Related papers: FractalBrain: A Neuro-interactive Virtual Reality …
As virtual reality (VR) emerges as a mainstream platform, designers have started to experiment new interaction techniques to enhance the user experience. This is a challenging task because designers not only strive to provide designs with…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
We developed a new method for analysis of fundamental brain waves as recorded by EEG. To this purpose we introduce a Fractal Variance Function that is based on the calculation of the variogram. The method is completed by using Random Matrix…
Electroencephalography (EEG) monitors ---by either intrusive or noninvasive electrodes--- time and frequency variations and spectral content of voltage fluctuations or waves, known as brain rhythms, which in some way uncover activity during…
ECG is an attractive option to assess stress in serious Virtual Reality (VR) applications due to its non-invasive nature. However, the existing Machine Learning (ML) models perform poorly. Moreover, existing studies only perform a binary…
The integration of brain-computer interfaces (BCIs), in particular electroencephalography (EEG), with artificial intelligence (AI) has shown tremendous promise in decoding human cognition and behavior from neural signals. In particular, the…
Emotions are an integral part of being human, and experiencing a range of emotions is what makes life rich and vibrant. From basic emotions like anger, fear, happiness, and sadness to more complex ones like excitement and grief, emotions…
When using Head-Mounted Displays (HMDs), users may not always notice or report visual discomfort by blurred vision through unadjusted lenses, motion sickness, and increased eye strain. Current measures for visual discomfort rely on users'…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
Currently virtual reality (VR) usage in training processes is increasing due to their usefulness in the learning processes based on visual information empowered. The information in virtual environments is perceived by sight, sound and…
Emotion recognition (ER) technology is an integral part for developing innovative applications such as drowsiness detection and health monitoring that plays a pivotal role in contemporary society. This study delves into ER using…
Mindfulness is the state of paying attention to the present moment on purpose and meditation is the technique to obtain this state. This study aims to develop a robot assistant that facilitates mindfulness training by means of a Brain…
Evaluating human-computer interaction is essential as a broadening population uses machines, sometimes in sensitive contexts. However, traditional evaluation methods may fail to combine real-time measures, an "objective" approach and data…
Electroencephalography (EEG) interpretation using multimodal large language models (MLLMs) offers a novel approach for analyzing brain signals. However, the complex nature of brain activity introduces critical challenges: EEG signals…
Emotion recognition using electroencephalogram (EEG) signals has broad potential across various domains. EEG signals have ability to capture rich spatial information related to brain activity, yet effectively modeling and utilizing these…
The reconstruction of 3D objects from brain signals has gained significant attention in brain-computer interface (BCI) research. Current research predominantly utilizes functional magnetic resonance imaging (fMRI) for 3D reconstruction…
This study explores the use of electroencephalography (EEG)-based brain wave monitoring to enable dynamic difficulty adjustment (DDA) in a virtual reality (VR) gaming environment. Using the Task Engagement Index (TEI) derived from frontal…
Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…
With the growing need to effectively support workforce upskilling in the manufacturing sector, virtual reality is gaining popularity as a scalable training solution. However, most current systems are designed as static, step-by-step…