Looking around with your brain in a virtual world

dc.authorscopusid35188698000
dc.authorscopusid36241432300
dc.authorscopusid48061412400
dc.authorscopusid57202970479
dc.authorscopusid35329351900
dc.authorscopusid24332188400
dc.authorscopusid50862343600
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.departmentFakülteler, Çorlu Mühendislik Fakültesi, Elektronik ve Haberleşme Mühendisliği Bölümü
dc.descriptionIEEE Computational Intelligence Society
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 -- 85913
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.
dc.identifier.doi10.1109/CCMB.2011.5952110
dc.identifier.endpage113
dc.identifier.isbn978-1424498918
dc.identifier.scopus2-s2.0-79961160057
dc.identifier.startpage106
dc.identifier.urihttps://doi.org/10.1109/CCMB.2011.5952110
dc.identifier.urihttps://hdl.handle.net/20.500.11776/6411
dc.indekslendigikaynakScopus
dc.institutionauthorOktay, Oytun
dc.language.isoen
dc.relation.ispartofIEEE SSCI 2011 - Symposium Series on Computational Intelligence - CCMB 2011: 2011 IEEE Symposium on Computational Intelligence, Cognitive Algorithms, Mind, and Brain
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectbrain-computer interfacing
dc.subjectcovert attention
dc.subjectelectroencephalography
dc.subjectelectrooculography
dc.subjecteye tracking
dc.subjectMultimodal interaction
dc.subjectvirtual environment
dc.subjectBrain-computer interfacing
dc.subjectcovert attention
dc.subjectElectro-oculography
dc.subjectEye-tracking
dc.subjectMulti-Modal Interactions
dc.subjectVirtual environments
dc.subjectAlgorithms
dc.subjectAnimals
dc.subjectArtificial intelligence
dc.subjectElectrophysiology
dc.subjectPhotography
dc.subjectPipelines
dc.subjectReal time systems
dc.subjectUser interfaces
dc.subjectVirtual reality
dc.subjectEye movements
dc.titleLooking around with your brain in a virtual world
dc.typeConference Object

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