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dc.contributor.authorIlgner, Janek
dc.contributor.authorKuhlmann, Robin
dc.contributor.authorEirund, Helmut
dc.contributor.authorHering-Bertram, Martin
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-02-10T14:06:15Z
dc.date.available2014-02-10T14:06:15Z
dc.date.issued2013
dc.identifier.citationWSCG 2013: Communication Papers Proceedings: 21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 78-87.en
dc.identifier.isbn978-80-86943-75-6
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Communications-proceedings.pdf
dc.identifier.urihttp://hdl.handle.net/11025/10649
dc.description.abstractInteraction with 3D virtual worlds found in first-person action games is mainly based on keyboard input or pointing devices. Console games add new input devices like motion capturing or voice control. Though immersion is a key issue, most games do not rely on player's emotions. To take this important communication factor into account, we propose a method capturing the player’s emotions of anxiety and shock in a game and use this data to control player's and non-player-character's actions. We present a game setup that is specifically designed to evaluate the use of emotional interaction based on a small user study. A simple EEG based Brain Computer Interface (BCI) is used to translate amplitudes of alpha (stress) and beta (shock) rhythms to corresponding commands in the game engine. The game is set in a horror scenario in which the player needs to control his emotions as they may adversely influence the difficulty of the gaming tasks. The game concept implements an immersive atmosphere to bind the player emotionally and evoke signals captured by the BCI. The game engine passes these emotional inputs to actions of game entities (visuals and opponent’s reactions). Finally, the impact of emotional interaction is evaluated by a small group of test players projecting the needs for future approaches and enhancements.en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2013: Communication Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectrozhraní mozek-počítačcs
dc.subjectelektroencefalografiecs
dc.subjectherní designcs
dc.subjectemocecs
dc.titleInteracting in 3D Virtual Worlds with Brain Computer Interfacesen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedbrain-computer interfaceen
dc.subject.translatedelectroencephalographyen
dc.subject.translatedgame designen
dc.subject.translatedemotionsen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Vyskytuje se v kolekcích:WSCG 2013: Communication Papers Proceedings

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