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1

Lianekhammy, Joann. "The Influence of Video Games on Adolescent Brain Activity." UKnowledge, 2014. http://uknowledge.uky.edu/hes_etds/12.

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The current study examined electrical brain activation in adolescent participants playing three different video games. Forty-five school aged children (M=14.3 years, SD=1.5) were randomly assigned to play either a violent game, non-violent game, or a non-violent game specifically designed to "train" the brain. Electroencephalography (EEG) was recorded during video game play. Results revealed an asymmetric right hemisphere activation in the alpha band for participants in violent game group, while those in the non-violent groups exhibited left hemispheric activation. Greater right activation in emotion literature denotes signs of withdrawal or avoidance from undesired stimulus. Implications of this finding as well as other findings related to electrical brain activation during video game play is discussed further in the manuscript.
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2

Marshall, David. "Brain-computer games interfacing with motion-onset visual evoked potentials." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.685554.

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A brain-computer interface (BCI) measures brain activity and translates this activity into commands for a program to execute. BCls enable movement-free communication and interaction with technologies. This thesis evaluates the effectiveness and limitations of motion-onset visual evoked potentials (mVEP) based BCI as a control method for brain-computer games interaction. MVEP incorporates neural activity from the dorsal pathway of the visual system which allows more elegant visual stimuli than other types ofVEP and has yet to be used in computer games. This thesis investigates ifmVEP can be used as a control method in multiple computer games, what genre of game is best for interaction with m VEP and can we correct problems with existing VEP BCI computer games? Before conducting experiments involving games of different genres an evaluation of the present stateof- the-art BCI games was carried out in an extensive literature survey on BCI games categorised by genre. The literature survey shows that 'action' is the most popular genre in BCI games (49% of BC I games) and provides both games developers and BCI experts a set of design and development guidelines for BCI games. The conclusions of the survey led to the development of three BCI games of different genres namely action, puzzle and sports. The testing of different BCI games using a single paradigm enables thorough assessment ofmVEP as a control method. Five mVEP stimuli are presented as buttons to allow the subject to choose from five possible actions in each game. The performance was assessed based on offline and online BCI accuracy and game score. The results indicate that players could control the games with reasonable online accuracy (66% average for 5 class classification, with an average training accuracy of 74%). The next study intended on improving the initial study's results by adding the mVEP to an on screen HUD (Heads up Display), training in the same game environment as the participants are tested within and adding a questionnaire. Results indicate that the players could control the games with an average online accuracy of 71 %, a significant improvement from the previous study. After further analysis of recorded data the ideal setup for mVEP games is defined with key specifications indicating between three and four channels is most economical setup without influencing accuracy whilst averaging over three trials (minimises latency in communication). Finally, through the evaluation of a range o,fthe games related surveys, we found that players enjoyed the m VEP puzzle game most, rating it both the most enjoyable and appropriate game with m VEP control. Overall this thesis shows that m VEP can be used in multiple games genres with good accuracy and provides players with an entertaining and novel control method for computer games.
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Murphy, Patrick. "Using board games as neuropsychological tests with children with acquired brain injury." Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.

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This research project investigated the use of two board games, Guess Who and Connect 4, as initial neuropsychological assessment measures with children and young people. The validity of novel measures derived from game-play was investigated in a group of typically developing participants (N=14). The level of engagement offered by the games and the potential ecological validity of this assessment method was also investigated. This was to identify potential additional benefits to this method of assessment compared with traditional testing procedures. The performance of a small group of participants with acquired brain injury (N=5) was also explored to identify the potential of the novel measures to discern cognitive deficits in this group. The results showed that a measure of strategy derived from Guess Who demonstrated concurrent validity with two established measures of executive function, the D-KEFS Twenty Questions Test and the Zoo Map Test. The number of wins identified on Connect 4 showed concurrent validity with a measure of visual search and attention, the Trail-Making Test Part A. The scores of the participants with acquired brain injury on the novel measures appeared weaker than the typically developing group, particularly for those scoring poorly on a measure of non-verbal ability. Participants did not rate the games as any more engaging or any less anxiety provoking than the established measures. In-session observations during game-play did not shed light on the functional difficulties reported by parents on a standardised proxy report (the BRIEF). Alterations to game set-up that could increase the discriminant validity of the novel measures are discussed. The remaining potential for this method to increase engagement in a less-high-functioning sample in acute care is also discussed. Issues with the “gamification” of assessment procedures are considered, including the difficulty in simultaneously gathering observational data and quantitative measures.
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4

Colman, Jason Edward. "Multi-player online video games for cognitive rehabilitation for the brain injured." Thesis, University of Portsmouth, 2016. https://researchportal.port.ac.uk/portal/en/theses/multiplayer-online-video-games-for-cognitive-rehabilitation-for-the-brain-injured(2fcaa6fa-b7e6-406c-b720-7724681ee2d9).html.

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Every year, millions of people suffer a stroke, and millions more sustain a traumatic brain injury. This thesis proposes that playing multi-player online video games could provide a form of therapy for brain-injured people. The original contribution to knowledge comprises a conceptual framework for this claim, the design of a game to be used as a research instrument, and the findings of pilot studies, conducted with brain-injured participants. An initial literature review led to the formation of the core proposal. In order to conduct experimental research with brain-injured participants, ethical approval was sought and obtained from the Faculty of Technology Ethics Committee at the University of Portsmouth. The first phase of the study concentrated on the iterative development of a prototype online multi-player game, which encouraged cooperative, altruistic interaction. This research instrument included integrated cognitive tests. The second phase of the research was to conduct pilot studies with brain-injured participants. The aim of these studies was to refine the experimental method and the software design, and to gather results to determine whether a larger research project would be warranted. The first experiment was conducted over four weeks in 2013. Results from the cognitive tests did not show any improvement due to playing the video game, but methodological issues were discovered, and were used to refine the experimental protocol and software. The second experiment was conducted over eight weeks in 2014. New tests integrated with the game software measured loneliness and satisfaction with life. These results showed promise for online multi-player games to have the potential to provide emotional and cognitive therapeutic benefit. It is argued that further research in this area is warranted, and recommendations are provided for such work.
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5

Heiman, Sheila. "A Study on the Perception of Brain Games and their Effect on Memory and Cognitive Skills." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1595.

