bcig - University of Essex

advertisement
CALL FOR PAPERS
IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)
Special Issue on Brain/Neuronal-Computer Games Interfaces and Interaction
Guest Editors: Dr Damien Coyle (Univ. of Ulster) Dr Fabien Lotte (INRIA, Bordeaux)
Prof Anton Nijholt (University of Twente)
Games, in general, have been around since ancient times to entertain us. Since the first electronic and video games
appeared in the 1940s and 1950s there has been an increasing demand for enhancements to existing games and new
ways of interacting with computer games. Brain/neuronal signal controlled games controllers are now satisfying this
demand, extending the accessibility of computer games to physically impaired users and enhancing neurofeedback for
rehabilitation and other cognitive problems. Brain-computer interface (BCI) technology for game interactions requires
sophisticated signal processing to produce a low communication bandwidth with few degrees of freedom and a
relatively inaccurate and unstable control signal. Producing a reliable control signal from non-stationary signals
produced by the brain is a challenge being addressed by many researchers. Another challenge is to develop games and
games control strategies that can be operated using these unstable and limited control signals and exploit the rich
dynamics available in brain/neuronal signals. There remain many challenges to perfecting direct brain gameplay.
It is therefore timely to access the state-of-the-art in this field. A special issue that presents the latest high quality
research and development in brain/neuronal-computer games interfaces and interaction will be published in the IEEE
Transactions on Computational Intelligence and AI in Games. We invite original and unpublished contributions in all
areas relevant to BCI controlled games. Papers must present original work or review the state-of-the-art in any of the
following non-exhaustive list of topics:













CI and AI algorithms for robust online brain signal processing in the context of video games
Multimodal interaction with video games (i.e., interacting with the game by combining a BCI with one or several
other interaction devices)
Self-paced BCI control strategies in games
BCI-based video games for users with motor disabilities
BCI-based video games for rehabilitation and therapy (ADHD, stroke, etc)
Evaluation and study of user experience with BCI-based video games
Multimodal interaction and BCI games, context-aware brain-computer interfacing, multi-party BCI games.
Adaptive video games that dynamically change according to the user's mental state: passive BCIs for more
engaging game play, adapting the content of the game to the players’ mental state (frustration, excitement,
emotions, etc.)
Optimisation of video game content and gameplay based on BCI-based evaluation with testers.
Design and evaluation of suitable control metaphors (i.e., interaction techniques) to efficiently use the limited
number of degrees of freedom provided by the BCI, to interact with a game
Design and evaluation of BCI-based video games in real-life conditions (i.e., outside the lab)
Single BCI type for multiple game genres
Hybrid BCIs for different gameplay strategies
Submissions
Authors should follow normal T-CIAIG guidelines for their submissions, but clearly identify their papers for this special
issue during the submission process. T-CIAIG accepts letters, short papers and full papers. See http://www.ieeecis.org/pubs/tciaig/ for author information. Extended versions of previously published conference/workshop papers
are welcome, but must be accompanied by a covering letter that explains the novel and significant contribution of the
extended work.
Deadlines: Manuscript Submission:
Completed first review:
Completion of final revisions:
Publication:
April 15, 2012
June 30, 2012
September 1, 2012
December 2012
Download