Steady state visual evoked potential based computer gaming - The maze

Nikolay Chumerin*, Nikolay V. Manyakov, Adrien Combaz, Arne Robben, Marijn van Vliet, Marc M. Van Hulle

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

10 Citations (Scopus)

Abstract

We introduce a game, called "The Maze", as a brain-computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player's steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.

Original languageEnglish
Title of host publicationIntelligent Technologies for Interactive Entertainment - 4th International ICST Conference, INTETAIN 2011, Revised Selected Papers
Pages28-37
Number of pages10
DOIs
Publication statusPublished - 7 Nov 2012
MoE publication typeA4 Article in a conference publication
EventInternational Conference on Intelligent Technologies for Interactive Entertainment - Genova, Italy
Duration: 25 May 201127 May 2011
Conference number: 4

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering
Volume78 LNICST
ISSN (Print)1867-8211

Conference

ConferenceInternational Conference on Intelligent Technologies for Interactive Entertainment
Abbreviated titleINTETAIN
Country/TerritoryItaly
CityGenova
Period25/05/201127/05/2011

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