Steady State Visual Evoked Potential Based Computer Gaming – The Maze

  • Nikolay Chumerin
  • Nikolay V. Manyakov
  • Adrien Combaz
  • Arne Robben
  • Marijn van Vliet
  • Marc M. Van Hulle
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 78)

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.

Keywords

Stimulation Frequency Visual Stimulation Game Control Calibration Stage Information Transfer Rate 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

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

Authors and Affiliations

  • Nikolay Chumerin
    • 1
  • Nikolay V. Manyakov
    • 1
  • Adrien Combaz
    • 1
  • Arne Robben
    • 1
  • Marijn van Vliet
    • 1
  • Marc M. Van Hulle
    • 1
  1. 1.Laboratorium voor Neuro- en PsychofysiologieKU LeuvenLeuvenBelgium

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