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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:

Damien Coyle (Univ. of Ulster)

Jose Principe (Univ. of Florida)

Fabien Lotte (INRIA, Bordeaux)

Anton Nijholt (Univ. 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 We invite original and unpublished contributions in all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
by combining a BCI with 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.ieee-cis.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:         April 15, 2012 

Completed first review:                           June 30, 2012 

Completion of final revisions:                  September 1, 2012

Publication:                                               December 2012


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