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In this thesis, a literature review was conducted in order to analyze the numerous sources that investigated the effects memory games may have on participants. Each study covered different scopes and methods in the field of cognitive improvement, which gave way to a variety of results used to create a comprehensive literature review. The experiments included in the literature review gathered evidence to find the effect that “brain” games had on memory and cognitive skills. An explanation and analysis were made on the brain’s deterioration as it ages and the varying amounts of plasticity it contains. The overall perspective gained from the literature review allowed for a better understanding of the results of the surveys conducted for this thesis. The distinctive ways to encourage and improve brain health were researched, and a particular focus was placed on memory games regarding brain health factors. Overall, the benefits identified covered an increase in working memory, skills, and processing speed. However, there was an indication that the improvements were only for the tasks at hand. When research was conducted on transferable activities, there was little to no proof of the transferability of measured improvements. During the research portion of the thesis, a survey was conducted that involved 90 participants from the age of 60 and older on their perception of brain games. The results of the 9-question survey showed statistically significant correlations between the amount of times individuals had played memory games and their perception of both the simplicity and effectiveness of these games. Participants who had played games more frequently viewed the games as both more effective and simpler. Similarly, participants with more education perceived the games as being simpler. The male participants in this study were found to play memory games more frequently than the women. Overall, the correlations drawn from the results of the survey promote the enriched discussion on the subject of memory games and cognitive improvement.
B.S.
Bachelors
Psychology
Sciences
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Mendes, Gabriel Alves Vasiljevic. "Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments." PROGRAMA DE P?S-GRADUA??O EM SISTEMAS E COMPUTA??O, 2017. https://repositorio.ufrn.br/jspui/handle/123456789/24003.

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Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico (CNPq)
Brain-computer interfaces (BCIs) are specialized systems that allow users to control a computer or a machine using their brain waves. BCI systems allow patients with severe physical impairments, such as those suffering from amyotrophic lateral sclerosis, cerebral palsy and locked-in syndrome, to communicate and regain physical movements with the help of specialized equipment. With the development of BCI technology in the second half of the 20th century and the advent of consumer-grade BCI devices in the late 2000s, brain-controlled systems started to find applications not only in the medical field, but in areas such as entertainment. One particular area that is gaining more evidence due to the arrival of consumer-grade devices is the field of computer games, which has become increasingly popular in BCI research as it allows for more user-friendly applications of BCI technology in both healthy and unhealthy users. However, numerous challenges are yet to be overcome in order to advance in this field, as the origins and mechanics of the brain waves and how they are affected by external stimuli are not yet fully understood. In this sense, a systematic literature review of BCI games based on consumer-grade technology was performed. Based on its results, two BCI games, one using attention and the other using meditation as control signals, were developed in order to investigate key aspects of player interaction: the influence of graphical elements on attention and control; the influence of auditory stimuli on meditation and work load; and the differences both in performance and multiplayer game experience, all in the context of neurofeedback-based BCI games.
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7

Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

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Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games as those choices could be informed though player's physiology about emotional states in real time. This thesis explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. Design of a digital serious game using physiological measures of emotions was investigated and evaluated. Furthermore, it investigates emotions and the effect of emotion regulation on decision performance in digital serious games. The scope of this thesis was limited to digital serious games for emotion regulation training using psychophysiological methods to communicate player's affective information. Using the psychophysiological methods in design and evaluation of digital serious games, emotions and their underlying neural mechanism have been explored. Effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been extensively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Digital serious games approach to emotion regulation was investigated, player's physiology of emotions informs design of interactions where regulation of those emotions could be practiced. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped. This could inform a digital serious game about an optimal level of arousal for a certain task, as evidence suggests that arousal is equally or more important than valence for decision-making. The results suggest that it is possible to design and develop digital serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision-making. If we assume that physiological arousal is more important than physiological valence for learning purposes, results show that digital serious games designed in this thesis elicit high physiological arousal, suitable for use as an educational platform.
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Yero, Alexis D. "Memory, Processing Speed, and the Effects of Cognitive Exercise on the Aging Brain." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/3062.

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The purpose of the current study was to investigate, and expain, the effects of an intervention known as “The Five Task Approach” (TFTA); a cognitive intervention hereby utilized within the realm of the geriatric population, as a means of taxing and strengthening cortical areas associated with memory, and visual processing. This study revealed that even short-term exposure to cognitive activities, and therapeutic cueing known to tax areas connected to visual perception, may have an effect on one’s global cognition, generalized memory, and the accuracy of one’s visual perception. It was demonstrated that even brief cognitive intervention geared at taxing cortical areas associated with memory and visual processing, in conjunction with the therapuetic cueing utilized in this study, has the potential to significantly increase participant performance in terms of global cognitive function, including skills associated with executive functioning, working memory, visual processing, visual processing speed, auditory processing, and global cognitive status.
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9

Cloyd, Tristan Dane. "(r)Evolution in Brain-Computer Interface Technologies for Play: (non)Users in Mind." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/25221.

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This dissertation addresses user responses to the introduction of Brain-Computer Interface technologies (BCI) for gaming and consumer applications in the early part of the 21st century. BCI technology has emerged from the contexts of interrelated medical, academic, and military research networks including an established computer and gaming industry. First, I show that the emergence and development of BCI technology are based on specific economic, socio-cultural, and material factors, and secondly, by utilizing user surveys and interviews, I argue that the success of BCI are not determined by these contextual factors but are dependent on user acceptance and interpretation. Therefore, this project contributes to user-technology studies by developing a model which illustrates the interrelations between producers, users, values, and technology and how they contribute to the acceptance, resistance, and modification in the technological development of emerging BCI technologies. This project focuses on human computer interaction researchers, independent developers, the companies producing BCI headsets, and neuro-gadget companies who are developing BCI's for users as an alternative interface for the enhancement of human performance and gaming and computer simulated experience. Moreover, BCI production and use as modes of enhancement align significantly with social practices of play which allows an expanded definition of technology to include cultural dimensions of play.
Ph. D.
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10

McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
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Vélez, Luis, and Guillermo Kemper. "Algorithm for Detection of Raising Eyebrows and Jaw Clenching Artifacts in EEG Signals Using Neurosky Mindwave Headset." Smart Innovation, Systems and Technologies, 2021. http://hdl.handle.net/10757/653818.

