Dissertations / Theses on the topic 'Brain games'
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Lianekhammy, Joann. "The Influence of Video Games on Adolescent Brain Activity." UKnowledge, 2014. http://uknowledge.uky.edu/hes_etds/12.
Full textMarshall, David. "Brain-computer games interfacing with motion-onset visual evoked potentials." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.685554.
Full textMurphy, Patrick. "Using board games as neuropsychological tests with children with acquired brain injury." Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.
Full textColman, Jason Edward. "Multi-player online video games for cognitive rehabilitation for the brain injured." Thesis, University of Portsmouth, 2016. https://researchportal.port.ac.uk/portal/en/theses/multiplayer-online-video-games-for-cognitive-rehabilitation-for-the-brain-injured(2fcaa6fa-b7e6-406c-b720-7724681ee2d9).html.
Full textHeiman, Sheila. "A Study on the Perception of Brain Games and their Effect on Memory and Cognitive Skills." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1595.
Full textB.S.
Bachelors
Psychology
Sciences
Mendes, Gabriel Alves Vasiljevic. "Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments." PROGRAMA DE P?S-GRADUA??O EM SISTEMAS E COMPUTA??O, 2017. https://repositorio.ufrn.br/jspui/handle/123456789/24003.
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Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico (CNPq)
Brain-computer interfaces (BCIs) are specialized systems that allow users to control a computer or a machine using their brain waves. BCI systems allow patients with severe physical impairments, such as those suffering from amyotrophic lateral sclerosis, cerebral palsy and locked-in syndrome, to communicate and regain physical movements with the help of specialized equipment. With the development of BCI technology in the second half of the 20th century and the advent of consumer-grade BCI devices in the late 2000s, brain-controlled systems started to find applications not only in the medical field, but in areas such as entertainment. One particular area that is gaining more evidence due to the arrival of consumer-grade devices is the field of computer games, which has become increasingly popular in BCI research as it allows for more user-friendly applications of BCI technology in both healthy and unhealthy users. However, numerous challenges are yet to be overcome in order to advance in this field, as the origins and mechanics of the brain waves and how they are affected by external stimuli are not yet fully understood. In this sense, a systematic literature review of BCI games based on consumer-grade technology was performed. Based on its results, two BCI games, one using attention and the other using meditation as control signals, were developed in order to investigate key aspects of player interaction: the influence of graphical elements on attention and control; the influence of auditory stimuli on meditation and work load; and the differences both in performance and multiplayer game experience, all in the context of neurofeedback-based BCI games.
Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.
Full textYero, Alexis D. "Memory, Processing Speed, and the Effects of Cognitive Exercise on the Aging Brain." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/3062.
Full textCloyd, Tristan Dane. "(r)Evolution in Brain-Computer Interface Technologies for Play: (non)Users in Mind." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/25221.
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McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.
Full textVélez, Luis, and Guillermo Kemper. "Algorithm for Detection of Raising Eyebrows and Jaw Clenching Artifacts in EEG Signals Using Neurosky Mindwave Headset." Smart Innovation, Systems and Technologies, 2021. http://hdl.handle.net/10757/653818.
Full textThe present work proposes an algorithm to detect and identify the artifact signals produced by the concrete gestural actions of jaw clench and eyebrows raising in the electroencephalography (EEG) signal. Artifacts are signals that manifest in the EEG signal but do not come from the brain but from other sources such as flickering, electrical noise, muscle movements, breathing, and heartbeat. The proposed algorithm makes use of concepts and knowledge in the field of signal processing, such as signal energy, zero crossings, and block processing, to correctly classify the aforementioned artifact signals. The algorithm showed a 90% detection accuracy when evaluated in independent ten-second registers in which the gestural events of interest were induced, then the samples were processed, and the detection was performed. The detection and identification of these devices can be used as commands in a brain–computer interface (BCI) of various applications, such as games, control systems of some type of hardware of special benefit for disabled people, such as a chair wheel, a robot or mechanical arm, a computer pointer control interface, an Internet of things (IoT) control or some communication system.
Revisión por pares
Palaus, Gallego Marc. "Cognitive enhancement by means of TMS and video game training: synergistic effects." Doctoral thesis, Universitat Oberta de Catalunya, 2018. http://hdl.handle.net/10803/667018.
