Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Georgios Prapas has a total of 8 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Connecting the Brain with Augmented Reality: A Systematic Review of BCI-AR Systems

    by Georgios Prapas, Pantelis Angelidis, Panagiotis Sarigiannidis, Stamatia Bibi, Markos G. Tsipouras

    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

    Mind the Move: Developing a Brain-Computer Interface Game with Left-Right Motor Imagery

    by Georgios Prapas, Kosmas Glavas, Katerina D. Tzimourta, Alexandros T. Tzallas, Markos G. Tsipouras

    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

    Evaluation of the User Adaptation in a BCI Game Environment

    by Kosmas Glavas, Georgios Prapas, Katerina D. Tzimourta, Nikolaos Giannakeas, Markos G. Tsipouras

    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.