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A Detailed Study of EEG based Brain Computer Interface
2018
Proceedings of the First International Conference on Information Technology and Knowledge Management
Figure 1 .Brain signal recorded on the scalp through electrode, amplified and filter than it convert brain wave into machine language ...
EEG based brain computer interface (BCI) feature is beneficial to scale the brain movement & convert them into a instruction for monitoring. ...
In noninvasive BCI used electroencepholography EEG function. BCI based on rhythms that come from motor imagination. Rhythms record the signal between 8-12Hz to left to right. ...
doi:10.15439/2017km47
dblp:conf/icitkm/SharmaSSA17
fatcat:ywrs7rhlwjahxp6kowh32626vu
Transforming 8-Bit Video Games Into Musical Interfaces Via Reverse Engineering And Augmentation
2016
Zenodo
This enhances prior work in repurposing games as musical interfaces by allowing musicians to use the original games instead of having to build new versions with added musical capabilities. ...
However, in this genre, game sounds are arranged using conventional musical interfaces, meaning the games themselves (their algorithms, design and interactivity) play no role in the creation of the music ...
There were not any great difficulties in translating musical ideas into code using Lua and Emstrument. ...
doi:10.5281/zenodo.1176099
fatcat:tx3oxrtqz5fw3feer2wk33rps4
Recap of the 2010 AI and Interactive Digital Entertainment Conference
2011
The AI Magazine
(Rochester Institute of Technology) work in the online training of goal recognition from low-level inputs in an actionadventure game and using machine translation to convert between difficulties in rhythm ...
The runner-up was Krasi0, created by Krasimir Krastev, which used a set of finite-state machines for encoding Krasimir's knowledge of the game. ...
doi:10.1609/aimag.v32i2.2351
fatcat:torcwk46qjebdkjcylgl62copq
Rhythm-based level generation for 2D platformers
2009
Proceedings of the 4th International Conference on Foundations of Digital Games - FDG '09
Levels are created using a grammar-based method: first generating rhythms, then generating geometry based on those rhythms. ...
The approach also minimizes the amount of content that must be manually authored, instead relying on geometry components that are included in the level designer's tileset and a set of jump types. ...
ACKNOWLEDGMENTS We thank Phillip O'Shea, creator of the Torque Platformer Starter Kit, for providing royalty-free art for use in our generated levels. ...
doi:10.1145/1536513.1536548
dblp:conf/fdg/SmithTWM09
fatcat:oiqunzpcrfc3pg7rjt22xmqolq
Machines for the Translation of Languages
1955
Journal of Communication
The eventual solution to the problem of translating languages by machine will create many new problems for us. ...
Only time and the result of many years of hard work will tell us how good a translation we can expect a machine to make. ...
doi:10.1111/j.1460-2466.1955.tb01098.x
fatcat:45lcxbfznbb4foixeadfnl7oiy
A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels
2011
IEEE Transactions on Computational Intelligence and AI in Games
the output of the generative system; and in offering the ability to create levels for different types of games. ...
The model estimates the entertainment value of game levels according to the presence of "rhythm groups," which are defined as alternating periods of high and low challenge. ...
A small segment of a level is designed by hand and converted to its DE representation. This translation is always possible for Infinite Mario, as every basic level component has a corresponding DE. ...
doi:10.1109/tciaig.2011.2161310
fatcat:ss5ewalpujbo3bu6l4lwhbp7ny
Social exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games ...
We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into exergames. ...
ACKNOWLEDGEMENTS We thank all of the subjects who participated in this study. Special thanks to Inseok Hwang, Yuhwan Kim and Changhoon Lee for their assistance. ...
doi:10.1145/2441776.2441823
dblp:conf/cscw/ParkLLLSSS13
fatcat:5oo6zlrycrezbclpon3vmi2mzu
Procedural Content Generation for Dynamic Level Design and Difficulty in a 2D Game Using UNITY
2017
International Journal of Multimedia and Ubiquitous Engineering
We also implemented a dynamic difficulty adjustment (DDA) component which uses some criteria to dynamically adjust the difficulty of the game after each level, thereby maximizing the level of satisfaction ...
When working with PCG it is important to review how the game designer sets the change in difficulty throughout the different levels. ...