Full textLa estimulación magnética transcraneal (TMS) nos permite modular los niveles de excitabilidad cortical con una resolución espacial muy alta, y con un impacto sobre las funciones cognitivas que pueden resultar en mejora cognitiva. Sin embargo, estos cambios a menudo son transitorios, y existe la necesidad de desarrollar protocolos optimizados que puedan potenciar y extender la duración de estos efectos. La efectividad de la TMS para lograr cambios cognitivos se potencia cuando se usa junto con un entrenamiento cognitivo que enfatiza la función cognitiva pretendida. Los videojuegos poseen todas las características apropiadas para ser utilizados con este propósito. Se espera que el uso conjunto de la TMS y el entrenamiento con videojuegos produzca efectos sinérgicos en el rendimiento cognitivo, con mejora de las funciones cognitivas relacionadas con el lugar de estimulación y los contextos expuestos durante el videojuego. Esta tesis proporciona un análisis en profundidad sobre la temática de la mejora cognitiva a través de TMS, los correlatos neuronales de los videojuegos y la mejora cognitiva como resultado del entrenamiento de videojuegos a través de exhaustivas revisiones bibliográficas. Para la etapa experimental, se ha empleado una TMS theta-burst intermitente (iTBS) sobre la DLPFC derecha, esperando inducir efectos comparables a la potenciación a largo plazo. Diez sesiones de estimulación fueron administradas durante dos semanas. Se formaron cuatro grupos experimentales combinando la administración de estimulación iTBS activa y simulada, y la alta y baja experiencia previa en videojuegos. El rendimiento cognitivo se evaluó mediante una batería neuropsicológica exhaustiva en tres puntos temporales. Los efectos de la estimulación cerebral no invasiva sobre la mejora cognitiva junto con el entrenamiento de videojuegos fueron menos notorios y consistentes de lo esperado. Sin embargo, la experiencia previa en videojuegos era determinante tanto para el rendimiento inicial como para la tasa de adquisición de habilidades en una serie de dominios cognitivos.
Transcranial magnetic stimulation (TMS) allows us to modulate cortical excitability levels with an exceptionally high spatial resolution, thereby achieving an impact on cognitive functions that may result in cognitive improvement. However, such changes are often transitory, meaning there is a need to develop optimized protocols that are capable of prolonging the duration of the effects. The effectiveness of TMS in achieving cognitive changes is potentiated when used in conjunction with cognitive training that stimulates the targeted cognitive function. Video games possess all the appropriate features for this purpose. The joint use of TMS and video game training is expected to create synergistic effects on cognitive performance, thereby enhancing the cognitive functions related to the stimulation site and the contexts exposed during video game play. Through exhaustive literature reviews, this thesis provides an in-depth analysis on cognitive enhancement through TMS, the neural correlates of video games, and cognitive enhancement as a result of video game training. For the experimental stage, intermittent theta-burst transcranial magnetic stimulation (iTBS) over the right dorsolateral prefrontal cortex was employed in hopes of inducing effects comparable to long-term potentiation. This was carried out during ten stimulation sessions performed over a two-week period. The variables (i.e. administration of active and sham iTBS together with high and low previous video game experience) were paired to create four experimental groups. Cognitive performance was assessed through a comprehensive neuropsychological battery at three different points in time. The effects of the non-invasive brain stimulation on cognitive enhancement in conjunction with the video game training were less evident and consistent than expected. However, previous video game experience was found to be determinant for both the baseline performance and the skill acquisition rate in a series of cognitive domains.
Paiement, Bianca. "A Comparison of Brain Trauma Profiles Between Elite Men's Rugby Union 15s and Rugby Union 7s Game Play." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40589.
Full textGrönqvist, Hampus, and David Zetterdahl. "METAL IN YOUR BRAIN - AI." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-36147.
