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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao ZENODOarrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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Other literature type . 2024
License: CC BY
Data sources: ZENODO
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Thesis . 2024
License: CC BY
Data sources: Datacite
ZENODO
Thesis . 2024
License: CC BY
Data sources: Datacite
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INTEGRATION OF VIDEO GAMES WITH BRAIN-COMPUTER INTERFACES: EEG ANALYSIS USING DEEP LEARNING TECHNOLOGIES

Authors: More, Vaishnavi;

INTEGRATION OF VIDEO GAMES WITH BRAIN-COMPUTER INTERFACES: EEG ANALYSIS USING DEEP LEARNING TECHNOLOGIES

Abstract

The study describes a real-time neuro-gaming system that uses neural signals to make games more accessible and has great promise for helping quadriplegic patients recover. Users can engage with computers and obtain visual feedback through video games by visualizing physical activities; this promotes mental workouts that increase neuroplasticity and brain activation. Using both long short-term memory (LSTM) and convolutional neural network (CNN) models, the system uses sophisticated deep learning techniques to categorize time-series electroencephalography (EEG) data into three different classes with an accuracy of 71.5% and 66%, respectively. Preprocessed EEG signals are integrated into the gaming input system to provide accurate and responsive real-time game control. Furthermore, bio-signals are used in a real-time video game created with the pygame library. A neural network trained on EEG signals from players completing mental tasks is used for gaming in a test using a g.Nautilus headset, the system demonstrated the interactive and therapeutic potential of neuro-gaming by successfully manipulating a BCI-controlled avatar with 71.5% accuracy.

Keywords

g.Nautilus headsets, convolutional neural networks (CNN), motor imagery (MI) techniques, long short-term memory (LSTM), brain-computer interfacing (BCI), electroencephalography (EEG)

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
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