Intelligent Technologies for Interactive Entertainment. 4th International ICST Conference, INTETAIN 2011, Genova, Italy, May 25-27, 2011, Revised Selected Papers

Research Article

Steady State Visual Evoked Potential Based Computer Gaming – The Maze

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  • @INPROCEEDINGS{10.1007/978-3-642-30214-5_4,
        author={Nikolay Chumerin and Nikolay Manyakov and Adrien Combaz and Arne Robben and Marijn Vliet and Marc Hulle},
        title={Steady State Visual Evoked Potential Based Computer Gaming -- The Maze},
        proceedings={Intelligent Technologies for Interactive Entertainment. 4th International ICST Conference, INTETAIN 2011, Genova, Italy, May 25-27, 2011, Revised Selected Papers},
        proceedings_a={INTETAIN},
        year={2012},
        month={10},
        keywords={},
        doi={10.1007/978-3-642-30214-5_4}
    }
    
  • Nikolay Chumerin
    Nikolay Manyakov
    Adrien Combaz
    Arne Robben
    Marijn Vliet
    Marc Hulle
    Year: 2012
    Steady State Visual Evoked Potential Based Computer Gaming – The Maze
    INTETAIN
    Springer
    DOI: 10.1007/978-3-642-30214-5_4
Nikolay Chumerin1,*, Nikolay Manyakov1,*, Adrien Combaz1,*, Arne Robben1,*, Marijn Vliet1,*, Marc Hulle1,*
  • 1: KU Leuven
*Contact email: Nikolay.Chumerin@med.kuleuven.be, NikolayV.Manyakov@med.kuleuven.be, Adrien.Combaz@med.kuleuven.be, Arne.Robben@med.kuleuven.be, Marijn.vanVliet@med.kuleuven.be, Marc.VanHulle@med.kuleuven.be

Abstract

We introduce a game, called “The Maze”, as a brain-computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player’s steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.