Full textThis report reviews the development of the game Metal inYour Brain that will be submitted to Swedish Game Awards (SGA), Scandinavia's largest game developer competition and how the artificial intelligence is structured and functions. The artificial intelligence is constructed in two ways: fuzzy logic that decides the actions for a non-player character (NPC) will take depending on the situation it find itself in, and A * search that is used for a NPC to be able to seek out a goal and take the shortest route to get there or flee from the player and take cover behind the nearest shelter. Metal In Your Brain is a 2D top-down shooter for Windows computers where you, together with two other players aim to survive a series of waves of enemies and possibly simultaneously perform a number of tasks depending on what level one is at. 1
Fields, Lindsay D. "Developing a Model to Predict Prevalence of Compulsive Behavior in Individuals with OCD." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7286.
Full textPetrini, Alexander, and Henrik Forslin. "Evaluation of Player Performance with a Brain Computer Interface and Eye TrackingControl in an Entertainment Game Application." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12928.
Full textRammelmüller, Lukas [Verfasser], Jens [Akademischer Betreuer] Braun, and Hans-Werner [Akademischer Betreuer] Hammer. "Exploring imbalanced Fermi gases with stochastic quantization / Lukas Rammelmüller ; Jens Braun, Hans-Werner Hammer." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2020. http://d-nb.info/1204200866/34.
Full textRoscher, Dietrich [Verfasser], Jens [Akademischer Betreuer] Braun, and Hans-Werner [Akademischer Betreuer] Hammer. "Phase Structure of Strongly Correlated Fermi Gases / Dietrich Roscher. Betreuer: Jens Braun ; Hans-Werner Hammer." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2015. http://d-nb.info/1112044337/34.
Full textAzar, Hannah Brooke. ""Defensive Flippancy": Play, Disorientation, and Moral Action in Brian Friel's The Freedom of the City." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8440.
Full textGiai-Coletti, Cristina. "Rugby : more than just a game : a study of the cumulative effects of mild head injuries on high school rugby players." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1007809.
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Hauptfleisch, Morgan Lindo. "Vegetation studies in the management of ungulates on the Bynespoort Game Park, Cullinan." Diss., Pretoria : [s.n.], 1999. http://upetd.up.ac.za/thesis/available/etd-06202008-095150.
Full textKogeyama, Renato. "Who is the cowboy in Washington?: beating google at their own game with neuroscience and cryptography." reponame:Repositório Institucional do FGV, 2014. http://hdl.handle.net/10438/13524.
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Who was the cowboy in Washington? What is the land of sushi? Most people would have answers to these questions readily available,yet, modern search engines, arguably the epitome of technology in finding answers to most questions, are completely unable to do so. It seems that people capture few information items to rapidly converge to a seemingly 'obvious' solution. We will study approaches for this problem, with two additional hard demands that constrain the space of possible theories: the sought model must be both psychologically and neuroscienti cally plausible. Building on top of the mathematical model of memory called Sparse Distributed Memory, we will see how some well-known methods in cryptography can point toward a promising, comprehensive, solution that preserves four crucial properties of human psychology.
Dvořák, Jiří. "Biofeedback a jeho použití." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217977.
Full textGraham, Cathy D. "Chemosensitive Neurons of the Locus Coeruleus and the Nucleus Tractus Solitarius: Three Dimensional Morphology and Association with the Vasculature." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1409665728.
Full textJileček, Jan. "Analýza a klasifikace dat ze snímače mozkové aktivity." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403817.
Full textFerreira, André José da Silva. "Thought-controlled games with brain-computer interfaces." Master's thesis, 2017. http://hdl.handle.net/10400.13/1844.
Full textHoje em dia, os sistemas BCI baseados em EEG estão a começar a ganhar terreno em jogos relacionados com a saúde. Com custos reduzidos e prometendo um novo e inovador paradigma de interação, atraiu programadores e investigadores para usá-los em vídeo jogos para aplicações sérias. No entanto, com os investigadores focados principalmente na parte do processamento de sinal, o aspeto de interação dos BCI foi negligenciado. Um fosso entre o desempenho da classificação e a qualidade do controle on-line para sistemas baseados em BCI foi criado por esta disparidade de pesquisa, resultando em interações subótimas que levam à fadiga do usuário e à perda de motivação ao longo do tempo. Os paradigmas de interação BCI baseados em imagética motora (IM) podem fornecer uma maneira alternativa de superar incapacidades motoras, e estão sendo implementados no sector da saúde para promover plasticidade cerebral funcional e estrutural. Um sistema BCI usado num ambiente de neuro-reabilitação, para que seja vantajoso, não só deve ter um alto desempenho de classificação, mas também deve promover um elevado nível de envolvimento e sensação de controlo ao utilizador. Também deve maximizar o nível de controlo nas ações do utilizador, sem exigir que sejam submetidos a longos períodos de treino em cada sistema BCI específico. Esta tese tem duas contribuições principais, o Adaptive Performance Engine, um sistema que desenvolvemos e que pode fornecer até 20% de melhoria para o desempenho específico do usuário, e NeuRow, um ambiente imersivo de Realidade Virtual para neuro-reabilitação motora, que consiste num circuito fechado de interação de neuro-feedback baseado em IM e feedback multimodal e usando um Head Mounted Display de última geração.
