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논문KCI 등재

뇌파를 이용한 소셜네트워크 게임의 개발

Design and Implementation of Social Network Game using Electroencephalogram

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초록

Because of advent of social network, not only many applications have been introduced but also many relationships have been made newly and rapidly. That one of the biggest factors of being made many relationships is plurality of social network game. Moreover the researches of EEG based game are increasing along with cheaper EEG (electroencephalogram) devices. Through Brain biofeedback training, peoples can gain concentration degrees and postpone Alzheimer's disease which have been became an object of public concern in aging society. In this paper, we proposed SNS-based game using EEG. Using BCI we can understand the degree of user's concentration and it will be used in SNS-based game. Our EEG-based SNS game will be used to postpone Alzheimer's disease and the thanks of nature of SNS, people can be leveraged to using the game to compete to others.

Abstract

Because of advent of social network, not only many applications have been introduced but also many relationships have been made newly and rapidly. That one of the biggest factors of being made many relationships is plurality of social network game. Moreover the researches of EEG based game are increasing along with cheaper EEG (electroencephalogram) devices. Through Brain biofeedback training, peoples can gain concentration degrees and postpone Alzheimer's disease which have been became an object of public concern in aging society. In this paper, we proposed SNS-based game using EEG. Using BCI we can understand the degree of user's concentration and it will be used in SNS-based game. Our EEG-based SNS game will be used to postpone Alzheimer's disease and the thanks of nature of SNS, people can be leveraged to using the game to compete to others.

참고문헌 (13)

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  2. Mattel, "Mind Flex", ~ (2009)
  3. NeuroSky, "Neuroboy", ~ (2010)
  4. "Electroencephalography"[URL]
  5. M. B. Sterman, "Sensorimotor EEG operant conditioning and experimental and clinical effects", The Pavlovian journal of biological science, 12(2), pp.65~92 (1977)
  6. Culture Technology Report No 12: BCI(Brain Computer Interface), "Kocca", ~ (2011)
  7. Joel F. Luber, "EEG and Behavioral Changes in a Hyperkinetic Child Concurrent with Training of the Sensorimotor Rhythm(SMR) A PreliminaryReport", Biofeedback and Self-regulation, 1(3), pp.293~305 (1976)
  8. 박상용, "뇌파신호를 이용한 게임성 테스트", 한국컴퓨터게임학회논문지, 25(3), pp.223~228 (2012), (사)한국컴퓨터게임학회
  9. 안재성, "EEG 방향 인식 패턴을 이용한 게임 인터페이스 설계", 한국컴퓨터게임학회논문지, 3(21), pp.161~166 (2010), (사)한국컴퓨터게임학회
  10. Boyd. D. M., "Social Network Sites : Definition, History, and Scholarship", Journal of Computer-Mediated Communication, 13(11), pp.216~ (2007)
  11. 정수연, "소셜 네트워크 게임(SNG)의 몰입요인에 관한 연구", 한국컴퓨터게임학회논문지, 24(3), pp.155~165 (2011), (사)한국컴퓨터게임학회
  12. Huboro Inc, "H-Brain EEG device", ~ (2012)
  13. Niedermeyer E., "Electroencephalography: Basic Principles, Clinical Applications, and Related Fields", Lippincot Williams & Wilkins

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