skip to main content
10.1145/3369985.3370017acmotherconferencesArticle/Chapter ViewAbstractPublication PagesiccipConference Proceedingsconference-collections
research-article

Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface

Authors Info & Claims
Published:15 January 2020Publication History

ABSTRACT

In the new times we are living, the use of technology is causing many of the customs are changing, one of them is the development of children, in previous years children used to play with their friends in the parks, technology It has caused many of them to perform recreation activities based on the use of video games, these games have caused children to develop certain skills and also change their behavior when they perform certain activities, in this work a comparison between the levels of concentration and meditation levels when children carry out activities related to the realization of academic activities related to the accomplishment of the school tasks that they must perform, with the levels of concentration and meditation when the child is doing activities related to video games, methodology that was used to evaluate the levels The concentration and meditation is based on the use of the Neurosky MindWave EEG device, which gives us the level of concentration and meditation that the person is on a scale of 0% to 100%, the results obtained show that In the case of videogames, children develop high levels of concentration in almost the entire development of the game from the beginning to the end of the game, compared to the levels that they develop when they do their homework, where children hardly concentrate having average records on average in the level of concentration and meditation.

References

  1. Frank, M., Hwu, T., Jain, S., Knight, R. T., Martinovic, I., Mittal, P., ... & Song, D. (2017, October). Using EEG-Based BCI Devices to Subliminally Probe for Private Information. In Proceedings of the 2017 on Workshop on Privacy in the Electronic Society (pp. 133--136). ACM.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Chuang, J., Nguyen, H., Wang, C., & Johnson, B. (2013, April). I think, therefore i am: Usability and security of authentication using brainwaves. In International Conference on Financial Cryptography and Data Security (pp. 1--16). Springer, Berlin, Heidelberg.Google ScholarGoogle ScholarCross RefCross Ref
  3. Guger, C., Harkam, W., Hertnaes, C., & Pfurtscheller, G. (1999, November). Prosthetic control by an EEG-based brain-computer interface (BCI). In Proc. aaate 5th european conference for the advancement of assistive technology (pp. 3--6).Google ScholarGoogle Scholar
  4. Curran, E. A., & Stokes, M. J. (2003). Learning to control brain activity: A review of the production and control of EEG components for driving brain-computer interface (BCI) systems. Brain and cognition, 51(3), 326--336.Google ScholarGoogle Scholar
  5. Butler, D. S., & Moseley, G. L. (2010). Explicando el dolor. Noigroup Publications.Google ScholarGoogle Scholar
  6. Lin, H., & Li, Y. (2017, July). Using EEG data analytics to measure meditation. In International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management (pp. 270--280). Springer, Cham.Google ScholarGoogle Scholar
  7. http://neurosky.com/biosensors/eeg-sensor/algorithms/Google ScholarGoogle Scholar
  8. http://neurosky.com/category/eeg-biosensors/Google ScholarGoogle Scholar

Index Terms

  1. Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        ICCIP '19: Proceedings of the 5th International Conference on Communication and Information Processing
        November 2019
        323 pages
        ISBN:9781450372589
        DOI:10.1145/3369985
        • Conference Chair:
        • Masahiro Fujita,
        • Program Chairs:
        • Junyu Dong,
        • Masayuki Arai

        Copyright © 2019 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 January 2020

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate61of301submissions,20%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader