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dc.contributor.authorBos, D.P.O.
dc.contributor.authorDuvinage, M.
dc.contributor.authorOktay, Oytun
dc.contributor.authorSaa, J.D.
dc.contributor.authorGuruler, H.
dc.contributor.authorİstanbullu, A.
dc.contributor.authorReuderink, B.
dc.date.accessioned2022-05-11T14:17:35Z
dc.date.available2022-05-11T14:17:35Z
dc.date.issued2011
dc.identifier.isbn9781424498918
dc.identifier.urihttps://doi.org/10.1109/CCMB.2011.5952110
dc.identifier.urihttps://hdl.handle.net/20.500.11776/6411
dc.descriptionIEEE Computational Intelligence Societyen_US
dc.descriptionSymposium Series on Computational Intelligence, IEEE SSCI 2011 - 2011 IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain, CCMB 2011 -- 11 April 2011 through 15 April 2011 -- Paris -- 85913en_US
dc.description.abstractOffline analysis pipelines have been developed and evaluated for the detection of covert attention from electroen-cephalography recordings, and the detection of overt attention in terms of eye movement based on electrooculographic measurements. Some additional analysis were done in order to prepare the pipelines for use in a real-time system. This real-time system and a game application in which these pipelines are to be used were implemented. The game is set in a virtual environment where player is a wildlife photographer on an uninhabited island. Overt attention is used to adjust the angle of the first person camera, when the player is tracking animals. When making a photograph, the animal will flee when it notices it is looked at directly, so covert attention is required to get a good shot. Future work will entail user tests with this system to evaluate usability, user experience, and characteristics of the signals related to overt and covert attention when used in such an immersive environment. © 2011 IEEE.en_US
dc.language.isoengen_US
dc.identifier.doi10.1109/CCMB.2011.5952110
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectbrain-computer interfacingen_US
dc.subjectcovert attentionen_US
dc.subjectelectroencephalographyen_US
dc.subjectelectrooculographyen_US
dc.subjecteye trackingen_US
dc.subjectMultimodal interactionen_US
dc.subjectvirtual environmenten_US
dc.subjectBrain-computer interfacingen_US
dc.subjectcovert attentionen_US
dc.subjectElectro-oculographyen_US
dc.subjectEye-trackingen_US
dc.subjectMulti-Modal Interactionsen_US
dc.subjectVirtual environmentsen_US
dc.subjectAlgorithmsen_US
dc.subjectAnimalsen_US
dc.subjectArtificial intelligenceen_US
dc.subjectElectrophysiologyen_US
dc.subjectPhotographyen_US
dc.subjectPipelinesen_US
dc.subjectReal time systemsen_US
dc.subjectUser interfacesen_US
dc.subjectVirtual realityen_US
dc.subjectEye movementsen_US
dc.titleLooking around with your brain in a virtual worlden_US
dc.typeconferencePaperen_US
dc.relation.ispartofIEEE SSCI 2011 - Symposium Series on Computational Intelligence - CCMB 2011: 2011 IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brainen_US
dc.departmentFakülteler, Çorlu Mühendislik Fakültesi, Elektronik ve Haberleşme Mühendisliği Bölümüen_US
dc.identifier.startpage106en_US
dc.identifier.endpage113en_US
dc.institutionauthorOktay, Oytun
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.authorscopusid35188698000
dc.authorscopusid36241432300
dc.authorscopusid48061412400
dc.authorscopusid57202970479
dc.authorscopusid35329351900
dc.authorscopusid24332188400
dc.authorscopusid50862343600
dc.identifier.scopus2-s2.0-79961160057en_US


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