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El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado.
The present work proposes an algorithm to detect and identify the artifact signals produced by the concrete gestural actions of jaw clench and eyebrows raising in the electroencephalography (EEG) signal. Artifacts are signals that manifest in the EEG signal but do not come from the brain but from other sources such as flickering, electrical noise, muscle movements, breathing, and heartbeat. The proposed algorithm makes use of concepts and knowledge in the field of signal processing, such as signal energy, zero crossings, and block processing, to correctly classify the aforementioned artifact signals. The algorithm showed a 90% detection accuracy when evaluated in independent ten-second registers in which the gestural events of interest were induced, then the samples were processed, and the detection was performed. The detection and identification of these devices can be used as commands in a brain–computer interface (BCI) of various applications, such as games, control systems of some type of hardware of special benefit for disabled people, such as a chair wheel, a robot or mechanical arm, a computer pointer control interface, an Internet of things (IoT) control or some communication system.
Revisión por pares
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Palaus, Gallego Marc. "Cognitive enhancement by means of TMS and video game training: synergistic effects." Doctoral thesis, Universitat Oberta de Catalunya, 2018. http://hdl.handle.net/10803/667018.

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L'estimulació magnètica transcranial (TMS) ens permet modular els nivells d'excitabilitat cortical amb una resolució espacial molt alta, amb un impacte sobre les funcions cognitives que poden donar lloc a millora cognitiva. No obstant això, aquests canvis sovint són transitoris, per la qual cosa hi ha la necessitat de desenvolupar protocols optimitzats que puguin potenciar i estendre la durada dels efectes. L'efectivitat de la TMS per a aconseguir canvis cognitius es potencia quan s'usa juntament amb un entrenament cognitiu que emfatitza la funció cognitiva que es té com a objectiu. Els videojocs posseeixen totes les característiques apropiades per a ser utilitzats amb aquest propòsit. S'espera que l'ús conjunt de la TMS i l'entrenament amb videojocs produeixi efectes sinèrgics en el rendiment cognitiu, amb millora de les funcions cognitives relacionades amb el lloc d'estimulació i els contextos exposats durant el videojoc. Aquesta tesi proporciona una anàlisi en profunditat sobre la temàtica de la millora cognitiva per mitjà de TMS, els correlats neuronals dels videojocs i la millora cognitiva com a resultat de l'entrenament de videojocs a través d'exhaustives revisions bibliogràfiques. Per a l'etapa experimental, s'ha emprat una TMS theta-burst intermitent (iTBS) sobre la DLPFC dreta, esperant induir efectes comparables a la potenciació a llarg termini. Deu sessions d'estimulació van ser administrades durant dues setmanes. Es van formar quatre grups experimentals combinant l'administració d'estimulació iTBS activa i simulada, i l'alta i baixa experiència prèvia en videojocs. El rendiment cognitiu es va avaluar per mitjà d'una bateria neuropsicològica exhaustiva en tres punts temporals. Els efectes de l'estimulació cerebral no invasiva sobre la millora cognitiva juntament amb l'entrenament de videojocs van ser menys notoris i consistents del que s'esperava. No obstant això, l'experiència prèvia en videojocs era determinant tant per al rendiment inicial com per a la taxa d'adquisició d'habilitats en una sèrie de dominis cognitius.
La estimulación magnética transcraneal (TMS) nos permite modular los niveles de excitabilidad cortical con una resolución espacial muy alta, y con un impacto sobre las funciones cognitivas que pueden resultar en mejora cognitiva. Sin embargo, estos cambios a menudo son transitorios, y existe la necesidad de desarrollar protocolos optimizados que puedan potenciar y extender la duración de estos efectos. La efectividad de la TMS para lograr cambios cognitivos se potencia cuando se usa junto con un entrenamiento cognitivo que enfatiza la función cognitiva pretendida. Los videojuegos poseen todas las características apropiadas para ser utilizados con este propósito. Se espera que el uso conjunto de la TMS y el entrenamiento con videojuegos produzca efectos sinérgicos en el rendimiento cognitivo, con mejora de las funciones cognitivas relacionadas con el lugar de estimulación y los contextos expuestos durante el videojuego. Esta tesis proporciona un análisis en profundidad sobre la temática de la mejora cognitiva a través de TMS, los correlatos neuronales de los videojuegos y la mejora cognitiva como resultado del entrenamiento de videojuegos a través de exhaustivas revisiones bibliográficas. Para la etapa experimental, se ha empleado una TMS theta-burst intermitente (iTBS) sobre la DLPFC derecha, esperando inducir efectos comparables a la potenciación a largo plazo. Diez sesiones de estimulación fueron administradas durante dos semanas. Se formaron cuatro grupos experimentales combinando la administración de estimulación iTBS activa y simulada, y la alta y baja experiencia previa en videojuegos. El rendimiento cognitivo se evaluó mediante una batería neuropsicológica exhaustiva en tres puntos temporales. Los efectos de la estimulación cerebral no invasiva sobre la mejora cognitiva junto con el entrenamiento de videojuegos fueron menos notorios y consistentes de lo esperado. Sin embargo, la experiencia previa en videojuegos era determinante tanto para el rendimiento inicial como para la tasa de adquisición de habilidades en una serie de dominios cognitivos.
Transcranial magnetic stimulation (TMS) allows us to modulate cortical excitability levels with an exceptionally high spatial resolution, thereby achieving an impact on cognitive functions that may result in cognitive improvement. However, such changes are often transitory, meaning there is a need to develop optimized protocols that are capable of prolonging the duration of the effects. The effectiveness of TMS in achieving cognitive changes is potentiated when used in conjunction with cognitive training that stimulates the targeted cognitive function. Video games possess all the appropriate features for this purpose. The joint use of TMS and video game training is expected to create synergistic effects on cognitive performance, thereby enhancing the cognitive functions related to the stimulation site and the contexts exposed during video game play. Through exhaustive literature reviews, this thesis provides an in-depth analysis on cognitive enhancement through TMS, the neural correlates of video games, and cognitive enhancement as a result of video game training. For the experimental stage, intermittent theta-burst transcranial magnetic stimulation (iTBS) over the right dorsolateral prefrontal cortex was employed in hopes of inducing effects comparable to long-term potentiation. This was carried out during ten stimulation sessions performed over a two-week period. The variables (i.e. administration of active and sham iTBS together with high and low previous video game experience) were paired to create four experimental groups. Cognitive performance was assessed through a comprehensive neuropsychological battery at three different points in time. The effects of the non-invasive brain stimulation on cognitive enhancement in conjunction with the video game training were less evident and consistent than expected. However, previous video game experience was found to be determinant for both the baseline performance and the skill acquisition rate in a series of cognitive domains.
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Paiement, Bianca. "A Comparison of Brain Trauma Profiles Between Elite Men's Rugby Union 15s and Rugby Union 7s Game Play." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40589.

