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Brain–Computer Interfaces - Index of

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The First Commercial Brain–Computer Interface Environment 301<br />

Each mask contained 13–50 commands. In such an application, precise timing<br />

between the appearance <strong>of</strong> the symbol on the screen and the signal processing unit is<br />

very important. Therefore, the flashing sequence was implemented under Simulink<br />

where the real-time BCI processing was also running. A UDP interface was also<br />

programmed that sent the data to the XVR system to control the smart home, as<br />

shown in Fig. 13.<br />

4.3 Avatar Control<br />

Another interesting application inside VR is the control <strong>of</strong> avatars. In this application,<br />

a human subject was rendered in 3D. To create more realistic motions <strong>of</strong><br />

the avatar, a motion capture system was used. Hence, special motion patterns such<br />

as walking, kick-boxing, dancing, or jumping are available for the VR animations.<br />

A control mask was then implemented that allowed 15 commands, as shown in<br />

Figure 19. In this case, the commands were not goal-oriented like in the smart home<br />

Fig. 19 Top: Avatar control mask. Bottom: Typical behaviors <strong>of</strong> the avatar include standing, being<br />

bored, dancing. Realized by Chris Christus and Mel Salter from University College London

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