Please use this identifier to cite or link to this item: http://hdl.handle.net/10553/53034
DC FieldValueLanguage
dc.contributor.authorVourvopoulos, Athanasiosen_US
dc.contributor.authorBermudez I Badia, Sergien_US
dc.contributor.authorLiarokapis, Fotisen_US
dc.contributor.otherBermudez i Badia, Sergi-
dc.contributor.otherVourvopoulos, Athanasios-
dc.contributor.otherLiarokapis, Fotis-
dc.date.accessioned2019-02-04T14:49:57Z-
dc.date.available2019-02-04T14:49:57Z-
dc.date.issued2017en_US
dc.identifier.issn0178-2789en_US
dc.identifier.urihttp://hdl.handle.net/10553/53034-
dc.description.abstractThrough the use of brain–computer interfaces (BCIs), neurogames have become increasingly more advanced by incorporating immersive virtual environments and 3D worlds. However, training both the user and the system requires long and repetitive trials resulting in fatigue and low performance. Moreover, many users are unable to voluntarily modulate the amplitude of their brain activity to control the neurofeedback loop. In this study, we are focusing on the effect that gaming experience has in brain activity modulation as an attempt to systematically identify the elements that contribute to high BCI control and to be utilized in neurogame design. Based on the current literature, we argue that experienced gamers could have better performance in BCI training due to enhanced sensorimotor learning derived from gaming. To investigate this, two experimental studies were conducted with 20 participants overall, undergoing 3 BCI sessions, resulting in 88 EEG datasets. Results indicate (a) an effect from both demographic and gaming experience data to the activity patterns of EEG rhythms, and (b) increased gaming experience might not increase significantly performance, but it could provide faster learning for ‘Hardcore’ gamers.en_US
dc.languageengen_US
dc.relation.ispartofVisual Computeren_US
dc.sourceVisual Computer [ISSN 0178-2789], v. 33 (4), p. 533-546en_US
dc.subject249001 Neurofisiologíaen_US
dc.subject.otherBrain–computer interfacesen_US
dc.subject.otherMotor-imageryen_US
dc.subject.otherEEGen_US
dc.subject.otherGaming experienceen_US
dc.titleEEG correlates of video game experience and user profile in motor-imagery-based brain-computer interactionen_US
dc.typeinfo:eu-repo/semantics/articleen_US
dc.typeArticleen_US
dc.identifier.doi10.1007/s00371-016-1304-2en_US
dc.identifier.scopus2-s2.0-84982255203-
dc.identifier.isi000398767100010-
dcterms.isPartOfVisual Computer-
dcterms.sourceVisual Computer[ISSN 0178-2789],v. 33 (4), p. 533-546-
dc.contributor.authorscopusid48762198300-
dc.contributor.authorscopusid6506360007-
dc.contributor.authorscopusid7801416785-
dc.description.lastpage546en_US
dc.identifier.issue4-
dc.description.firstpage533en_US
dc.relation.volume33en_US
dc.investigacionIngeniería y Arquitecturaen_US
dc.type2Artículoen_US
dc.identifier.wosWOS:000398767100010-
dc.contributor.daisngid2744923-
dc.contributor.daisngid788704-
dc.contributor.daisngid748498-
dc.identifier.investigatorRIDC-8681-2018-
dc.identifier.investigatorRIDNo ID-
dc.identifier.investigatorRIDNo ID-
dc.description.numberofpages14en_US
dc.utils.revisionen_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-TELen_US
dc.description.sjr0,401-
dc.description.jcr1,036-
dc.description.sjrqQ2-
dc.description.jcrqQ3-
dc.description.scieSCIE-
item.fulltextSin texto completo-
item.grantfulltextnone-
crisitem.author.deptGIR IUIBS: Tecnología Médica y Audiovisual-
crisitem.author.deptIU de Investigaciones Biomédicas y Sanitarias-
crisitem.author.orcid0000-0003-4452-0414-
crisitem.author.parentorgIU de Investigaciones Biomédicas y Sanitarias-
crisitem.author.fullNameBermúdez I Badía,Sergi-
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