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Head impact and subsequent brain trauma is a concern in contact sports including rugby. Head collisions present acute and long term injury risks to the brain ranging from non-symptomatic, concussion, and neurodegeneration. Rugby Union 15s and Rugby Union 7s are the two most played codes of the sport and the physical and tactical differences may affect how brain trauma is experienced (Cunniffe, Proctor, Baker, & Davies, 2009; Colin W Fuller, Taylor, & Molloy, 2010; L. J. Suarez-Arrones, J. Nunez, Portillo, & Mendez-Villanueva, 2012). It is important to consider all parameters contributing to acute and long term injury risk in order to appropriately capture brain trauma experienced in a contact/collision sport (Karton & Hoshizaki, 2018). Impact frequency, frequency-magnitude, and interval between impact have all been reported to affect brain trauma. Trauma profiling is a method used to describe brain trauma using the variables relating to brain injury risk. The purpose of this study was to compare head impacts experienced in rugby union 15s and 7s using frequency of impact events, frequency-magnitude of brain deformation, and time interval between impacts. Thirty-six hundred (3600) player minutes of footage were analysed for each code, and all head impacts were categorised. Twenty (20) impact conditions were observed and reconstructed. Head to shoulder, hip and knee events were reconstructed using a pneumatic linear impactor, head to head events were reconstructed using a pendulum system, and head to ground events were reconstructed using a monorail drop rig. Results from both codes were compared using non-parametric Mann-Whitney U tests and demonstrated that Rugby 7s had a higher overall frequency of head impact, a greater number of head impacts causing higher trauma , and a shorter time interval between head impacts. These results suggest that rugby 7s presents a greater risk for sustaining brain trauma. These results will help expand the understanding of conditions leading to injury, and may lead to better interventions, such as equipment or rule changes, to mitigate risk.
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Grönqvist, Hampus, and David Zetterdahl. "METAL IN YOUR BRAIN - AI." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-36147.

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Denna rapport går igenom utvecklingen av spelet Metal in Your Brain som skickas in som ett bidrag till Swedish Game Awards (SGA), nordens största spelutvecklar-tävling och hur den artificiella intelligensen är uppbyggd och funktionerar. Den artificiella intelligensen är konstruerad på två sätt: fuzzy logic som står bakom de handlingar som en icke spelande karaktär (NPC) tar beroende på vilken situation den befinner sig i och A*-sökning som används för att en NPC ska kunna söka sig fram till ett mål och ta den kortaste vägen eller fly från spelaren för att gömma sig bakom närmsta skydd. Metal in Your Brain är ett 2D top-down shooter för Windowsdatorer där man tillsammans med två andra spelare ska överleva en rad vågor av fiender och möjligen samtidigt utföra ett antal uppdrag beroende på vilken bana det är.
This report reviews the development of the game Metal inYour Brain that will be submitted to Swedish Game Awards (SGA), Scandinavia's largest game developer competition and how the artificial intelligence is structured and functions. The artificial intelligence is constructed in two ways: fuzzy logic that decides the actions for a non-player character (NPC) will take depending on the situation it find itself in, and A * search that is used for a NPC to be able to seek out a goal and take the shortest route to get there or flee from the player and take cover behind the nearest shelter. Metal In Your Brain is a 2D top-down shooter for Windows computers where you, together with two other players aim to survive a series of waves of enemies and possibly simultaneously perform a number of tasks depending on what level one is at. 1
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Fields, Lindsay D. "Developing a Model to Predict Prevalence of Compulsive Behavior in Individuals with OCD." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7286.

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The most common method of diagnosing Obsessive-Compulsive Disorder is the Yale-Brown Obsessive Compulsive Scale, which measures the severity of symptoms without regard to compulsions. However, this scale is limited to only considering the quantifiable time and energy lost to compulsions. Conversely, current systems of brain imaging arrest mobility and thus make it virtually impossible to observe compulsions at all, focusing instead on neurological responses to external stimuli. There is little research which merges both approaches, to consider the neuro-physiological effects of obsessions as well as the physical response through compulsions. As such, this research is focused on developing a model of compulsivity based upon neurological chemical pathways. The objective is to develop a model which would predict, given a set of environmental parameters, the probability of an individual with OCD performing compulsive behavior and the prevalence of such behavior. By applying this concept to a neural system known as the worry circuit, a computer program was composed and simulations run by this program suggest that the likelihood of compulsive behavior can be predicted using a function of the number of compulsions performed previously. In this model, each neurological agent in the worry circuit, represented by an automaton, has a certain probability of reacting to a stimulus and moving into one of two distinct excited states. Based on the final state of the automaton, the agent will send excitatory or inhibitory signals to surrounding agents, which also have a certain probability of changing states. If the final agent within the cycle shifts into an excited state, the subject will perform a compulsion. These results may be considered preliminary, given the sample size of the case study and the primitive nature of the model.
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Petrini, Alexander, and Henrik Forslin. "Evaluation of Player Performance with a Brain Computer Interface and Eye TrackingControl in an Entertainment Game Application." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12928.

