Related papers: Towards Consumer-Grade Cybersickness Prediction: M…
In contrast to traditional videos, the imaging in virtual reality (VR) is 360{\deg}, and it consumes larger bandwidth to transmit video contents. To reduce bandwidth consumption, tile-based streaming has been proposed to deliver the focused…
The increasing quality and affordability of consumer electroencephalogram (EEG) headsets make them attractive for situations where medical grade devices are impractical. Predicting and tracking cognitive states is possible for tasks that…
The synergy between virtual reality (VR) and artificial intelligence (AI), specifically deep learning (DL)-based cybersickness detection models, has ushered in unprecedented advancements in immersive experiences by automatically detecting…
Electroencephalogram (EEG) is a prominent way to measure the brain activity for studying epilepsy, thereby helping in predicting seizures. Seizure prediction is an active research area with many deep learning based approaches dominating the…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Objective. Covert aspects of ongoing user mental states provide key context information for user-aware human computer interactions. In this paper, we focus on the problem of estimating the vigilance of users using EEG and EOG signals.…
In this paper, we propose a conceptual framework for personalized brain-computer interface (BCI) applications, which can offer an enhanced user experience by customizing services to individual preferences and needs, based on endogenous…
Visual stimuli reconstruction from EEG remains challenging due to fidelity loss and representation shift. We propose CognitionCapturerPro, an enhanced framework that integrates EEG with multi-modal priors (images, text, depth, and edges)…
Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in…
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience…
Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR…
In this article we present the results of our research related to the study of correlations between specific visual stimulation and the elicited brain's electro-physiological response collected by EEG sensors from a group of participants.…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
Reconstructing human dynamic visual perception from electroencephalography (EEG) signals is of great research significance since EEG's non-invasiveness and high temporal resolution. However, EEG-to-video reconstruction remains challenging…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Electroencephalography (EEG) serves as an essential diagnostic tool in neurology; however, its accurate manual interpretation is a time-intensive process that demands highly specialized expertise, which remains relatively scarce and not…
User authentication is a pivotal element in security systems. Conventional methods including passwords, personal identification numbers, and identification tags are increasingly vulnerable to cyber-attacks. This paper suggests a paradigm…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
Brain-Computer Interfaces (BCIs) have traditionally been studied in clinical and laboratory contexts, but the rise of consumer-grade devices now allows exploration of their use in daily activities. Virtual reality (VR) provides a…
In this study, a novel open-source brain-computer interface (BCI) platform was developed to decode scalp electroencephalography (EEG) signals associated with sustained attention. The EEG signal collection was conducted using a wireless…