Related papers: Gamification of Motor Imagery Brain-Computer Inter…
$\textit{BrainForm}$ is a gamified Brain-Computer Interface (BCI) training system designed for scalable data collection using consumer hardware and a minimal setup. We investigated (1) how users develop BCI control skills across repeated…
Mental Imagery based Brain-Computer Interfaces (MI-BCI) enable their users to control an interface, e.g., a prosthesis, by performing mental imagery tasks only, such as imagining a right arm movement while their brain activity is measured…
Brain-computer interface (BCI) systems have potential as assistive technologies for individuals with severe motor impairments. Nevertheless, individuals must first participate in many training sessions to obtain adequate data for optimizing…
Mental Imagery based Brain-Computer Interfaces (MI-BCI) are a mean to control digital technologies by performing MI tasks alone. Throughout MI-BCI use, human supervision (e.g., experimenter or caregiver) plays a central role. While…
Brain-computer interfaces (BCIs) have the potential to significantly change the ways in which humans interact with technology, the environment, and even each other. Unfortunately, BCI technologies are seldom robust enough for use in…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Brain-computer interfaces (BCIs) are evolving from research prototypes into clinical, assistive, and performance enhancement technologies. Despite the rapid rise and promise of implantable technologies, there is a need for better and more…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Motor imagery (MI) is a mental representation of motor behavior that has been widely used as a control method for a brain-computer interface (BCI), allowing communication for the physically impaired. The performance of MI based BCI mainly…
Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce - ultimately leading to…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
Collaborative brain-computer interface (cBCI) that conduct motor imagery (MI) among multiple users has the potential not only to improve overall BCI performance by integrating information from multiple users, but also to leverage…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
Objective. Neural self-regulation is necessary for achieving control over brain-computer interfaces (BCIs). This can be an arduous learning process especially for motor imagery BCI. Various training methods were proposed to assist users in…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…