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17

Rammelmüller, Lukas [Verfasser], Jens [Akademischer Betreuer] Braun, and Hans-Werner [Akademischer Betreuer] Hammer. "Exploring imbalanced Fermi gases with stochastic quantization / Lukas Rammelmüller ; Jens Braun, Hans-Werner Hammer." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2020. http://d-nb.info/1204200866/34.

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18

Roscher, Dietrich [Verfasser], Jens [Akademischer Betreuer] Braun, and Hans-Werner [Akademischer Betreuer] Hammer. "Phase Structure of Strongly Correlated Fermi Gases / Dietrich Roscher. Betreuer: Jens Braun ; Hans-Werner Hammer." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2015. http://d-nb.info/1112044337/34.

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19

Azar, Hannah Brooke. ""Defensive Flippancy": Play, Disorientation, and Moral Action in Brian Friel's The Freedom of the City." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8440.

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When Brian Friel’s play The Freedom of the City premiered in 1973, just a year after the events of Bloody Sunday, it was met with harsh criticism and called a work of propaganda. In the play, three peaceful protestors flee a civil rights demonstration turned violent and end up trapped inside the Guildhall in Derry, Northern Ireland. By the end of the play, they are shot dead. These three protestors, disoriented by violence as well as the aftereffects of life-long poverty, on the surface are not emblems of morality. However, this thesis employs Ami Harbin’s theorization of disorientation and moral action to challenge traditional virtue ethics and showcase that even in the midst of all-encompassing disorientation, moral action can easily emerge, even from the most unexpected person. Specifically, I look at the character Skinner, a flippant hooligan who leads the other trapped protestors through a series of games ultimately meant to encourage them to embrace their disorientation as he has. Within Friel’s drama, accepting and embracing disorientation as opposed to fighting it, I conclude, is what frees one from the bounds of disorientation, and in this case, allows a person to more fully perpetuate moral action.
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20

Giai-Coletti, Cristina. "Rugby : more than just a game : a study of the cumulative effects of mild head injuries on high school rugby players." Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1007809.

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The present study comprises part of an ongoing research study investigating the effects 0 f cumulative mild head injuries 0 n Rugby Union p layers. The aim 0 f t he study was to ascertain whether there are neuropsychological effects of cumulative mild head injuries sustained during the rugby-playing careers of senior schoolboy rugby players. Participants were top-level rugby players from high schools in Grahamstown and Cape Town (n = 79) and non-contact sport controls of top-level field hockey players from the same schools (n = 58). Group mean comparisons across a battery of neuropsychological tests were carried out between the Total Rugby versus the Total Field Hockey group, and the Rugby Forwards versus the Rugby Backs group. Comparisons between Total Rugby versus Total Field Hockey revealed impaired performance by the rugby players on two tests of visuoperceptual tracking, namely Digit Symbol Substitution and Trail Making Test (Part A). For Rugby Forwards versus Rugby Backs, there were no consistent differences to support the expectation that forwards would perform worse than backs. Forwards performed more poorly than backs on WMS Associate Learning Subtest - Hard (Delayed Recall), whereas backs performed more poorly than forwards on Digits Backwards. This suggests that some individuals in the cohort were starting to exhibit verbal memory deficit, albeit not clearly in association with forward positional play. Overall, results of the present study provide tentative support for the hypothesis that school level rugby players are more susceptible to the effects of cumulative concussive and sub-concussive head injuries than are non-contact sport controls.
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Hauptfleisch, Morgan Lindo. "Vegetation studies in the management of ungulates on the Bynespoort Game Park, Cullinan." Diss., Pretoria : [s.n.], 1999. http://upetd.up.ac.za/thesis/available/etd-06202008-095150.

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22

Kogeyama, Renato. "Who is the cowboy in Washington?: beating google at their own game with neuroscience and cryptography." reponame:Repositório Institucional do FGV, 2014. http://hdl.handle.net/10438/13524.

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Who was the cowboy in Washington? What is the land of sushi? Most people would have answers to these questions readily available,yet, modern search engines, arguably the epitome of technology in finding answers to most questions, are completely unable to do so. It seems that people capture few information items to rapidly converge to a seemingly 'obvious' solution. We will study approaches for this problem, with two additional hard demands that constrain the space of possible theories: the sought model must be both psychologically and neuroscienti cally plausible. Building on top of the mathematical model of memory called Sparse Distributed Memory, we will see how some well-known methods in cryptography can point toward a promising, comprehensive, solution that preserves four crucial properties of human psychology.
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23

Dvořák, Jiří. "Biofeedback a jeho použití." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217977.

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The aim of this work is describe common methods of biological feedback therapy that is used to treat some psychosomatic diseases. Subsequently, the description is focused on minimal brain dysfunction treatment by the help of EEG biofeedback. Properties and technical requirements for this therapy are concretized. The last part of this thesis is dedicated to the design and realization of practical software tool for EEG biofeedback therapy which is made in LabView 7.1. The M535 acquisition unit and NI USB-6221 measuring device are used for hardware solution.
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Graham, Cathy D. "Chemosensitive Neurons of the Locus Coeruleus and the Nucleus Tractus Solitarius: Three Dimensional Morphology and Association with the Vasculature." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1409665728.

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Jileček, Jan. "Analýza a klasifikace dat ze snímače mozkové aktivity." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403817.

