SSVEP BCI System for personalized gaming
Electroencephalography (EEG) based Brain Computer Interface (BCI) has enabled a new form of communication between humans and computer devices. EEG waves are being used as a source of input which are recorded using electrodes which are placed on human scalps to detect electrical activity of the brain...
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sg-ntu-dr.10356-739952023-03-03T20:26:59Z SSVEP BCI System for personalized gaming Ng, Kenneth Shi Ying Chan Syin School of Computer Science and Engineering DRNTU::Engineering Electroencephalography (EEG) based Brain Computer Interface (BCI) has enabled a new form of communication between humans and computer devices. EEG waves are being used as a source of input which are recorded using electrodes which are placed on human scalps to detect electrical activity of the brain. This technology allows humans to control computerized equipment such as computers, mobile devices, physical equipment embedded with computer chips which are programmable. There are many applications being used in such technology like controlling of wheel chair, playing games, medical purposes and many more. However, the focus on this report is to try using BCI to revolutionize gaming together with a second level authentication for the games using the technologies of BCI. Gaming has been one of the most common form of entertainment. Many companies or developers has developed different kinds of games which offers different gameplay experiences. Games can be different in terms of different kinds of hardware controllers to different genre of games. Although there are games that are incorporated with BCI, they are not appealing to other audience as the concept of the game is too focused on research. This result in BCI games lacking entertainment value. For games that incorporate BCI technology, it will also be a good idea to implement a second level authentication using EEG which gives an overall different types of security measures for personal accounts. In this report, it will focus on how we can incorporate BCI technology together with common games that are already available in the market to further enhance the gaming experience. This report will also include some research and experiments that are made to further explain the details needed to allow the merging of games and BCI to be successful. Bachelor of Engineering (Computer Science) 2018-04-23T04:48:56Z 2018-04-23T04:48:56Z 2018 Final Year Project (FYP) http://hdl.handle.net/10356/73995 en Nanyang Technological University 58 p. application/pdf |
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DRNTU::Engineering Ng, Kenneth Shi Ying SSVEP BCI System for personalized gaming |
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Electroencephalography (EEG) based Brain Computer Interface (BCI) has enabled a new form of communication between humans and computer devices. EEG waves are being used as a source of input which are recorded using electrodes which are placed on human scalps to detect electrical activity of the brain. This technology allows humans to control computerized equipment such as computers, mobile devices, physical equipment embedded with computer chips which are programmable. There are many applications being used in such technology like controlling of wheel chair, playing games, medical purposes and many more. However, the focus on this report is to try using BCI to revolutionize gaming together with a second level authentication for the games using the technologies of BCI. Gaming has been one of the most common form of entertainment. Many companies or developers has developed different kinds of games which offers different gameplay experiences. Games can be different in terms of different kinds of hardware controllers to different genre of games. Although there are games that are incorporated with BCI, they are not appealing to other audience as the concept of the game is too focused on research. This result in BCI games lacking entertainment value. For games that incorporate BCI technology, it will also be a good idea to implement a second level authentication using EEG which gives an overall different types of security measures for personal accounts. In this report, it will focus on how we can incorporate BCI technology together with common games that are already available in the market to further enhance the gaming experience. This report will also include some research and experiments that are made to further explain the details needed to allow the merging of games and BCI to be successful. |
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Chan Syin |
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Chan Syin Ng, Kenneth Shi Ying |
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Final Year Project |
author |
Ng, Kenneth Shi Ying |
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Ng, Kenneth Shi Ying |
title |
SSVEP BCI System for personalized gaming |
title_short |
SSVEP BCI System for personalized gaming |
title_full |
SSVEP BCI System for personalized gaming |
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SSVEP BCI System for personalized gaming |
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SSVEP BCI System for personalized gaming |
title_sort |
ssvep bci system for personalized gaming |
publishDate |
2018 |
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http://hdl.handle.net/10356/73995 |
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1759857832530804736 |