Brain activity: beta wave analysis of 2D and 3D serious games using EEG
Author:
Affiliation:
1. Department of Applied Informatics and Mathematics, University of SS. Cyril and Methodius, 917 01 Trnava , Slovak Republic
2. Department of Electromagnetic and Biomedical Engineering, University of Žilina , Slovakia
Abstract
Publisher
Walter de Gruyter GmbH
Subject
General Medicine
Reference25 articles.
1. [1] MICHAEL, D. R., CHEN, S. 2006. Serious Games: Games that educate, train and inform. Boston, MA: Thomson Course Technology.
2. [2] OTHMAN BAKKALI, Y. et al. 2016. Classification, evaluation and assessment of serious games in business field. In: Journal of Theoretical and Applied Information Technology. Vol. 91. No. 1, ISSN: 1992-8645. Available on the Internet: http://www.jatit.org/volumes/Vol91No1/9Vol91No1.pdf
3. [3] ABT, C. C. 1970. Serious games. New York: The Viking Press. pp. 176
4. [4] ZYDA, M. 2005. From Visual Simulation to Virtual Reality to Games. IEEE Computer, Vol. 38(9), pp. 25-3210.1109/MC.2005.297
5. [5] DJAOUTI, D., ALVAREZ, J., JESSEL, J.P., RAMPNOUX, O. 2011. Origins of Serious Games. In: Serious games and edutainment applications. London: Springer. pp. 25-43. Available: http://www.ludoscience.com/files/ressources/origins_of_serious_games.pdf
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