Lee, Emily Nien Chih, and 李念芝. "An Event-Related fMRI Study on Brain Activation in Competitive and non-Competitive Tetris Video Games." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/99992801416793234427.
Full text臺灣大學
電機工程學研究所
95
Competition is one of the basic social cognition modes during some social interaction activities. The brain activation of competition social cognition is not revealed yet. In this study we use Tetris as a media to create a competitive environment to obtain volunteers’ brain image through functional magnetic resonance imaging (fMRI). A specific experimental design, event-related design, was used in this study. Overall, we preliminary set up a experimental model using event-related fMRI design for the social cognition study by means of Tetris video game. In the behavioral analysis, we found that there is no significant difference of mean score between playing with human or with the computer in the noncompetitive conditions, but with significant difference in competitive conditions. In the fMRI data analysis, the comparison of non-social related actions, translocating Tetris blocks versus rotating Tetris blocks, there is more obvious brain activation in fusiform gyrus no matter in competitive or non-competitive trial. And the comparison of social related actions, scoring /punished lines versus scoring 1 line, we found some regions such as right inferior parietal lobe and superior temporal gyrus more obvious in the interaction condition as the previous paper which might be related to competition. There is significant difference of brain activation areas between competitive and non-competitive conditions in the social related actions; take score lines event for example that there are more obvious brain activation areas in right caudate and left medial frontal gyrus in the competitive conditions. Furthermore, in the score lines event, there are more obvious brain activation areas such as left parietal lobe when competing with human and such as right hippocampus, left caudate, right superior frontal gyrus and left medial frontal gyrus when competing with the computer. We also find out there is significant influence of personality on the brain activation while playing Tetris. In the future, it would be interesting to investigate more social cognition issue, such as cooperation. A cooperation mode of Tetris can be developed. We can also find out influence of different position while playing computer games with other equipments such as electroencephalography (EEG) or magnetoencephalography (MEG) involved. Moreover, we can set up a two MRI scanners connecting experimental environment. This allows for performance of human behavioral experiments in which participants can interact with each other while fMRI is acquired in synchrony with the behavioral interactions.
Lee, Emily Nien Chih. "An Event-Related fMRI Study on Brain Activation in Competitive and non-Competitive Tetris Video Games." 2007. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2707200718071800.
Full textTrancoso, Bernardo Maria da Gama de Noronha. "Social Circlez : conceptualização de um jogo casual para o mercado de jogos móveis." Master's thesis, 2015. http://hdl.handle.net/10362/18319.
Full textWith the arrival of worldwide digital distribution made possible by online marketplaces we have witnessed a democratic revolution in the video game industry, making it possible for anyone to create and publish a readily available videogame anywhere to everyone at the click of a button. And even though the videogame industry is thriving in terms of economic growth, the market has become flooded with low quality games. In this context it makes it difficult for any newcomer to stand out among the millions of titles available for consumption, jeopardizing its chances of achieving success. One of the key factors game developers rely on to overcome this issue, is to ensure the quality of the game’s overall user experience in hopes of achieving good ratings and word of mouth proliferation. This project intends to establish an optimal game design framework capable of guaranteeing a quality product in terms of user experience and satisfaction. This is done by combining the strong points of two very different approaches to the game design process, one more theoretical, which relies on the creation of a Game Design Document to manage and store all information regarding the different elements of the game, and the other more practical, which relies on the conduction of user testing to obtain feedback concerning the experience of the gameplay. This optimal game design framework will then be applied through the conceptualization process of a new casual mobile game, created purposefully for the sake of this project. KEYWORDS: Game Design, User-Centered Design, Casual Games, Mobile Games, Brain Training Applications.