Polymorph [10] employs techniques from level generation and machine learning to understand game component difficulty and player skill, dynamically constructing a 2D platformer game with continually appropriate ...
doi:10.14257/ijmue.2017.12.9.04
fatcat:6jtlsws2evd2djt4whlq76hvoy
Pedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills Instruction
2010
Music Theory Online
This article includes both video recorded demonstrations of the game along with a sample curriculum for instructors interested in setting up labs for students to train with DDR. ...
In the video game Dance Dance Revolution (DDR), players earn points by depressing buttons with their feet in time with instructions given on the screen by scrolling arrows. ...
In terms of game design, the surface rhythms of songs tend to be modeled more and more closely in the step patterns as the difficulty level increases. ...
doi:10.30535/mto.16.1.1
fatcat:w4chtjsl6nhwtoakejjgyj4nfa
Design and Implementation of a Three-Dimensional Game Based on a Brain-Computer Interface
2016
International Journal of Advanced Science and Technology
The interaction between player and game application is controlled by translating brain signals into user-key input through electroencephalogram software. ...
To evaluate the game performance, we compare the scores of the BCI interface with those of an existing non-BCI interface. ...
The difficulty-level selection is used to designate the game's difficulty level, and includes ordinary and difficult modes. ...
doi:10.14257/ijast.2016.95.07
fatcat:ux2a2cttxzbrzgam7pjhwsoucm
Brain-computer interface: Next generation thought controlled distributed video game development platform
2008
2008 IEEE Symposium On Computational Intelligence and Games
In this paper we present a system that uses the human ability to control a video game on a mobile device using electroencephalographic (EEG) Mu rhythms. ...
The participants played the video game by using their thoughts only with up to 80% accuracy over controlling the target. ...
The selected participants were between 20-40 years old with no experience using the game, and only little experience using BCI systems.
B. ...
doi:10.1109/cig.2008.5035647
dblp:conf/cig/PourGAGC08
fatcat:qbkpt3a4bjbixcbqryqyrzn42i
Distinguishing Difficulty Levels with Non-invasive Brain Activity Measurements
[chapter]
2009
Lecture Notes in Computer Science
The goal of the present study is to distinguish between different levels of game difficulty using non-invasive brain activity measurement with functional near-infrared spectroscopy (fNIRS). ...
Statistical analysis and machine learning classification results show that we can discriminate well between subjects playing or resting, and distinguish between the two levels of difficulty with some success ...
The authors would like to thank our colleagues and alumni in the HCI research group at Tufts University; Michel Beaudoin-Lafon, Wendy Mackay, and the In|Situ| research group; and Desney Tan at Microsoft ...
doi:10.1007/978-3-642-03655-2_50
fatcat:v4kdmmwxqfaf3o2fq2wkjlkk4y
Cognitive Gaming
2017
IT Professional Magazine
As intelligent networked computing becomes pervasive, an emerging trend is to apply a cognitive computing paradigm to video game design and development. ...
This article describes the concept of cognitive gaming and discusses its enabling architecture. ...
For example, it can be used to refer to games that test players' brains or challenge their cognitive abilities. It is even adopted as the name of a professional e-sports team based in the US. ...
doi:10.1109/mitp.2017.3051324
fatcat:ycjgv53fsvasbkxakrzvwzcdsa
Translation of Brain Activity Patterns of a user into Commands using Electroencephalography (EEG)
2021
Asian Journal of Research in Computer Science
The computer processes the EEG signals and uses it in order to accomplish tasks such as communication and environmental control. ...
A brain-computer interface uses electrophysiological signals to control the remote devices. They consist of electrodes applied to the scalp of an individual or worn in an electrode cap. ...
The step can also be denoted as "feature translation". Using Machine learning techniques we can train a classifier to recognize from among our features which ones belong to one class or to another. ...
doi:10.9734/ajrcos/2021/v10i230240
fatcat:gyv7iaz7lvcgporfvvnao6tn2i
A high performance sensorimotor beta rhythm-based brain–computer interface associated with human natural motor behavior
2007
Journal of Neural Engineering
The sensorimotor beta rhythm of EEG associated with human natural motor behavior can be used for a reliable and high performance BCI for both healthy subjects and patients with neurological disorders. ...
To explore the reliability of a high performance brain-computer interface (BCI) using non-invasive EEG signals associated with human natural motor behavior does not require extensive training. ...
The beta rhythm braincomputer interface paradigm used in this study can be easily adapted to applications such as 2D cursor control or a spelling machine. ...
doi:10.1088/1741-2560/5/1/003
pmid:18310808
fatcat:sgdjqrev3vfvfcakisovnhnype
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