Brain-Computer Interfaces and Virtual Worlds

Exploration of a Hybrid-BCI System in a Virtual-World Environment.

This project explored the use of non-invasive EEG-based technology for Serious Games interaction. 
It investigated the effectiveness of a commercial Brain-Computer Interface (BCI) headset in terms of successful user interaction with Serious Games and adaptation on brain-generated events comparing the extracted user data in a closed neuro-feedback loop. In addition, an attempt to identify and extract important information from the users brain activity.



The first system was designed for controlling a 3D robot in a virtual maze measuring user’s adaptation in the training process of the EEG headset, gathering user electro-physiological data for analysis and signal processing. Finally, a second system is designed for controlling a serious game called “Roma Nova” evaluating the headset as a possible alternative game controller for interacting with educational games. 


The results indicate that users are capable of controlling a virtual avatar in a motor training task and user self-report questionnaires indicate enjoyment and acceptance of the proposed system. Finally, the correlation between the user answers based on the gaming experience and the extracted EEG data for engagement and attention is very small indicating that a further study must take place based on the results of this project.

User Testing:



This project took place at the Interactive Worlds Applied Research Group (iWARG) and the Serious Games Institute (SGI) of Coventry University as part of my Master By Research (MRes) program.