@article{oai:miyazaki-u.repo.nii.ac.jp:00006338, author = {迫間, 健治 and 山下, 勝也 and Yamashita, Katsuya and 釜坂, 岳人 and Kamasaka, Taketo and Sakamoto, Makoto and 坂本, 眞人 and Sakoma, Kenji and Yamashita, Masaya and 釜坂, 岳人 and Kamasaka, Taketo}, journal = {宮崎大学工学部紀要, Memoirs of Faculty of Engineering, University of Miyazaki}, month = {Sep}, note = {Since 2016, called VR (Virtual Reality), VR technology has been researched and developed all over the world and has made significant progress. Various companies are developing and selling VR devices, and the prices are somewhat high, but ordinary people can easily purchase them. VR technology has become widespread, as PCs that can use VR equipment have become affordable even for individuals. As a result, VR technology is expected to develop in various fields such as medicine, education, business, and entertainment. In this research, I studied whether such a VR space could be played simply by thinking in my head, and conducted research. The equipment used at that time is an lectroencephalograph, but since this equipment is generally very expensive, we used Neurosky's Mind Wave Mobile to determine if it could be done as cheaply as possible. This time, we used the fast Fourier transform and the support vector machine as the methods of EEG analysis. We asked the subjects to experience what was created in this study and took a questionnaire. As a result, various problems were found. In the future, we will improve this problem and try to improve it further by changing the method of EEG analysis and other conditions.}, pages = {211--213}, title = {脳波判別によるCG キャラクター操作の検証}, volume = {49}, year = {2020}, yomi = {ヤマシタ, カツヤ and カマサカ, タケト and サカモト, マコト and カマサカ, タケト} }