- Educational Games and Gamification
- Digital Games and Media
- Neurological diseases and metabolism
- EEG and Brain-Computer Interfaces
- Motivation and Self-Concept in Sports
- Neuroscience and Neural Engineering
- Parkinson's Disease Mechanisms and Treatments
- Neural dynamics and brain function
- Cognitive Functions and Memory
- Cancer, Stress, Anesthesia, and Immune Response
- Augmented Reality Applications
- Histone Deacetylase Inhibitors Research
- Muscle activation and electromyography studies
- Intensive Care Unit Cognitive Disorders
- Flow Experience in Various Fields
- Artificial Intelligence in Games
- Delphi Technique in Research
- Cognitive Science and Mapping
- Sports Performance and Training
- Neurological disorders and treatments
- Visual Attention and Saliency Detection
- Virtual Reality Applications and Impacts
- Dementia and Cognitive Impairment Research
Keio University
2024
Bahçeşehir University
2021
Digital Science (United States)
2020
BAU International University
2020
Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it a significant place the entertainment and game industry. However, creating well-designed experience can be extremely complicated due to replacement of human perception from real-world an isolated virtual world. Understanding essentials (VR) design principles necessary designing VR game. Although there are many differences elements games according wanted given player, also have...
Abstract Background Emerging technologies paves the way for development of novel cognitive assessment approaches. Virtual reality (VR) has high ecological validity, increases participant engagement, and allows functions that are challenging to evaluate with traditional methods. The present study aimed validate a tool investigate effects demographical variables. Method A total 575 healthy individuals aged between 18‐66 years were included in study. subgroup participants (n = 326) attended...
Game User Experience Satisfaction Scale (GUESS) is a relatively recent addition to the toolset of game user researchers, and it became one most used player experience evaluation methods in years. It originally validated English provide reliable tool for both academics practitioners field improve validity reliability their research. In Turkey, developing industry, increased number attempts Research demand valid measurement tools such as GUESS. Therefore, current study aims adapt GUESS into...
Complex motor movement exercises consist of a series bodily exercises, and they are thought to be having positive effects on humans' cognitive abilities. The current study was conducted with football players analyze these assumptions. Football have trained for month period. Before after the training, sustained attention inhibition performances experiment subjects control group were assessed standard go/nogo task. task applied as both pre- post-tests. Simultaneously task, EEG recordings 16...
Most of the recent researches mainly have considered causal relationships between activation different brain regions, and concentrated on development new techniques for this purpose. Strength, direction origin two or more electrodes were assessed in these studies. However, methodological limitations cause lack sufficient results understanding activated electrodes. Coherence computations generally performed with EEG recordings during resting state eyes open closed, sleep many On other hand,...
Recently, there are lots of studies that perform research on causal relationship between electrcial activations different brain regions. Coherence studies, also provides new methods for deep understanding those relationhips. Strength, direction and origin activation two or more electrodes assessed in coherence studies. However, these not sufficient terms both their methodology results. In many EEG recordings were performed during resting conditions with eyes open closed, sleep. Results...
Working Memory (WM) is a crucial element in the determination of cognitive functioning status individual, and it currently being monitored using conventional techniques, either computer-based or pen-paper tasks. Our aim to investigate WM component real-life virtual reality (VR) scenario by fusion physiological behavioral responses. PURPOSE: The this study differences occurred recreational athletes (RA) sedentary group (SG) novel experience. METHODS: We used an "air traffic controller (ATC)"...