Looking around with your brain in a virtual world

D. Plass - Oude Bos, Matthieu Duvinage, Oytun Oktay, Jaime Delgado Saa, Huseyin Guruler, Ayhan Istanbullu, Marijn van Vliet, B.L.A. van de Laar, Mannes Poel, Linsey Roijendijk, Luca Tonin, Ali Bahramisharif, B. Reuderink

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

    3 Citations (Scopus)

    Abstract

    Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment.
    Original languageUndefined
    Title of host publicationIEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011)
    Place of PublicationUSA
    PublisherIEEE Computational Intelligence Society
    Pages1-8
    Number of pages8
    ISBN (Print)978-1-4244-9890-1
    DOIs
    Publication statusPublished - Apr 2011

    Publication series

    Name
    PublisherIEEE Computational Intelligence Society

    Keywords

    • IR-79206
    • METIS-285200
    • electroencephalography
    • electrooculography
    • EEG
    • EWI-19402
    • Games
    • Brain-Computer Interfaces
    • Brain-Computer Interaction
    • HMI-MI: MULTIMODAL INTERACTIONS
    • EOG

    Cite this

    Plass - Oude Bos, D., Duvinage, M., Oktay, O., Delgado Saa, J., Guruler, H., Istanbullu, A., ... Reuderink, B. (2011). Looking around with your brain in a virtual world. In IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011) (pp. 1-8). USA: IEEE Computational Intelligence Society. https://doi.org/10.1109/CCMB.2011.5952110
    Plass - Oude Bos, D. ; Duvinage, Matthieu ; Oktay, Oytun ; Delgado Saa, Jaime ; Guruler, Huseyin ; Istanbullu, Ayhan ; van Vliet, Marijn ; van de Laar, B.L.A. ; Poel, Mannes ; Roijendijk, Linsey ; Tonin, Luca ; Bahramisharif, Ali ; Reuderink, B. / Looking around with your brain in a virtual world. IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011). USA : IEEE Computational Intelligence Society, 2011. pp. 1-8
    @inproceedings{d22a18f7d2714a78a90a330ec0ec1474,
    title = "Looking around with your brain in a virtual world",
    abstract = "Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment.",
    keywords = "IR-79206, METIS-285200, electroencephalography, electrooculography, EEG, EWI-19402, Games, Brain-Computer Interfaces, Brain-Computer Interaction, HMI-MI: MULTIMODAL INTERACTIONS, EOG",
    author = "{Plass - Oude Bos}, D. and Matthieu Duvinage and Oytun Oktay and {Delgado Saa}, Jaime and Huseyin Guruler and Ayhan Istanbullu and {van Vliet}, Marijn and {van de Laar}, B.L.A. and Mannes Poel and Linsey Roijendijk and Luca Tonin and Ali Bahramisharif and B. Reuderink",
    note = "10.1109/CCMB.2011.5952110",
    year = "2011",
    month = "4",
    doi = "10.1109/CCMB.2011.5952110",
    language = "Undefined",
    isbn = "978-1-4244-9890-1",
    publisher = "IEEE Computational Intelligence Society",
    pages = "1--8",
    booktitle = "IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011)",
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    }

    Plass - Oude Bos, D, Duvinage, M, Oktay, O, Delgado Saa, J, Guruler, H, Istanbullu, A, van Vliet, M, van de Laar, BLA, Poel, M, Roijendijk, L, Tonin, L, Bahramisharif, A & Reuderink, B 2011, Looking around with your brain in a virtual world. in IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011). IEEE Computational Intelligence Society, USA, pp. 1-8. https://doi.org/10.1109/CCMB.2011.5952110

    Looking around with your brain in a virtual world. / Plass - Oude Bos, D.; Duvinage, Matthieu; Oktay, Oytun; Delgado Saa, Jaime; Guruler, Huseyin; Istanbullu, Ayhan; van Vliet, Marijn; van de Laar, B.L.A.; Poel, Mannes; Roijendijk, Linsey; Tonin, Luca; Bahramisharif, Ali; Reuderink, B.

    IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011). USA : IEEE Computational Intelligence Society, 2011. p. 1-8.

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

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    AU - Duvinage, Matthieu

    AU - Oktay, Oytun

    AU - Delgado Saa, Jaime

    AU - Guruler, Huseyin

    AU - Istanbullu, Ayhan

    AU - van Vliet, Marijn

    AU - van de Laar, B.L.A.

    AU - Poel, Mannes

    AU - Roijendijk, Linsey

    AU - Tonin, Luca

    AU - Bahramisharif, Ali

    AU - Reuderink, B.

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    N2 - Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment.

    AB - Offline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment.

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    KW - METIS-285200

    KW - electroencephalography

    KW - electrooculography

    KW - EEG

    KW - EWI-19402

    KW - Games

    KW - Brain-Computer Interfaces

    KW - Brain-Computer Interaction

    KW - HMI-MI: MULTIMODAL INTERACTIONS

    KW - EOG

    U2 - 10.1109/CCMB.2011.5952110

    DO - 10.1109/CCMB.2011.5952110

    M3 - Conference contribution

    SN - 978-1-4244-9890-1

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    BT - IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011)

    PB - IEEE Computational Intelligence Society

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    Plass - Oude Bos D, Duvinage M, Oktay O, Delgado Saa J, Guruler H, Istanbullu A et al. Looking around with your brain in a virtual world. In IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain (CCMB 2011). USA: IEEE Computational Intelligence Society. 2011. p. 1-8 https://doi.org/10.1109/CCMB.2011.5952110