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Papers/Notes: Brains and Brawn

Tuesday, April 13
11:30 AM - 1:00 PM

Making Muscle-Computer Interfaces More Practical
T. Scott Saponas, University of Washington, USA
Desney S. Tan, Microsoft Research, USA
Dan Morris, Microsoft Research, USA
Jim Turner, Microsoft Corporation, USA
James A. Landay, University of Washington, USA

We extend previous muscle-computer interface research by presenting techniques for cross-session finger gesture classification using our wireless muscle-sensing armband.

A Novel Brain-Computer Interface Using a Multi-Touch Surface
Beste F. Yuksel, University College London, UK
Michael Donnerer, University College London, UK
James Tompkin, University College London, UK
Anthony Steed, University College London, UK

Describes a brain-computer interface that allows users to select real objects placed on a multi-touch table solely using their thoughts. Highlights potential for BCIs to be integrated into novel uses.

The Influence of Implicit and Explicit Biofeedback in First-Person Shooter Games
Kai Kuikkaniemi, Helsinki Institute for Information Technology, Finland
Toni Laitinen, Helsinki Institute for Information Technology, Finland
Marko Turpeinen, Helsinki Institute for Information Technology, Finland
Timo Saari, Helsinki Institute for Information Technology, Finland
Ilkka Kosunen, Helsinki Institute for Information Technology, Finland
Niklas Ravaja, Center for Knowledge and Innovation Research, Finland

Describes a biofeedback adaptive first-person shooter game platform and an analysis of the impact of implicit and explicit biofeedback mechanisms. Can help in designing biofeedback and affective computer system.

Effects of Interactivity and 3D-motion on Mental Rotation Brain Activity in an Immersive Virtual Environment
Daniel Sjölie, Umeå University, Sweden
Kenneth Bodin, Umeå University, Sweden
Eva Elgh, Umeå University, Sweden
Johan Eriksson, Umeå University, Sweden
Lars-Erik Janlert, Umeå University, Sweden
Lars Nyberg, Umeå University, Sweden

Presents results from a study on the effect of interaction on brain activity in a virtual environment. Can inform the development of complex interaction styles incorporating brain measurements.


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