{"title":"通过相关角色的动作,在BCI动作观察游戏中具有较高的参与度","authors":"Hyunmi Lim, J. Ku","doi":"10.1109/IWW-BCI.2019.8737252","DOIUrl":null,"url":null,"abstract":"In this study, we compared engagement by two BCI action observation (AO) games that has relevant or irrelevant character’s movement in AO game. As a result, relevant game activated engagement more than irrelevant game. This result supports that the engagement in BCI rehabilitation program could be affected by the relevant of game content and action video, and it could be a synergistic approach for recovery.","PeriodicalId":345970,"journal":{"name":"2019 7th International Winter Conference on Brain-Computer Interface (BCI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"High engagement in BCI action observation game by relevant character’s movement\",\"authors\":\"Hyunmi Lim, J. Ku\",\"doi\":\"10.1109/IWW-BCI.2019.8737252\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this study, we compared engagement by two BCI action observation (AO) games that has relevant or irrelevant character’s movement in AO game. As a result, relevant game activated engagement more than irrelevant game. This result supports that the engagement in BCI rehabilitation program could be affected by the relevant of game content and action video, and it could be a synergistic approach for recovery.\",\"PeriodicalId\":345970,\"journal\":{\"name\":\"2019 7th International Winter Conference on Brain-Computer Interface (BCI)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 7th International Winter Conference on Brain-Computer Interface (BCI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IWW-BCI.2019.8737252\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 7th International Winter Conference on Brain-Computer Interface (BCI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IWW-BCI.2019.8737252","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
High engagement in BCI action observation game by relevant character’s movement
In this study, we compared engagement by two BCI action observation (AO) games that has relevant or irrelevant character’s movement in AO game. As a result, relevant game activated engagement more than irrelevant game. This result supports that the engagement in BCI rehabilitation program could be affected by the relevant of game content and action video, and it could be a synergistic approach for recovery.