28 December 2021

CoG 2021 Article III

Recently, I have published a co-authored paper at the 3rd IEEE Conference on Games sponsored by the IEEE Computer Society. The paper was entitled ‘BCIManager: A library for development of brain-computer interfacing applications in Unity’ and presented a customizable library helping with the development of brain-computer interfaces (BCIs) with 3D graphics scenes, suitable for virtual reality (VR) BCI feedback, gamified BCI training, using BCIs as game inputs, and similar use cases.

The open source library forms a layer between Unity game engine and Openvibe that provides control of the EEG recording process from applications made with Unity. The main feature of the BCIManager is the interface for bi-directional data exchange between Unity and Openvibe; for sending markers (stimulations) from the experimental 3D applications to the EEG recordings, and for sending classification results, features, or other data from Openvibe to the 3D applications.

More information:

https://ieeexplore.ieee.org/document/9619123

27 December 2021

CoG 2021 Article II

Recently, I have published a co-authored paper at the 3rd IEEE Conference on Games sponsored by the IEEE Computer Society. The paper was entitled ‘Do 3D Visual Illusions Work for Immersive Virtual Environments?’ and examined the perception of visual illusions in three-dimensional space. Six diverse visual illusions were implemented for both immersive virtual reality and monitor based environments.

A user-study with 30 healthy participants took place in laboratory conditions comparing the perceptual effects of the two different mediums. Experimental data were collected from both a simple ordering method and electrical activity of the brain. Results showed that only some of the illusions have a stronger effect in immersive VR, others in monitor-based environments while the rest with no significant effects.

More information:

https://ieeexplore.ieee.org/document/9619143

26 December 2021

CoG 2021 Article I

Recently, I have published a co-authored paper at the 3rd IEEE Conference on Games sponsored by the IEEE Computer Society. The paper was entitled ‘A Novel Lip Synchronization Approach for Games and Virtual Environments’ and presented an algorithm for the offline generation of lip-sync animation. It redefines visemes as sets of constraints on the facial articulators such as lips, jaw, tongue.

The algorithm was comparatively evaluated with 30 healthy participants by presenting a set of phrases delivered verbally by a virtual character. Each phrase was presented in two versions: once with the traditional lip-sync method, and once with our method. Results confirm that the suggested solution produces more natural animation than standard keyframe interpolation techniques.

More information:

https://ieeexplore.ieee.org/document/9619128