Turning shortcomings into challenges: Brain–computer interfaces for games

Author:

Nijholt Anton,Bos Danny Plass-Oude,Reuderink Boris

Publisher

Elsevier BV

Subject

Human-Computer Interaction,Software

Reference50 articles.

1. A. Nijholt, D. Tan, J. del R. Millán, B. Graimann, M. Jackson, Brain–computer interfaces for HCI and games, in: Proceedings ACM CHI 2008: Art. Science. Balance, 2008, pp. 3925–3928.

2. Brain–computer interfacing for intelligent systems;Nijholt;IEEE Intelligent Systems,2008

3. Flow: The Psychology of Optimal Experience;Csikszentmihalyi,1990

4. Fun of gaming: Measuring the human experience of media enjoyment, project.hkkk.fi/fuga/, project funded by the European Commission under the 6th Framework Programme: New and Emerging Science and Technology (NEST), 2006.

5. K. Gilleade, A. Dix, J. Allanson, Affective videogames and modes of affective gaming: assist me, challenge me, emote me, in: Proceedings of DIGRA’2005, 2005.

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