Carvalho, David Emanuel Martins de. "Serious Funny Social Game for Brain gym." Master's thesis, 2014. http://hdl.handle.net/10316/35725.
Full textO envelhecimento traz reduções significativas nas capacidades cognitivas do ser humano. O treino mental, através de atividades como pequenos jogos de memorização, lógica e raciocínio, é uma forma eficaz de impedir a senilidade precoce e, pode mesmo atrasar o desenvolvimento da doença de Alzheimer. No entanto, o isolamento das pessoas de 3ª idade cria dificuldades na criação de ambientes onde haja estimulação cerebral e interação social, arma importante no desenvolvimento cognitivo. Com a generalização do acesso à internet e dos computadores, torna-se possível um contacto mais próximo da pessoa idosa com a família, com amigos e, com o seu médico. Se, aliado a este contato, conseguirmos integrar jogos atrativos que estimulem as capacidades mentais e retornem resultados mensuráveis que sirvam de diagnóstico progressivo para o seu psicogeriatra ou outro médico especialista na saúde mental do idoso, conseguiremos ter uma ferramenta que melhora substancialmente a vida da população de 3ª idade. O trabalho aqui apresentado representa o arranque de um projeto complexo, que visa a criação de uma plataforma integradora de um ginásio cerebral através de pequenos jogos e, que contenha também uma forte componente de socialização. Pretende-se assim aumentar ainda mais o estímulo da mente e aproximar o idoso da família e amigos, criando ao mesmo tempo dados clínicos evolutivos, para uma perceção fácil do desenvolvimento das capacidades cognitivas do idoso e consequente aconselhamento. Este trabalho é o resultado de um estágio curricular, no âmbito do Mestrado em Engenharia Informática pela Universidade de Coimbra, realizado na Cnotinfor, empresa proponente do estágio.
LIN, WEI-SIANG, and 林偉翔. "Brain–Computer Interface Game Applications For Attention Training." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/wpyj42.
Full text明志科技大學
電機工程系碩士班
107
The application of brainwave becomes a flourishing industry in recent years. The research field of brainwave is quite popular. In order to studying the characteristics of brainwaves in different behaviors, such as concentration, relaxation, dizziness, sleep, etc, Brain Computer Interface (BCI) technology has developed to analysis the human subconsciousness, behavior, and the collected brainwave features can be applied to life, medical care, education, mental training, and so on. According to the reports, the paralyzed patients could eat and type by themselves using BCI. In the education filed, the teacher would recognize whether the student is concentrating or not. Thus, BCI will enhance the learning consequent. The aim of this research is to develop a system for the concentration training application. The system combines with the Unity game and the BCI which contains of the embedded system and Bluetooth device. The size of the developed system is small. In addition, the system is convenient for testing. The system collects the beta wave from the measured brainwave data, and it can determine whether the user is concentration or not to control the Unity game. The results of this study show that the proposed system can enhance the concentration of people.
Jhang, Yuan-Jhe, and 張遠哲. "Technology Acceptance Model,TAM for Brain Computer Interfaces Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/25302020867165743413.
Full text國立暨南國際大學
資訊管理學系
103
Under the flourishing development of information technology, Brain-Computer Interface (BCI) has become an important topic in technology application in recent years. The study discussed how to understand the user’s behaviors by the operation of brainwave games in terms of technology acceptance model, flow experience, sensory control, technology involvement, and innovation. Structural equation was used to measure the causation of the variables and findings are as follows. 1. The Perceived behavioral control in brainwave games has significantly positive influence on usability; 2. The technology involvement in brainwave games has significantly positive influence on intention; 3. Innovativeness no significant influence on intention; 4. The usability in brainwave games has significantly positive influence on flow experience; 5. Flow experience has significantly influence on intention; 6. Perceived Ease of Use has significantly positive influence on intention; 7. Perceived Ease of Use has significantly positive influence on Perceived usefulness; 8. Perceived Ease of Use has no significant influence on intention. Finally, practical meanings and future study directions were suggested according to the findings.
