在虚拟世界中实现游戏化的脑机接口

Yaşar Daşdemir
{"title":"在虚拟世界中实现游戏化的脑机接口","authors":"Yaşar Daşdemir","doi":"10.24012/dumf.1134296","DOIUrl":null,"url":null,"abstract":"This study contributes to our understanding of the Metaverse by presenting a case study of the implementation of brain-computer interface supported game-based engagement in a Virtual Environment (VE). In VE, individuals can communicate with anyone, anywhere, anytime, without any limits. This situation will increase the barrier-free living standards of disabled people in a more accessible environment. A virtual world of well-being awaits these individuals, primarily through gamified applications thanks to Brain-Computer Interfaces. Virtual environments in the Metaverse can be infinitely large, but the user's movement in a virtual reality (VR) environment is constrained by the natural environment. Locomotion has become a popular motion interface as it allows for full exploration of VE. In this study, the teleport method from locomotion methods was used. To teleport, the user selects the intended location using brain signals before being instantly transported to that location. Brain signals are decomposed into alpha, beta, and gamma bands. The features of each band signal in Time, frequency, and time-frequency domains are extracted. In this proposed method, the highest performance of binary classification was obtained in the frequency domain and the Alpha band. Signals in the alpha band were tested in the domains Time, Frequency, and Time-Frequency. Teleport operations are faster with Time and more stable with the frequency domain. However, the Hilbert-Huang Transform (HHT) method used in the Time-Frequency domain could not respond adequately to real-time applications. All these analyses were experienced in the Erzurum Virtual Tour case study, which was prepared to promote cultural heritage with the gamification method.","PeriodicalId":158576,"journal":{"name":"DÜMF Mühendislik Dergisi","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"A brain-computer interface with gamification in the Metaverse\",\"authors\":\"Yaşar Daşdemir\",\"doi\":\"10.24012/dumf.1134296\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study contributes to our understanding of the Metaverse by presenting a case study of the implementation of brain-computer interface supported game-based engagement in a Virtual Environment (VE). In VE, individuals can communicate with anyone, anywhere, anytime, without any limits. This situation will increase the barrier-free living standards of disabled people in a more accessible environment. A virtual world of well-being awaits these individuals, primarily through gamified applications thanks to Brain-Computer Interfaces. Virtual environments in the Metaverse can be infinitely large, but the user's movement in a virtual reality (VR) environment is constrained by the natural environment. Locomotion has become a popular motion interface as it allows for full exploration of VE. In this study, the teleport method from locomotion methods was used. To teleport, the user selects the intended location using brain signals before being instantly transported to that location. Brain signals are decomposed into alpha, beta, and gamma bands. The features of each band signal in Time, frequency, and time-frequency domains are extracted. In this proposed method, the highest performance of binary classification was obtained in the frequency domain and the Alpha band. Signals in the alpha band were tested in the domains Time, Frequency, and Time-Frequency. Teleport operations are faster with Time and more stable with the frequency domain. However, the Hilbert-Huang Transform (HHT) method used in the Time-Frequency domain could not respond adequately to real-time applications. All these analyses were experienced in the Erzurum Virtual Tour case study, which was prepared to promote cultural heritage with the gamification method.\",\"PeriodicalId\":158576,\"journal\":{\"name\":\"DÜMF Mühendislik Dergisi\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"DÜMF Mühendislik Dergisi\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24012/dumf.1134296\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"DÜMF Mühendislik Dergisi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24012/dumf.1134296","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

本研究通过展示在虚拟环境(VE)中实现脑机接口支持的基于游戏的参与的案例研究,有助于我们对虚拟世界的理解。在VE中,个人可以随时随地与任何人进行通信,不受任何限制。这种情况将提高残疾人在更无障碍的环境中的无障碍生活水平。一个幸福的虚拟世界等待着这些人,主要是通过脑机接口的游戏化应用程序。虚拟世界中的虚拟环境可以是无限大的,但用户在虚拟现实(VR)环境中的移动受到自然环境的限制。运动已经成为一种流行的运动界面,因为它允许VE的充分探索。在本研究中,使用了来自运动方法的心灵传送方法。要进行瞬间传送,用户在被瞬间传送到目标位置之前,先使用大脑信号选择目标位置。大脑信号被分解成α、β和γ波段。提取各波段信号的时域、频域和时频域特征。该方法在频域和Alpha波段具有最高的二值分类性能。在时域、频域和时频域对α波段的信号进行了测试。传送操作随时间而变快,随频域而变稳定。然而,希尔伯特-黄变换(Hilbert-Huang Transform, HHT)方法在时频域的应用不能满足实时应用的要求。所有这些分析都在埃尔祖鲁姆虚拟之旅案例研究中经历过,该案例研究旨在通过游戏化方法促进文化遗产。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
A brain-computer interface with gamification in the Metaverse
This study contributes to our understanding of the Metaverse by presenting a case study of the implementation of brain-computer interface supported game-based engagement in a Virtual Environment (VE). In VE, individuals can communicate with anyone, anywhere, anytime, without any limits. This situation will increase the barrier-free living standards of disabled people in a more accessible environment. A virtual world of well-being awaits these individuals, primarily through gamified applications thanks to Brain-Computer Interfaces. Virtual environments in the Metaverse can be infinitely large, but the user's movement in a virtual reality (VR) environment is constrained by the natural environment. Locomotion has become a popular motion interface as it allows for full exploration of VE. In this study, the teleport method from locomotion methods was used. To teleport, the user selects the intended location using brain signals before being instantly transported to that location. Brain signals are decomposed into alpha, beta, and gamma bands. The features of each band signal in Time, frequency, and time-frequency domains are extracted. In this proposed method, the highest performance of binary classification was obtained in the frequency domain and the Alpha band. Signals in the alpha band were tested in the domains Time, Frequency, and Time-Frequency. Teleport operations are faster with Time and more stable with the frequency domain. However, the Hilbert-Huang Transform (HHT) method used in the Time-Frequency domain could not respond adequately to real-time applications. All these analyses were experienced in the Erzurum Virtual Tour case study, which was prepared to promote cultural heritage with the gamification method.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Edge Boosted Global Awared Low-light Image Enhancement Network The Effect of Latent Space Vector on Generating Animal Faces in Deep Convolutional GAN: An Analysis Çift tabakalı çelik uzay kafes kubbe sistemlerinin yapısal performansının incelenmesi Boriding Effect on the Hardness of AISI 1020, AISI 1060, AISI 4140 Steels and Application of Artificial Neural Network for Prediction of Borided Layer Controlling the Mobile Robot with the Pure Pursuit Algorithm to Tracking the Reference Path Sent from the Android Device
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1