Abstract

The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology.

Highlights

  • A video game can be defined as “a mental contest, played with a computer according to certain rules, for amusement, recreation, or winning a stake” [1]

  • We focus on P300-based brain–computer interface (BCI)

  • We have exposed the limitations of current BCI-enriched virtual environments and recommendations to work around these limitations (Table 2)

Read more

Summary

Introduction

A video game can be defined as “a mental contest, played with a computer according to certain rules, for amusement, recreation, or winning a stake” [1]. It has been defined briefly as “story, art, and software” [1]. Virtual reality (VR) and brain–computer interface (BCI) are both excellent candidates for enhancing the possibilities of entertainment and satisfaction in video games. Both enhance immersion and it is a common belief that this encourages the amusement feeling.

Objectives
Methods
Findings
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call