Brain–computer interface games based on consumer-grade EEG Devices: A systematic literature review

GAM Vasiljevic, LC De Miranda - International Journal of Human …, 2020 - Taylor & Francis
ABSTRACT Brain–Computer Interfaces (BCIs) are specialized systems that allow users to
control computer applications using their brain waves. With the advent of consumer-grade …

The method and metric of user experience evaluation: a systematic literature review

A Inan Nur, H B. Santoso, P O. Hadi Putra - Proceedings of the 2021 10th …, 2021 - dl.acm.org
With the growth of User Experience (UX) research field, researchers have developed
various ways to implement UX evaluation method. These evaluation methods have different …

Closing the loop–The human role in artificial intelligence for education

M Ninaus, M Sailer - Frontiers in psychology, 2022 - frontiersin.org
Recent advancements in artificial intelligence make its use in education more likely. In fact,
existing learning systems already utilize it for supporting students' learning or teachers' …

Multimodal serious games technologies for cultural heritage

F Liarokapis, P Petridis, D Andrews… - Mixed reality and …, 2017 - Springer
This chapter describes how multimodal serious games can create an immersive experience
to enhance the visitor's experience. The creation of more engaging digital heritage …

Learning by designing or learning by playing? A comparative study of the effects of game-based learning on learning motivation and on short-term and long-term …

S Chen, YT Liu - Interactive Learning Environments, 2023 - Taylor & Francis
In the language learning literature, games often deal with foreign language vocabulary, but
rarely with learning sentences, and barely with conversations. This study set out to examine …

Measuring performance in leaning process of digital game-based learning and static E-learning

CH Wu, YL Tzeng, YM Huang - Educational Technology Research and …, 2020 - Springer
This study investigated and compared the effectiveness of both digital game-based learning
(DGBL) and static e-learning material for Newton's laws of motion on students' learning …

10 years of EPOC: A sco** review of Emotiv's portable EEG device

NS Williams, GM McArthur, NA Badcock - BioRxiv, 2020 - biorxiv.org
BACKGROUND Commercially-made low-cost electroencephalography (EEG) devices have
become increasingly available over the last decade. One of these devices, Emotiv EPOC, is …

A novel approach for designing authentication system using a picture based P300 speller

N Rathi, R Singla, S Tiwari - Cognitive Neurodynamics, 2021 - Springer
Due to great advances in the field of information technology, the need for a more reliable
authentication system has been growing rapidly for protecting the individual or …

Evaluation of the reaction time and accuracy rate in normal subjects, MCI, and dementia using serious games

YT Chen, CJ Hou, N Derek, SB Huang, MW Huang… - Applied Sciences, 2021 - mdpi.com
The main purpose of this research is to evaluate the differences in the reaction time and
accuracy rate of three categories of subjects using our serious games. Thirty-seven subjects …

The influence of graphical elements on user's attention and control on a neurofeedback-based game

GAM Vasiljevic, LC de Miranda - Entertainment Computing, 2019 - Elsevier
Attention-based brain-computer interfaces are systems able to measure the user's attention
level and employ this value to enable interaction. In gaming applications, the player's …