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Evaluating User Experience of Actual and Imagined Movement in BCI Gaming

Evaluating User Experience of Actual and Imagined Movement in BCI Gaming
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Author(s): Bram van de Laar (University of Twente, The Netherlands), Boris Reuderink (University of Twente, The Netherlands), Danny Plass-Oude Bos (University of Twente, The Netherlands)and Dirk Heylen (University of Twente, The Netherlands)
Copyright: 2012
Pages: 15
Source title: Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)and Sara de Freitas (Coventry University, UK)
DOI: 10.4018/978-1-4666-0029-4.ch017

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Abstract

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.

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