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Playing with your brain: brain-computer interfaces and games
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ACM International Conference Proceeding Series; Vol. 203 archive
Proceedings of the international conference on Advances in computer entertainment technology table of contents
Salzburg, Austria
WORKSHOP SESSION: Workshops table of contents
Pages: 305 - 306  
Year of Publication: 2007
ISBN:978-1-59593-640-0
Authors
Anton Nijholt  University of Twente, E Enschede, Netherlands
Desney Tan  Microsoft, Redmond, WA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 16,   Downloads (12 Months): 125,   Citation Count: 1
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ABSTRACT

In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user's affective state, should be modeled in order to provide appropriate feedback and a context where brain activity information is one of the multi-modal interaction modalities that is provided to the user.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
S. Coyle, T. Ward, & C. Markham. Brain-computer interfaces: A review. Interdisciplinary Science Reviews, 28(2), 112--118.
 
2
K. Gilleade, A. Dix & J. Allanson. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me. Proceedings of DIGRA'2005, 16-20 June 2005, Vancouver, Canada.
 
3
D. Heylen, A. Nijholt & D. Reidsma. Determining what people feel and think when interacting with humans and machines: Notes on corpus collection and annotation. Recent Advances in Engineering Mechanics, California State University, Fullerton, 2006, 1--6.
 
4
S.I. Hjelm & C. Browall. Brainball - Using brain activity for cool competition. In Proceedings of NordiCHI 2000.
 
5
E. C. Lalor, S. P. Kelly, C. Finucane, et al. Steady-State VEP-Based Brain-Computer Interface Control in an Immersive 3D Gaming Environment. EURASIP Journal on Applied Signal Processing 2005, 3156--3164.
 
6
D.S. Tan. Brain-Computer Interfaces: applying our minds to human-computer interaction. Informal proceedings "What is the Next Generation of Human-Computer Interaction?" Workshop at CHI 2006, April 23, 2006, Montreal.


Collaborative Colleagues:
Anton Nijholt: colleagues
Desney Tan: colleagues