RAZVOJ MERNO-INFORMACIONOG EEG SISTEMA ZA ISTRAŽIVANJE UTICAJA KOGNITIVNIH STANJA NA PROSTORNO RAZMIŠLJANJE I LOGIČKO REZONOVANJE
Ključne reči:
EEG talasni opsezi,, mašinsko učenje, kognitivna neuronauka, Python
Apstrakt
Ovaj rad se bavi analizom EEG (elektroencefalografskih) signala izmerenih tokom igranja video igrice Minolovac. Istraživanje se fokusira na inovativan pristup razumevanju toga kako kognitivni procesi utiču na performanse u igrici Minolovac. Podaci prikupljeni putem EEG-a korišćeni su za obuku modela baziranog na veštačkoj inteligenciji; tačnije na mašinskom učenju. Ovaj model ima zadatak da na osnovu EEG signala predviđa performanse igrača, konkretno: ishod igrice (pobeda ili poraz) i vreme potrebno za završetak (u sekundama).
Reference
[1] Jihyeon Ha, Wanjoo Park, Sang In Park, Chang-Hwan Im, Laehyun Kim, EEG response to game-craving according to personal preference for games, Social Cognitive and Affective Neuroscience, Volume 16, Issue 9, October 2021, Pages 995–1005, https://doi.org/10.1093/scan/nsaa131
[2] Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct. 2020 Feb 3;16(1):2. doi: 10.1186/s12993-020-0165-z. PMID: 32014027; PMCID: PMC6996164.
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[5] Ren, Shen & Babiloni, Fabio & Thakor, Nitish & Bezerianos, Anastasios. (2016). Real-Time Workload Assessment Using EEG Signals in Virtual Reality Environment. 10.1007/978-3-319-32703-7_259.
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[7] Becerra, D.J. (2015). Algorithmic Approaches to Playing Minesweeper.
[2] Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct. 2020 Feb 3;16(1):2. doi: 10.1186/s12993-020-0165-z. PMID: 32014027; PMCID: PMC6996164.
[3] Liao, Lun-De & Chen, Chi-Yu & Wang, I-Jan & Chen, Sheng-Fu & Li, Shih-Yu & Chen, Bo-Wei & Chang, Jyh-Yeong & Lin, Chin-Teng. (2012). Gaming control using a wearable and wireless EEG-based brain-computer interface device with novel dry foam-based sensors. Journal of neuro-engineering and rehabilitation. 9. 5. 10.1186/1743-0003-9-5.
[4] Chen, D., James, J., Bao, F.S., Ling, C., Fan, T. (2016). Relationship Between Video Game Events and Player Emotion Based on EEG. In: Kurosu, M. (eds) Human-Computer Interaction. Novel User Experiences. HCI 2016. Lecture Notes in Computer Science(), vol 9733. Springer, Cham. https://doi.org/10.1007/978-3-319-39513-5_35
[5] Ren, Shen & Babiloni, Fabio & Thakor, Nitish & Bezerianos, Anastasios. (2016). Real-Time Workload Assessment Using EEG Signals in Virtual Reality Environment. 10.1007/978-3-319-32703-7_259.
[6] L. Wang, X. Ding, W. Zhang and S. Yang, "Differences in EEG Microstate Induced by Gaming: A Comparison Between the Gaming Disorder Individual, Recreational Game Users and Healthy Controls," in IEEE Access, vol. 9, pp. 32549-32558, 2021, doi: 10.1109/ACCESS.2021.3060112.
[7] Becerra, D.J. (2015). Algorithmic Approaches to Playing Minesweeper.
Objavljeno
2024-05-07
Sekcija
Biomedicinsko inženjerstvo