Araştırma Makalesi

A brain-computer interface with gamification in the Metaverse

Cilt: 13 Sayı: 4 3 Ocak 2023
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A brain-computer interface with gamification in the Metaverse

Öz

This study contributes to our understanding of the Metaverse by presenting a case study of the implementation of brain-computer interface supported game-based engagement in a Virtual Environment (VE). In VE, individuals can communicate with anyone, anywhere, anytime, without any limits. This situation will increase the barrier-free living standards of disabled people in a more accessible environment. A virtual world of well-being awaits these individuals, primarily through gamified applications thanks to Brain-Computer Interfaces. Virtual environments in the Metaverse can be infinitely large, but the user's movement in a virtual reality (VR) environment is constrained by the natural environment. Locomotion has become a popular motion interface as it allows for full exploration of VE. In this study, the teleport method from locomotion methods was used. To teleport, the user selects the intended location using brain signals before being instantly transported to that location. Brain signals are decomposed into alpha, beta, and gamma bands. The features of each band signal in Time, frequency, and time-frequency domains are extracted. In this proposed method, the highest performance of binary classification was obtained in the frequency domain and the Alpha band. Signals in the alpha band were tested in the domains Time, Frequency, and Time-Frequency. Teleport operations are faster with Time and more stable with the frequency domain. However, the Hilbert-Huang Transform (HHT) method used in the Time-Frequency domain could not respond adequately to real-time applications. All these analyses were experienced in the Erzurum Virtual Tour case study, which was prepared to promote cultural heritage with the gamification method.

Anahtar Kelimeler

Destekleyen Kurum

Erzurum Technical University Scientific Research Projects Coordination Unit

Proje Numarası

2021/012

Teşekkür

Ayrıca KUDAKA ve ETÜ işbirliği çerçevesinde araştırmacı olarak bulunduğum TRA1/21/REKABET2/0009 nolu projedeki Sanal Ortam kullanılmıştır. Destekleri için KUDAKA ve ETÜ'ye teşekkür ederim.

Kaynakça

  1. P. Milgram, H. Takemura, A. Utsumi, and F. Kishino, “Augmented reality: A class of displays on the reality-virtuality continuum,” in Telemanipulator and telepresence technologies, 1995, vol. 2351, pp. 282–292.
  2. G. C. Burdea and P. Coiffet, Virtual reality technology. John Wiley & Sons, 2003.
  3. C. Boletsis, “The new era of virtual reality locomotion: A systematic literature review of techniques and a proposed typology,” Multimodal Technol. Interact., vol. 1, no. 4, pp. 1–17, 2017, doi: 10.3390/mti1040024.
  4. E. Bozgeyikli, A. Raij, S. Katkoori, and R. Dubey, “Point & Teleport locomotion technique for virtual reality,” CHI Play 2016 - Proc. 2016 Annu. Symp. Comput. Interact. Play, pp. 205–216, 2016, doi: 10.1145/2967934.2968105.
  5. M. J. Habgood, D. Wilson, D. Moore, and S. Arapont, “Hci lessons from playstation VR.,” in Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017, pp. 125–135.
  6. S. H. Pyo, H. S. Lee, B. M. Phu, S. J. Park, and J. W. Yoon, “Development of an Fast-Omnidirectional Treadmill (F-ODT) for Immersive Locomotion Interface,” in 2018 IEEE International Conference on Robotics and Automation (ICRA), 2018, pp. 760–766. doi: 10.1109/ICRA.2018.8460669.
  7. M. Palaus, E. M. Marron, R. Viejo-Sobera, and D. Redolar-Ripoll, “Neural basis of video gaming: A systematic review,” Front. Hum. Neurosci., vol. 11, p. 248, 2017.
  8. S. Mystakidis et al., “Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training,” Education Sciences , vol. 12, no. 4. 2022. doi: 10.3390/educsci12040281.

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

3 Ocak 2023

Gönderilme Tarihi

22 Haziran 2022

Kabul Tarihi

24 Kasım 2022

Yayımlandığı Sayı

Yıl 2022 Cilt: 13 Sayı: 4

Kaynak Göster

APA
Daşdemir, Y. (2023). A brain-computer interface with gamification in the Metaverse. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi, 13(4), 645-652. https://doi.org/10.24012/dumf.1134296
AMA
1.Daşdemir Y. A brain-computer interface with gamification in the Metaverse. DÜMF MD. 2023;13(4):645-652. doi:10.24012/dumf.1134296
Chicago
Daşdemir, Yaşar. 2023. “A brain-computer interface with gamification in the Metaverse”. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi 13 (4): 645-52. https://doi.org/10.24012/dumf.1134296.
EndNote
Daşdemir Y (01 Ocak 2023) A brain-computer interface with gamification in the Metaverse. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi 13 4 645–652.
IEEE
[1]Y. Daşdemir, “A brain-computer interface with gamification in the Metaverse”, DÜMF MD, c. 13, sy 4, ss. 645–652, Oca. 2023, doi: 10.24012/dumf.1134296.
ISNAD
Daşdemir, Yaşar. “A brain-computer interface with gamification in the Metaverse”. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi 13/4 (01 Ocak 2023): 645-652. https://doi.org/10.24012/dumf.1134296.
JAMA
1.Daşdemir Y. A brain-computer interface with gamification in the Metaverse. DÜMF MD. 2023;13:645–652.
MLA
Daşdemir, Yaşar. “A brain-computer interface with gamification in the Metaverse”. Dicle Üniversitesi Mühendislik Fakültesi Mühendislik Dergisi, c. 13, sy 4, Ocak 2023, ss. 645-52, doi:10.24012/dumf.1134296.
Vancouver
1.Yaşar Daşdemir. A brain-computer interface with gamification in the Metaverse. DÜMF MD. 01 Ocak 2023;13(4):645-52. doi:10.24012/dumf.1134296

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