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This thesis aims to implement methods for recording EEG data obtained with the neural activity sensor OpenBCI Ultracortex IV headset. It also describes neurofeedback, methods of obtaining data from the motor cortex for further analysis and takes a look at the machine learning algorithms best suited for the presented problem. Multiple training and testing datasets are created, as well as a tool for recording the brain activity of a headset-wearing test subject, which is being visually presented with cognitive challenges on the screen in front of him. A neurofeedback demo app has been developed, presented and later used for calibration of new test subjects. Next part is data analysis, which aims to discriminate the left and right hand movement intention signatures in the brain motor cortex. Multiple classification methods are used and their utility reviewed.
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26

Ferreira, André José da Silva. "Thought-controlled games with brain-computer interfaces." Master's thesis, 2017. http://hdl.handle.net/10400.13/1844.

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Nowadays, EEG based BCI systems are starting to gain ground in games for health research. With reduced costs and promising an innovative and exciting new interaction paradigm, attracted developers and researchers to use them on video games for serious applications. However, with researchers focusing mostly on the signal processing part, the interaction aspect of the BCIs has been neglected. A gap between classification performance and online control quality for BCI based systems has been created by this research disparity, resulting in suboptimal interactions that lead to user fatigue and loss of motivation over time. Motor-Imagery (MI) based BCIs interaction paradigms can provide an alternative way to overcome motor-related disabilities, and is being deployed in the health environment to promote the functional and structural plasticity of the brain. A BCI system in a neurorehabilitation environment, should not only have a high classification performance, but should also provoke a high level of engagement and sense of control to the user, for it to be advantageous. It should also maximize the level of control on user’s actions, while not requiring them to be subject to long training periods on each specific BCI system. This thesis has two main contributions, the Adaptive Performance Engine, a system we developed that can provide up to 20% improvement to user specific performance, and NeuRow, an immersive Virtual Reality environment for motor neurorehabilitation that consists of a closed neurofeedback interaction loop based on MI and multimodal feedback while using a state-of-the-art Head Mounted Display.
Hoje em dia, os sistemas BCI baseados em EEG estão a começar a ganhar terreno em jogos relacionados com a saúde. Com custos reduzidos e prometendo um novo e inovador paradigma de interação, atraiu programadores e investigadores para usá-los em vídeo jogos para aplicações sérias. No entanto, com os investigadores focados principalmente na parte do processamento de sinal, o aspeto de interação dos BCI foi negligenciado. Um fosso entre o desempenho da classificação e a qualidade do controle on-line para sistemas baseados em BCI foi criado por esta disparidade de pesquisa, resultando em interações subótimas que levam à fadiga do usuário e à perda de motivação ao longo do tempo. Os paradigmas de interação BCI baseados em imagética motora (IM) podem fornecer uma maneira alternativa de superar incapacidades motoras, e estão sendo implementados no sector da saúde para promover plasticidade cerebral funcional e estrutural. Um sistema BCI usado num ambiente de neuro-reabilitação, para que seja vantajoso, não só deve ter um alto desempenho de classificação, mas também deve promover um elevado nível de envolvimento e sensação de controlo ao utilizador. Também deve maximizar o nível de controlo nas ações do utilizador, sem exigir que sejam submetidos a longos períodos de treino em cada sistema BCI específico. Esta tese tem duas contribuições principais, o Adaptive Performance Engine, um sistema que desenvolvemos e que pode fornecer até 20% de melhoria para o desempenho específico do usuário, e NeuRow, um ambiente imersivo de Realidade Virtual para neuro-reabilitação motora, que consiste num circuito fechado de interação de neuro-feedback baseado em IM e feedback multimodal e usando um Head Mounted Display de última geração.
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27

Lee, Emily Nien Chih, and 李念芝. "An Event-Related fMRI Study on Brain Activation in Competitive and non-Competitive Tetris Video Games." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/99992801416793234427.

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碩士
臺灣大學
電機工程學研究所
95
Competition is one of the basic social cognition modes during some social interaction activities. The brain activation of competition social cognition is not revealed yet. In this study we use Tetris as a media to create a competitive environment to obtain volunteers’ brain image through functional magnetic resonance imaging (fMRI). A specific experimental design, event-related design, was used in this study. Overall, we preliminary set up a experimental model using event-related fMRI design for the social cognition study by means of Tetris video game. In the behavioral analysis, we found that there is no significant difference of mean score between playing with human or with the computer in the noncompetitive conditions, but with significant difference in competitive conditions. In the fMRI data analysis, the comparison of non-social related actions, translocating Tetris blocks versus rotating Tetris blocks, there is more obvious brain activation in fusiform gyrus no matter in competitive or non-competitive trial. And the comparison of social related actions, scoring /punished lines versus scoring 1 line, we found some regions such as right inferior parietal lobe and superior temporal gyrus more obvious in the interaction condition as the previous paper which might be related to competition. There is significant difference of brain activation areas between competitive and non-competitive conditions in the social related actions; take score lines event for example that there are more obvious brain activation areas in right caudate and left medial frontal gyrus in the competitive conditions. Furthermore, in the score lines event, there are more obvious brain activation areas such as left parietal lobe when competing with human and such as right hippocampus, left caudate, right superior frontal gyrus and left medial frontal gyrus when competing with the computer. We also find out there is significant influence of personality on the brain activation while playing Tetris. In the future, it would be interesting to investigate more social cognition issue, such as cooperation. A cooperation mode of Tetris can be developed. We can also find out influence of different position while playing computer games with other equipments such as electroencephalography (EEG) or magnetoencephalography (MEG) involved. Moreover, we can set up a two MRI scanners connecting experimental environment. This allows for performance of human behavioral experiments in which participants can interact with each other while fMRI is acquired in synchrony with the behavioral interactions.
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Lee, Emily Nien Chih. "An Event-Related fMRI Study on Brain Activation in Competitive and non-Competitive Tetris Video Games." 2007. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0001-2707200718071800.

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29

Trancoso, Bernardo Maria da Gama de Noronha. "Social Circlez : conceptualização de um jogo casual para o mercado de jogos móveis." Master's thesis, 2015. http://hdl.handle.net/10362/18319.

