Georgios Prapas
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Georgios Prapas has a total of 8 co-authors. Here are the top co-authors by number of shared publications:
- Markos G. Tsipouras
University of Western Macedonia
3 shared publications - Katerina D. Tzimourta
Department of Electrical and Computer Engineering, University of Western Macedonia, 50100 Kozani, Greece
2 shared publications - Kosmas Glavas
Department of Electrical and Computer Engineering, University of Western Macedonia, Campus ZEP Kozani, 50100 Kozani, Greece
2 shared publications - Alexandros T. Tzallas
University of Ioannina
1 shared publication - Nikolaos Giannakeas
Department of Informatics and Telecommunications, University of Ioannina, GR47150 Arta, Greece
1 shared publication - Panagiotis Sarigiannidis
Department of Electrical and Computer Engineering, University of Western Macedonia, 50131 Kozani, Greece
1 shared publication
Latest Publications
- Open Access
- 28 October 2024
- Published by MDPI AG in Applied Sciences
- Vol. 14 (21) , 9855
Connecting the Brain with Augmented Reality: A Systematic Review of BCI-AR Systems
The increasing integration of brain–computer interfaces (BCIs) with augmented reality (AR) presents new possibilities for immersive and interactive environments, particularly through the use of head-mounted displays (HMDs). Despite the growing interest, a comprehensive understanding of BCI-AR systems is still emerging. This systematic review aims to synthesize existing research on the use of BCIs for controlling AR environments via HMDs, highlighting the technological advancements and challenges in this domain. An extensive search across electronic databases, including IEEEXplore, PubMed, and Scopus, was conducted following the PRISMA guidelines, resulting in 41 studies eligible for analysis. This review identifies key areas for future research, potential limitations, and offers insights into the evolving trends in BCI-AR systems, contributing to the development of more robust and user-friendly applications.
- 28 October 2024
- Published by MDPI AG in Applied Sciences
- Vol. 14 (21) , 9855
Open AccessConnecting the Brain with Augmented Reality: A Systematic Review of BCI-AR Systems
The increasing integration of brain–computer interfaces (BCIs) with augmented reality (AR) presents new possibilities for immersive and interactive environments, particularly through the use of head-mounted displays (HMDs). Despite the growing interest, a comprehensive understanding of BCI-AR systems is still emerging. This systematic review aims to synthesize existing research on the use of BCIs for controlling AR environments via HMDs, highlighting the technological advancements and challenges in this domain. An extensive search across electronic databases, including IEEEXplore, PubMed, and Scopus, was conducted following the PRISMA guidelines, resulting in 41 studies eligible for analysis. This review identifies key areas for future research, potential limitations, and offers insights into the evolving trends in BCI-AR systems, contributing to the development of more robust and user-friendly applications.
- Open Access
- 21 June 2023
- Published by MDPI AG in Information
- Vol. 14 (7) , 354
Mind the Move: Developing a Brain-Computer Interface Game with Left-Right Motor Imagery
Brain-computer interfaces (BCIs) are becoming an increasingly popular technology, used in a variety of fields such as medical, gaming, and lifestyle. This paper describes a 3D non-invasive BCI game that uses a Muse 2 EEG headband to acquire electroencephalogram (EEG) data and OpenViBE platform for processing the signals and classifying them into three different mental states: left and right motor imagery and eye blink. The game is developed to assess user adjustment and improvement in BCI environment after training. The classification algorithm used is Multi-Layer Perceptron (MLP), with 96.94% accuracy. A total of 33 subjects participated in the experiment and successfully controlled an avatar using mental commands to collect coins. The online metrics employed for this BCI system are the average game score, the average number of clusters and average user improvement.
- 21 June 2023
- Published by MDPI AG in Information
- Vol. 14 (7) , 354
Open AccessMind the Move: Developing a Brain-Computer Interface Game with Left-Right Motor Imagery
Brain-computer interfaces (BCIs) are becoming an increasingly popular technology, used in a variety of fields such as medical, gaming, and lifestyle. This paper describes a 3D non-invasive BCI game that uses a Muse 2 EEG headband to acquire electroencephalogram (EEG) data and OpenViBE platform for processing the signals and classifying them into three different mental states: left and right motor imagery and eye blink. The game is developed to assess user adjustment and improvement in BCI environment after training. The classification algorithm used is Multi-Layer Perceptron (MLP), with 96.94% accuracy. A total of 33 subjects participated in the experiment and successfully controlled an avatar using mental commands to collect coins. The online metrics employed for this BCI system are the average game score, the average number of clusters and average user improvement.
- Open Access
- 12 December 2022
- Published by MDPI AG in Applied Sciences
- Vol. 12 (24) , 12722
Evaluation of the User Adaptation in a BCI Game Environment
Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which consists of 2 brain commands, imagining moving forward and blinking. The goal of the game is to jump over static or moving “zombie” characters in order to complete the level. To record the raw EEG data, a Muse 2 headband is used, and the OpenViBE platform is employed to process and classify the brain signals. The Unity engine is used to build the game, and the lab streaming layer (LSL) protocol is the connective link between Muse 2, OpenViBE and the Unity engine for this BCI-controlled game. A total of 37 subjects tested the game and played it at least 20 times. The average classification accuracy was 98.74%, ranging from 97.06% to 99.72%. Finally, playing the game for longer periods of time resulted in greater control.
- 12 December 2022
- Published by MDPI AG in Applied Sciences
- Vol. 12 (24) , 12722
Open AccessEvaluation of the User Adaptation in a BCI Game Environment
Brain-computer interface (BCI) technology is a developing field of study with numerous applications. The purpose of this paper is to discuss the use of brain signals as a direct communication pathway to an external device. In this work, Zombie Jumper is developed, which consists of 2 brain commands, imagining moving forward and blinking. The goal of the game is to jump over static or moving “zombie” characters in order to complete the level. To record the raw EEG data, a Muse 2 headband is used, and the OpenViBE platform is employed to process and classify the brain signals. The Unity engine is used to build the game, and the lab streaming layer (LSL) protocol is the connective link between Muse 2, OpenViBE and the Unity engine for this BCI-controlled game. A total of 37 subjects tested the game and played it at least 20 times. The average classification accuracy was 98.74%, ranging from 97.06% to 99.72%. Finally, playing the game for longer periods of time resulted in greater control.