DC FieldValueLanguage
dc.contributor.authorAnagnostopoulos, Theodoros-
dc.contributor.authorAlavesa, Paula-
dc.contributor.authorKostakos, Panos-
dc.contributor.authorKinnunen, Jere-
dc.contributor.authorHirsimaki, Mikael-
dc.contributor.authorKorkiakoski, Mikko-
dc.contributor.authorRajala, Oskari-
dc.contributor.authorSarkiniemi, Mikael-
dc.date.accessioned2024-07-05T07:30:00Z-
dc.date.available2024-07-05T07:30:00Z-
dc.date.issued2023-01-01-
dc.identifierscopus-85152564174-
dc.identifier.issn2224-3402-
dc.identifier.issn1790-0832-
dc.identifier.other85152564174-
dc.identifier.urihttps://uniwacris.uniwa.gr/handle/3000/2670-
dc.description.abstractBrain-computer interfaces (BCIs) can use data from non-invasive electroencephalogram (EEG) to transform different brain signals into binary code, often aiming to gain control utility of an end-effector (e.g mouse cursor). In the past several years, advances in wearable and immersive technologies have made it possible to integrate EEG with virtual reality (VR) headsets. These advances have enabled a new generation of user studies that help researchers improve understanding of various issues in current VR design (e.g. cybersickness and locomotion). The main challenge for integrating EEG-based BCIs into VR environments is to develop communication architectures that deliver robust, reliable and lossless data flows. Furthermore, user comfort and near real-time interactivity create additional challenges. We conducted two experiments in which a consumer-grade EEG headband (Muse2) was utilized to assess the feasibility of an EEG-based BCI in virtual environments. We first conducted a pilot experiment that consisted of a simple task of object re-scaling inside the VR space using focus values generated from the user’s EEG. The subsequent study experiment consisted of two groups (control and experimental) performing two tasks: telekinesis and teleportation. Our user research study shows the viability of EEG for real-time interactions in non-serious applications such as games. We further suggest that a simplified way of calculating the mean EEG values is adequate for this type of use. We, in addition, discuss the findings to help improve the design of user research studies that deploy similar EEG-based BCIs in VR environments.en_US
dc.language.isoenen_US
dc.relation.ispartofWSEAS Transactions on Information Science and Applicationsen_US
dc.subjectEEGen_US
dc.subjectElectro-encephalographyen_US
dc.subjectInteractionen_US
dc.subjectLocomotionen_US
dc.subjectUser research studyen_US
dc.subjectVirtual realityen_US
dc.titleExploring the Potential of EEG for Real-Time Interactions in Immersive Virtual Realityen_US
dc.typeArticleen_US
dc.identifier.doi10.37394/23209.2023.20.12en_US
dc.identifier.scopus2-s2.0-85152564174-
dcterms.accessRights1en_US
dc.relation.deptDepartment of Business Administrationen_US
dc.relation.facultySchool of Administrative, Economics and Social Sciencesen_US
dc.relation.volume20en_US
dc.identifier.spage98en_US
dc.identifier.epage108en_US
dc.collaborationUniversity of West Attica (UNIWA)en_US
dc.journalsOpen Accessen_US
dc.publicationPeer Revieweden_US
dc.countryGreeceen_US
local.metadatastatusverifieden_US
item.cerifentitytypePublications-
item.languageiso639-1en-
item.openairetypeArticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextNo Fulltext-
item.grantfulltextnone-
crisitem.author.deptDepartment of Business Administration-
crisitem.author.facultySchool of Administrative, Economics and Social Sciences-
crisitem.author.orcid0000-0002-5587-2848-
crisitem.author.parentorgSchool of Administrative, Economics and Social Sciences-
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