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Steady State Visual Evoked Potential Based Computer Gaming – The Maze

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Abstract

We introduce a game, called “The Maze”, as a brain-computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player’s steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.

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© 2012 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering

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Chumerin, N., Manyakov, N.V., Combaz, A., Robben, A., van Vliet, M., Van Hulle, M.M. (2012). Steady State Visual Evoked Potential Based Computer Gaming – The Maze. In: Camurri, A., Costa, C. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2011. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 78. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-30214-5_4

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  • DOI: https://doi.org/10.1007/978-3-642-30214-5_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-30213-8

  • Online ISBN: 978-3-642-30214-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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