Most research on Brain-Computer Interfaces (BCI) focuses on developing ways of expression for disabled people who are not able to communicate through other means. Recently it has been shown that BCI can also be used in games to give users a richer experience and new ways to interact with a computer or game console. This paper describes research conducted to find out what the differences are between using actual and imagined movement as modalities in a BCI game. Results show that there are significant differences in user experience and that actual movement is a more robust way of communicating through a BCI.
|Title of host publication||Proceedings of the International Conference on Artificial Intellingence and Simulation of Behaviour (AISB 2009)|
|Editors||D. Romano, D. Moffat|
|Place of Publication||Brighton|
|Number of pages||5|
|Publication status||Published - 9 Apr 2009|
|Event||International Conference on Artificial Intellingence and Simulation of Behaviour, AISB 2009 - Edinburgh, Scotland, United Kingdom|
Duration: 6 Apr 2009 → 9 Apr 2009
|Conference||International Conference on Artificial Intellingence and Simulation of Behaviour, AISB 2009|
|Period||6/04/09 → 9/04/09|
- HMI-MI: MULTIMODAL INTERACTIONS
- User Experience
- Brain-Computer Interface
- Human Factors
- Brain-Computer Interaction
van de Laar, B. L. A., Plass - Oude Bos, D., Reuderink, B., & Heylen, D. K. J. (2009). Actual and Imagined Movement in BCI Gaming. In D. Romano, & D. Moffat (Eds.), Proceedings of the International Conference on Artificial Intellingence and Simulation of Behaviour (AISB 2009) (pp. -). Brighton: SSAISB, Brighton.