Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19164
DC FieldValueLanguage
dc.contributor.authorSkola, Filip-
dc.contributor.authorTinková, Simona-
dc.contributor.authorLiarokapis, Fotis-
dc.date.accessioned2020-10-15T11:52:21Z-
dc.date.available2020-10-15T11:52:21Z-
dc.date.issued2019-09-26-
dc.identifier.citationFrontiers in human neuroscience, 2019 vol. 13en_US
dc.identifier.issn16625161-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19164-
dc.description.abstractThis paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. The aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI operation, with average peak accuracy in the session = 75.84%. This confirms the proposed training method succeeded in improvement of the MI-BCI skills; moreover, participants were leaving the session in high positive affect. Although the performance was not directly correlated to the degree of embodiment, subjective magnitude of the body ownership transfer illusion correlated with the ability to modulate the sensorimotor rhythm.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationAdvanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritageen_US
dc.relation.ispartofFrontiers in human neuroscienceen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectbody ownership transfer; brain-computer interface; embodiment; gamification; motor imageryen_US
dc.titleProgressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodimenten_US
dc.typeArticleen_US
dc.collaborationMasaryk Universityen_US
dc.subject.categoryElectrical Engineering - Electronic Engineering - Information Engineeringen_US
dc.journalsOpen Accessen_US
dc.countryCzech Republicen_US
dc.subject.fieldEngineering and Technologyen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.3389/fnhum.2019.00329en_US
dc.identifier.pmid31616269-
dc.relation.volume13en_US
cut.common.academicyear2019-2020en_US
item.openairetypearticle-
item.grantfulltextopen-
item.cerifentitytypePublications-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.languageiso639-1en-
item.fulltextWith Fulltext-
crisitem.project.grantnoH2020 RIA CULT-COOP-08-2016-
crisitem.project.fundingProgramH2020-
crisitem.project.openAireinfo:eu-repo/grantAgreement/EC/H2020/727153-
crisitem.author.deptDepartment of Civil Engineering and Geomatics-
crisitem.author.facultyFaculty of Engineering and Technology-
crisitem.author.orcid0000-0003-3617-2261-
crisitem.author.parentorgFaculty of Engineering and Technology-
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