Neurophysiological methods for monitoring brain activity in serious games and virtual environments: A review (Articolo in rivista)

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  • Neurophysiological methods for monitoring brain activity in serious games and virtual environments: A review (Articolo in rivista) (literal)
Anno
  • 2014-01-01T00:00:00+01:00 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#doi
  • 10.1504/IJTEL.2014.060022 (literal)
Alternative label
  • Manuel Ninaus, Silvia Erika Kober and Elisabeth V.C. Friedrich Ian Dunwell, Sara de Freitas and Sylvester Arnab , Michela Ott , Milos Kravcik Theodore Lim (2014)
    Neurophysiological methods for monitoring brain activity in serious games and virtual environments: A review
    in International journal of technology enhanced learning (Print)
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Manuel Ninaus, Silvia Erika Kober and Elisabeth V.C. Friedrich Ian Dunwell, Sara de Freitas and Sylvester Arnab , Michela Ott , Milos Kravcik Theodore Lim (literal)
Pagina inizio
  • 78 (literal)
Pagina fine
  • 103 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#url
  • http://inderscience.metapress.com/content/k438406646013112/ (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroVolume
  • 6 (literal)
Rivista
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroFascicolo
  • 1 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • Manuel Ninaus, Silvia Erika Kober and Elisabeth V.C. Friedrich Department of Psychology, Section Neuropsychology, University of Graz Ian Dunwell, Sara de Freitas and Sylvester Arnab The Serious Games Institute, Coventry University Technology Michela Ott Istituto Tecnologie Didattiche (ITD), Consiglio Nazionale delle Ricerche (CNR), Milos Kravcik Informatik 5 - Information Systems, RWTH Aachen University, Theodore Lim School of Engineering & Physical Sciences, Department of Mechanical Engineering, Heriot-Watt University, (literal)
Titolo
  • Neurophysiological methods for monitoring brain activity in serious games and virtual environments: A review (literal)
Abstract
  • The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In contrast, they often have disparate research questions and are represented through a broad range of study designs and game genres. In this paper, the range of studies and applications of neuroscientific methods in game-based learning are reviewed. (literal)
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