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A motivação deste trabalho de projeto surge no contexto do mercado atual de jogos casuais para dispositivos móveis e partindo da identificação de um problema fundamental ligado à crescente democratização do mercado e à proliferação de jogos de fraca qualidade sem qualquer sustentação teórica, pareceu-nos que a solução do problema passava pela necessidade de assegurar a criação de jogos de maior qualidade, aptos a competir com sucesso num mercado em franca expansão e para tal procurámos desenhar uma metodologia específica. Este projeto visou portanto elaborar uma abordagem de game design capaz de garantir selos de qualidade que permitissem a um jogo destacar-se de entre o grande número de jogos disponíveis tanto pela sua complexidade conceptual, teoricamente sustentada, como pelo grau de satisfação proporcionado e avaliado a partir da própria experiência dos utilizadores. Começámos por definir a metodologia mais adequada ao fim em vista operando a fusão dos aspetos positivos de dois métodos já existentes mas ambos fatalmente limitados quando pensados separadamente. Um por ser demasiado rígido e incapaz de acompanhar novas manifestações de preferência dos seus jogadores; o outro por ser demasiado aberto às exigências dos jogadores e pecando por falta de uma estrutura sólida. Apurámos, no decurso da nossa análise metodológica, que um dos principais fatores de sucesso decorria da incorporação de uma jogabilidade imersiva. Em suma, foi necessário rever algumas fundamentações teóricas de game design, fazendo convergir o aspeto prático duma abordagem centrada sobretudo no utilizador, com o aspeto teórico duma abordagem centrada no designer, a quem cabe elaborar um documento detalhado definindo à partida a matriz dos elementos constitutivos do jogo. Acabámos por concluir que as duas abordagens metodológicas se complementavam conferindo uma base solida para o futuro desenvolvimento de um jogo capaz de cumprir os objetivos de qualidade e sucesso que lhe permitiria destacar-se num mercado altamente competitivo.
With the arrival of worldwide digital distribution made possible by online marketplaces we have witnessed a democratic revolution in the video game industry, making it possible for anyone to create and publish a readily available videogame anywhere to everyone at the click of a button. And even though the videogame industry is thriving in terms of economic growth, the market has become flooded with low quality games. In this context it makes it difficult for any newcomer to stand out among the millions of titles available for consumption, jeopardizing its chances of achieving success. One of the key factors game developers rely on to overcome this issue, is to ensure the quality of the game’s overall user experience in hopes of achieving good ratings and word of mouth proliferation. This project intends to establish an optimal game design framework capable of guaranteeing a quality product in terms of user experience and satisfaction. This is done by combining the strong points of two very different approaches to the game design process, one more theoretical, which relies on the creation of a Game Design Document to manage and store all information regarding the different elements of the game, and the other more practical, which relies on the conduction of user testing to obtain feedback concerning the experience of the gameplay. This optimal game design framework will then be applied through the conceptualization process of a new casual mobile game, created purposefully for the sake of this project. KEYWORDS: Game Design, User-Centered Design, Casual Games, Mobile Games, Brain Training Applications.
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30

Carvalho, David Emanuel Martins de. "Serious Funny Social Game for Brain gym." Master's thesis, 2014. http://hdl.handle.net/10316/35725.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
O envelhecimento traz reduções significativas nas capacidades cognitivas do ser humano. O treino mental, através de atividades como pequenos jogos de memorização, lógica e raciocínio, é uma forma eficaz de impedir a senilidade precoce e, pode mesmo atrasar o desenvolvimento da doença de Alzheimer. No entanto, o isolamento das pessoas de 3ª idade cria dificuldades na criação de ambientes onde haja estimulação cerebral e interação social, arma importante no desenvolvimento cognitivo. Com a generalização do acesso à internet e dos computadores, torna-se possível um contacto mais próximo da pessoa idosa com a família, com amigos e, com o seu médico. Se, aliado a este contato, conseguirmos integrar jogos atrativos que estimulem as capacidades mentais e retornem resultados mensuráveis que sirvam de diagnóstico progressivo para o seu psicogeriatra ou outro médico especialista na saúde mental do idoso, conseguiremos ter uma ferramenta que melhora substancialmente a vida da população de 3ª idade. O trabalho aqui apresentado representa o arranque de um projeto complexo, que visa a criação de uma plataforma integradora de um ginásio cerebral através de pequenos jogos e, que contenha também uma forte componente de socialização. Pretende-se assim aumentar ainda mais o estímulo da mente e aproximar o idoso da família e amigos, criando ao mesmo tempo dados clínicos evolutivos, para uma perceção fácil do desenvolvimento das capacidades cognitivas do idoso e consequente aconselhamento. Este trabalho é o resultado de um estágio curricular, no âmbito do Mestrado em Engenharia Informática pela Universidade de Coimbra, realizado na Cnotinfor, empresa proponente do estágio.
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31

LIN, WEI-SIANG, and 林偉翔. "Brain–Computer Interface Game Applications For Attention Training." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/wpyj42.

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碩士
明志科技大學
電機工程系碩士班
107
The application of brainwave becomes a flourishing industry in recent years. The research field of brainwave is quite popular. In order to studying the characteristics of brainwaves in different behaviors, such as concentration, relaxation, dizziness, sleep, etc, Brain Computer Interface (BCI) technology has developed to analysis the human subconsciousness, behavior, and the collected brainwave features can be applied to life, medical care, education, mental training, and so on. According to the reports, the paralyzed patients could eat and type by themselves using BCI. In the education filed, the teacher would recognize whether the student is concentrating or not. Thus, BCI will enhance the learning consequent. The aim of this research is to develop a system for the concentration training application. The system combines with the Unity game and the BCI which contains of the embedded system and Bluetooth device. The size of the developed system is small. In addition, the system is convenient for testing. The system collects the beta wave from the measured brainwave data, and it can determine whether the user is concentration or not to control the Unity game. The results of this study show that the proposed system can enhance the concentration of people.
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32

Jhang, Yuan-Jhe, and 張遠哲. "Technology Acceptance Model,TAM for Brain Computer Interfaces Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/25302020867165743413.