Yang, Bao-Jun, and 楊堡鈞. "SSVEP-based Brain–computer Interface for the Practical Game Design." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/4u6kcj.
Full text國立交通大學
生物科技學系
104
Brain computer interface (BCI) is a medium of communication through which users can control a device or application. BCI has been gaining a lot of attention in recent years for wide range of application like robotics, rehabilitation, neuro-marketing, gaming etc. Motor Imagery (MI), Steady-state visually evoked potential (SSVEP) and P-300 are the frequently EEG signal components for application purpose. SSVEP based BCI systems have some advantages over other like high information transfer rate (ITR), high signal to noise ratio (SNR) and require little user training. Most of the previous research studies implemented a black/white stimulus and the frequency of the stimulus was in alpha/beta band. However, in real-world application the objects are colorful. Therefore, this work focused on exploring the performance different frequencies of colored stimulus. In total, 16 frequency stimulus (4 from each EEG band i.e., theta, alpha, beta and gamma band) were tested for developing a practical SSVEP based neuro-gaming system. For this, we used 16 channels (placed non-invasively on posterior region of the brain) to record offline data EEG; but only channels O1, Oz, O2 were used for implementing an SSVEP based BCI application and rest of the channels were included in exploring the human cognition. The stimulus was presented as match-three game with flickering gems similar to the popular Candy Crush game. Using Canonical correlation analysis (CCA) as classification algorithm, highest accuracy was obtained with theta band with a stimulus duration of 5 seconds. To further evaluate the performance, we estimated information transfer rate (ITR) and accuracy for different stimulus durations ranging from 2~5 sec. Highest ITR of 45.3 bit per min is achieved with theta band at 2 sec stimulus duration with an accuracy of 92.4%. Therefore, with this work, we found the best SSVEP based BCI system parameters that can be used for developing a practical neuro-gaming system.
Cunha, José Diogo Marques da Silva Branco da. "Sensorimotor rhythm brain-computer interface – A game-based online co-adaptive training." Master's thesis, 2018. http://hdl.handle.net/10451/36308.
Full textBrain-Computer Interface (BCI) technology translates brain signals into messages. BCI users are thus enabled to interact with the environment by thought, or more generally speaking by mental processes. Event-related desynchronization (ERD) based BCIs use the detection of changes in the spontaneous electroencephalogram (EEG) signal. Different mental processes induce power decreases (ERD) or increases (event-related synchronization, ERS) in different frequencies and different areas of the brain. These differences can be measured and classified. Operating a non-invasive EEG based sensorimotor rhythm BCI is a skill that typically requires extensive training. Lately, online co-adaptive feedback training approaches achieved promising results after short periods of training. Does this also mean that users can have meaningful BCI-based interactions after training, when the BCI is no longer adapting, like in a real- life scenario? To answer this question an online study was conducted with 20 naïve (first time) users. After a short (less than 20 minutes) setup, the users trained to gain BCI control by playing a Whack- A-Mole game where they would have to perform Motor Imagery (imagination of a specific movement- MI) to control a hammer to hit a mole. The game was played for about 30 minutes. During this time, the user learns to perform MI with online feedback from the game and the BCI parameters recurrently adapt to the user’s EEG patterns every~1minute. This recurrent adaptation allows different users to use slightly different strategies and produce ERDs in different frequencies and brain areas without loss of performance. After 30 minutes of training the adaptation was stopped and the users continued playing the game with the trained BCI for another 20 minutes. The BCI parameters were calibrated with data from the adaptive stage and kept fixed in the last 20 minutes. Our hypothesis is that once a system was co-adaptively trained it can maintain its performance without recurrent adaptation. Eighteen out of the twenty users were able to control the BCI and play the game. Seventeen out of the eighteen were able to improve or keep performance between adaptive and non-adaptive stage. These results seem to suggest that online co-adaptation is an effective way to gain BCI control.
Chi, Ming-Liang, and 紀明良. "The Study of Architecture Design about Multi-player Brain Computer Interface Game System." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/17895143259546921381.
