Abstract
Brain computer interfaces (BCIs) can be used to improve quality-of-life of people with motor or communication impairments. However, these systems may not work properly for all users. The complex set-up, the intensive training required for BCI operation and the expensive devices often used, difficult the application to real-life scenarios, as well as, technology dissemination. Gaming technology devices may help to disseminate this technology and facilitate real-life validation due to lower costs and easier set-up. This paper presents the integration of gaming technology in a hybrid BCI based on Emotiv EEG and the Microsoft Kinect. This approach enables the collection of visual depth and RGB data from Microsoft Kinect, and electroencephalographic data from Emotiv EEG. Data combination from both devices and online labeling based on Kinect to avoid strict protocols are explored and system potentialities are discussed.
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© 2014 Springer International Publishing Switzerland
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da Silva, N.A., Maximiano, R., Ferreira, H.A. (2014). Hybrid Brain Computer Interface Based on Gaming Technology: An Approach with Emotiv EEG and Microsoft Kinect. In: Roa Romero, L. (eds) XIII Mediterranean Conference on Medical and Biological Engineering and Computing 2013. IFMBE Proceedings, vol 41. Springer, Cham. https://doi.org/10.1007/978-3-319-00846-2_408
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DOI: https://doi.org/10.1007/978-3-319-00846-2_408
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-00845-5
Online ISBN: 978-3-319-00846-2
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