Brain–computer interface games based on consumer-grade EEG Devices: A systematic literature review
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 …
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
With the growth of User Experience (UX) research field, researchers have developed
various ways to implement UX evaluation method. These evaluation methods have different …
various ways to implement UX evaluation method. These evaluation methods have different …
Closing the loop–The human role in artificial intelligence for education
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' …
existing learning systems already utilize it for supporting students' learning or teachers' …
Multimodal serious games technologies for cultural heritage
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 …
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 …
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
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 …
(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
BACKGROUND Commercially-made low-cost electroencephalography (EEG) devices have
become increasingly available over the last decade. One of these devices, Emotiv EPOC, is …
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
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 …
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 …
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
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 …
level and employ this value to enable interaction. In gaming applications, the player's …