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A Detailed Study of EEG based Brain Computer Interface

Geeta Sharma, Neha Sharma, Tanya Singh, Rashmi Agrawal
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

Ben Olson
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

G. Michael Youngblood, Vadim Bulitko, Ben Weber
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

Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas
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

Victor H. Yngve
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

Nathan Sorenson, Philippe Pasquier, Steve DiPaola
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

ExerSync

Taiwoo Park, Uichin Lee, Bupjae Lee, Haechan Lee, Sanghun Son, Seokyoung Song, Junehwa Song
2013 Proceedings of the 2013 conference on Computer supported cooperative work - CSCW '13  
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

Gilbert Nwankwo, Sabah Mohammed, Jinan Fiaidhi
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

Brent Auerbach
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

Han-Joong Kang, Dong-Hyun Kim, Byeong Man Kim, Dukhwan Oh, Sung-Bong Jang
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

Payam Aghaei Pour, Tauseef Gulrez, Omar AlZoubi, Gaetano Gargiulo, Rafael A. Calvo
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]

Audrey Girouard, Erin Treacy Solovey, Leanne M. Hirshfield, Krysta Chauncey, Angelo Sassaroli, Sergio Fantini, Robert J. K. Jacob
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

Wei Cai, Yuanfang Chi, Victor C.M. Leung
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)

Ranjana B. Jadekar, A. R. Sindhu, M. T. Vinay
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

Ou Bai, Peter Lin, Sherry Vorbach, Mary Kay Floeter, Noriaki Hattori, Mark Hallett
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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