Brain activity: beta wave analysis of 2D and 3D serious games using EEG

Author:

Hosťovecký M.1,Babušiak B.2

Affiliation:

1. Department of Applied Informatics and Mathematics, University of SS. Cyril and Methodius, 917 01 Trnava , Slovak Republic

2. Department of Electromagnetic and Biomedical Engineering, University of Žilina , Slovakia

Abstract

Abstract Neuroscience and gaming are among the most rapidly increasing research areas. Today, researchers look for a way to develop a serious game, which would improve some chosen knowledge of participants at schools or work. Therefore, it is very necessary to have some feedback whether a serious game is going to improve chosen knowledge. One of the possibilities is to use a neurofeedback using electroencephalography (EEG). Brainwaves, especially beta waves (12Hz - 30Hz), are very important if we want to evaluate the effectiveness of game methodology. Beta waves are activated just when the participant is concentrated. The main goal of our research was to measure and confirm brain activity of beta waves when playing 3D and 2D serious games and compare them. In the last part of paper, we introduce some benefits and profits of using serious games and neurofeedback.

Publisher

Walter de Gruyter GmbH

Subject

General Medicine

Reference25 articles.

1. [1] MICHAEL, D. R., CHEN, S. 2006. Serious Games: Games that educate, train and inform. Boston, MA: Thomson Course Technology.

2. [2] OTHMAN BAKKALI, Y. et al. 2016. Classification, evaluation and assessment of serious games in business field. In: Journal of Theoretical and Applied Information Technology. Vol. 91. No. 1, ISSN: 1992-8645. Available on the Internet: http://www.jatit.org/volumes/Vol91No1/9Vol91No1.pdf

3. [3] ABT, C. C. 1970. Serious games. New York: The Viking Press. pp. 176

4. [4] ZYDA, M. 2005. From Visual Simulation to Virtual Reality to Games. IEEE Computer, Vol. 38(9), pp. 25-3210.1109/MC.2005.297

5. [5] DJAOUTI, D., ALVAREZ, J., JESSEL, J.P., RAMPNOUX, O. 2011. Origins of Serious Games. In: Serious games and edutainment applications. London: Springer. pp. 25-43. Available: http://www.ludoscience.com/files/ressources/origins_of_serious_games.pdf

Cited by 23 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3