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PsychicVR: Increasing mindfulness by using Virtual Reality and Brain Computer Interfaces

Published: 07 May 2016 Publication History

Abstract

We present PsychicVR, a proof-of-concept system that integrates a brain-computer interface device and Virtual Reality headset to improve mindfulness while enjoying a playful immersive experience. The fantasy that any of us could have superhero powers has always inspired people around the world. By using Virtual Reality and real-time brain activity sensing we are moving one step closer to making this dream real. We non-invasively monitor and record electrical activity of the brain and incorporate this data in the VR experience using an Oculus Rift and the MUSE headband. By sensing brain waves using a series of EEG sensors, the level of activity is fed back to the user via 3D content in the virtual environment. When the user is focused they are able to make changes in the 3D environment and control their powers. Our system increases mindfulness and helps achieve higher levels of concentration while entertaining the user.

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Cited By

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  • (2024)The application of integrating electroencephalograph-based emotion recognition technology into brain–computer interface systems for the treatment of depression: a narrative reviewAdvanced Technology in Neuroscience10.4103/ATN.ATN-D-24-000181:2(188-200)Online publication date: 29-Nov-2024
  • (2024)Beyond Meditation: Understanding Everyday Mindfulness Practices and Technology Use Among Experienced PractitionersProceedings of the ACM on Human-Computer Interaction10.1145/36870238:CSCW2(1-29)Online publication date: 8-Nov-2024
  • (2024)Toward Understanding the Impact of Visualized Focus Levels in Virtual Reality on User Presence and ExperienceProceedings of the ACM on Human-Computer Interaction10.1145/36765278:MHCI(1-30)Online publication date: 24-Sep-2024
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    Published In

    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

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    Author Tags

    1. BCI
    2. EEG
    3. interactive
    4. mindfulness
    5. play
    6. virtual reality

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    Conference

    CHI'16
    Sponsor:
    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

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    Cited By

    View all
    • (2024)The application of integrating electroencephalograph-based emotion recognition technology into brain–computer interface systems for the treatment of depression: a narrative reviewAdvanced Technology in Neuroscience10.4103/ATN.ATN-D-24-000181:2(188-200)Online publication date: 29-Nov-2024
    • (2024)Beyond Meditation: Understanding Everyday Mindfulness Practices and Technology Use Among Experienced PractitionersProceedings of the ACM on Human-Computer Interaction10.1145/36870238:CSCW2(1-29)Online publication date: 8-Nov-2024
    • (2024)Toward Understanding the Impact of Visualized Focus Levels in Virtual Reality on User Presence and ExperienceProceedings of the ACM on Human-Computer Interaction10.1145/36765278:MHCI(1-30)Online publication date: 24-Sep-2024
    • (2024)Meditating in Live Stream: An Autoethnographic and Interview Study to Investigate Motivations, Interactions and ChallengesProceedings of the ACM on Human-Computer Interaction10.1145/36374178:CSCW1(1-33)Online publication date: 26-Apr-2024
    • (2024)Mindfulness, Virtual Reality, and Video GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_164(1126-1129)Online publication date: 5-Jan-2024
    • (2023)Exploring the Potential of EEG for Real-Time Interactions in Immersive Virtual RealityWSEAS TRANSACTIONS ON INFORMATION SCIENCE AND APPLICATIONS10.37394/23209.2023.20.1220(98-108)Online publication date: 27-Mar-2023
    • (2023)Meta-Learning: A Nine-Layer Model Based on Metacognition and Smart TechnologiesSustainability10.3390/su1502166815:2(1668)Online publication date: 15-Jan-2023
    • (2023)Brain-Computer Integration: A Framework for the Design of Brain-Computer Interfaces from an Integrations PerspectiveACM Transactions on Computer-Human Interaction10.1145/360362130:6(1-48)Online publication date: 25-Sep-2023
    • (2023)Chenrezig Sadhana VR: A Novel Arousal-Based Virtual Reality Neurofeedback Meditation System2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00074(345-349)Online publication date: 16-Oct-2023
    • (2022)Designing technologies to support everyday mindfulness beyond meditation for mental well-beingCompanion Publication of the 2022 ACM Designing Interactive Systems Conference10.1145/3532107.3532883(45-47)Online publication date: 13-Jun-2022
    • Show More Cited By

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