Full text國立臺中教育大學
數位內容科技學系碩士班
99
The main purpose of this study is using the Brain Computer Interface (BCI) devices as game equipments to develop a multi-player BCI game system (MBCIGS). The MBCIGS includes a multi-user management system and three playing modes of BCI games which are a single BCI playing mode, a multi-user playing mode, and a multi-user competition mode. The multi-user management system is to handle the connection and the message transmission between players, while the three modes of BCI games are to offer the players using BCI devices from the status of practicing to competition. The MBCIGS uses a MindSet as BCI device, an Electro Server as multi-user platform, and Flash software as client game developing system. Several suggestions are presented for the future game system development and the research in the study.
Cheng, Meng-Tzu. "Middle school students' learning of the impact of methamphetamine abuse on the brain through Serious Game play." 2009. http://www.lib.ncsu.edu/theses/available/etd-06242009-231040/unrestricted/etd.pdf.
Full textWan, Ching-Chih, and 萬靜之. "Impacts of Gender and Game Genes on the Changes of Players’ Flow, Emotion, and Brain Waves during Gameplay." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/43237067989244628458.
Full text中華大學
資訊管理學系碩士班
102
Computer game is one of the youngster’s favorite activities, and is easy to get the positive emotions during the process of playing computer games. Therefore, the aim of this study is to investigate the relationship with gender differences, flow, brain waves and the emotional during the game. There are 30 participants were recruited from master’s degree students and college. The experiment cost 30 to 50 minutes. In the experiments, we use three different types of computer games, such as racing, action and puzzle game. In this study, we used full-screen video to record and fill in the questionnaire to understand the participants’ flow, brain waves and emotional. After the participants finished the experiments, the ANOVA was used to analyses the data. The results of the analysis shows that the gender dimensions of control aspect in different type’s game have significant. Although the statistical result shows that the gender is not significant, men are significantly greater than women in the control aspect. The convenience sampling method was used to separate the participants into racing game (10 participants), action game (5 participants) and puzzle game (5 participants). The results of the brain EEG shows that Alpha and Beta have significant fluctuated. However, Theta, Alpha and Beta emerged the most value about ascent and descent. Hence, Theta, Alpha and Beta have influenced each other. There was no significant difference between genders with three different aspects in the different kinds of games. The result shows that participants were anxious, flow and boredom when they laying racing games, action games and puzzle game; in the meanwhile, Beta, Alpha and Theta value have not significantly.
Hou, Chung-Lin, and 侯仲麟. "Development of an online virtual-reality car racing game based on internet of brains." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/kac5nj.
Full text國立臺北科技大學
機械工程系機電整合碩士班
106
In recent years, many studies combine brain-computer interface (BCI) with Virtual Reality (VR) to increase user’s motivation. However, only single-player BCI-VR systems were been developed currently. Therefore, in this paper I utilize the internet to connect multiple single-player BCI-VR systems, and propose an online BCI-VR systems which we named internet of brains (IoB). This multiple-player system is able to control racing car’s speed and jump by Electroencephalography (EEG) and Electromyography (EMG) in the same BCI-VR game. The EEG features include theta bandpower (BP), beta BP, Higuchi’s fractal dimension (HFD) and Katz’s FD, those features be transformed into concentration level and corresponded car speed. Players can enhance the speed by performing mental arithmetic (MA) task and achieve car jump by a slight teeth-gritting. The online result shows that KFD has the lowest false positive rate (FPR=1.44%), but HFD can achieve the largest difference of average car speed under MA state (higher than resting state 1.3 speed level). In jump test, the highest hitting jumping ratio can achieved 0.9.
Buchtel, Michal. "Analýza techniky jízdy na kajaku při závodech ve slalomu na divoké vodě." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-372572.
Full textJordaan, Hermanus Lukas. "Behavioural-ecology of the white rhinoceros (Ceratotherium simum) in the Willem Pretorius Game Reserve." Diss., 2010. http://hdl.handle.net/10500/3593.
Full textEnvironmental Sciences
M.Sc. (Environmental Management)
Jordaan, Hermanus Lukas. "Behavioral-ecology of the white rhinoceros (Ceratotherium simum) in the Willem Pretorius Game Reserve." Diss., 2010. http://hdl.handle.net/10500/3593.
Full textEnvironmental Sciences
M.Sc. (Environmental Management)