towards brain activity pattern recognition while pla...
The synergy of perceptual psychology, technology, and neuroscience can be used to comprehend how vir...
Video game playing is a popular activity that provides a cognitively engaging, sensory rich, competi...
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from ...
Artificial neural networks can successfully play video games, yet these AI agents have difficulty ad...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Serious (biofeedback) games offer promising ways to supplement or replace more expensive face-to-fac...
The use of game elements in learning tasks is thought to facilitate emotional and behavioral respons...
Each human activity involves feelings and subjective emotions: different people will perform and sen...
This article reports a first attempt to assess the cognitive processing that takes place in virtual ...
AbstractAdvances in affective computing technologies have made it possible for researchers to invest...