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碩士
國立暨南國際大學
資訊管理學系
103
Under the flourishing development of information technology, Brain-Computer Interface (BCI) has become an important topic in technology application in recent years. The study discussed how to understand the user’s behaviors by the operation of brainwave games in terms of technology acceptance model, flow experience, sensory control, technology involvement, and innovation. Structural equation was used to measure the causation of the variables and findings are as follows. 1. The Perceived behavioral control in brainwave games has significantly positive influence on usability; 2. The technology involvement in brainwave games has significantly positive influence on intention; 3. Innovativeness no significant influence on intention; 4. The usability in brainwave games has significantly positive influence on flow experience; 5. Flow experience has significantly influence on intention; 6. Perceived Ease of Use has significantly positive influence on intention; 7. Perceived Ease of Use has significantly positive influence on Perceived usefulness; 8. Perceived Ease of Use has no significant influence on intention. Finally, practical meanings and future study directions were suggested according to the findings.
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33

Yang, Bao-Jun, and 楊堡鈞. "SSVEP-based Brain–computer Interface for the Practical Game Design." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/4u6kcj.

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碩士
國立交通大學
生物科技學系
104
Brain computer interface (BCI) is a medium of communication through which users can control a device or application. BCI has been gaining a lot of attention in recent years for wide range of application like robotics, rehabilitation, neuro-marketing, gaming etc. Motor Imagery (MI), Steady-state visually evoked potential (SSVEP) and P-300 are the frequently EEG signal components for application purpose. SSVEP based BCI systems have some advantages over other like high information transfer rate (ITR), high signal to noise ratio (SNR) and require little user training. Most of the previous research studies implemented a black/white stimulus and the frequency of the stimulus was in alpha/beta band. However, in real-world application the objects are colorful. Therefore, this work focused on exploring the performance different frequencies of colored stimulus. In total, 16 frequency stimulus (4 from each EEG band i.e., theta, alpha, beta and gamma band) were tested for developing a practical SSVEP based neuro-gaming system. For this, we used 16 channels (placed non-invasively on posterior region of the brain) to record offline data EEG; but only channels O1, Oz, O2 were used for implementing an SSVEP based BCI application and rest of the channels were included in exploring the human cognition. The stimulus was presented as match-three game with flickering gems similar to the popular Candy Crush game. Using Canonical correlation analysis (CCA) as classification algorithm, highest accuracy was obtained with theta band with a stimulus duration of 5 seconds. To further evaluate the performance, we estimated information transfer rate (ITR) and accuracy for different stimulus durations ranging from 2~5 sec. Highest ITR of 45.3 bit per min is achieved with theta band at 2 sec stimulus duration with an accuracy of 92.4%. Therefore, with this work, we found the best SSVEP based BCI system parameters that can be used for developing a practical neuro-gaming system.
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34

Cunha, José Diogo Marques da Silva Branco da. "Sensorimotor rhythm brain-computer interface – A game-based online co-adaptive training." Master's thesis, 2018. http://hdl.handle.net/10451/36308.

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Tese de mestrado integrado, Engenharia Biomédica e Biofísica (Engenharia Clínica e Instrumentação Médica) Universidade de Lisboa, Faculdade de Ciências, 2018
Brain-Computer Interface (BCI) technology translates brain signals into messages. BCI users are thus enabled to interact with the environment by thought, or more generally speaking by mental processes. Event-related desynchronization (ERD) based BCIs use the detection of changes in the spontaneous electroencephalogram (EEG) signal. Different mental processes induce power decreases (ERD) or increases (event-related synchronization, ERS) in different frequencies and different areas of the brain. These differences can be measured and classified. Operating a non-invasive EEG based sensorimotor rhythm BCI is a skill that typically requires extensive training. Lately, online co-adaptive feedback training approaches achieved promising results after short periods of training. Does this also mean that users can have meaningful BCI-based interactions after training, when the BCI is no longer adapting, like in a real- life scenario? To answer this question an online study was conducted with 20 naïve (first time) users. After a short (less than 20 minutes) setup, the users trained to gain BCI control by playing a Whack- A-Mole game where they would have to perform Motor Imagery (imagination of a specific movement- MI) to control a hammer to hit a mole. The game was played for about 30 minutes. During this time, the user learns to perform MI with online feedback from the game and the BCI parameters recurrently adapt to the user’s EEG patterns every~1minute. This recurrent adaptation allows different users to use slightly different strategies and produce ERDs in different frequencies and brain areas without loss of performance. After 30 minutes of training the adaptation was stopped and the users continued playing the game with the trained BCI for another 20 minutes. The BCI parameters were calibrated with data from the adaptive stage and kept fixed in the last 20 minutes. Our hypothesis is that once a system was co-adaptively trained it can maintain its performance without recurrent adaptation. Eighteen out of the twenty users were able to control the BCI and play the game. Seventeen out of the eighteen were able to improve or keep performance between adaptive and non-adaptive stage. These results seem to suggest that online co-adaptation is an effective way to gain BCI control.
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35

Chi, Ming-Liang, and 紀明良. "The Study of Architecture Design about Multi-player Brain Computer Interface Game System." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/17895143259546921381.

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碩士
國立臺中教育大學
數位內容科技學系碩士班
99
The main purpose of this study is using the Brain Computer Interface (BCI) devices as game equipments to develop a multi-player BCI game system (MBCIGS). The MBCIGS includes a multi-user management system and three playing modes of BCI games which are a single BCI playing mode, a multi-user playing mode, and a multi-user competition mode. The multi-user management system is to handle the connection and the message transmission between players, while the three modes of BCI games are to offer the players using BCI devices from the status of practicing to competition. The MBCIGS uses a MindSet as BCI device, an Electro Server as multi-user platform, and Flash software as client game developing system. Several suggestions are presented for the future game system development and the research in the study.
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36

Cheng, Meng-Tzu. "Middle school students' learning of the impact of methamphetamine abuse on the brain through Serious Game play." 2009. http://www.lib.ncsu.edu/theses/available/etd-06242009-231040/unrestricted/etd.pdf.

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37

Wan, Ching-Chih, and 萬靜之. "Impacts of Gender and Game Genes on the Changes of Players’ Flow, Emotion, and Brain Waves during Gameplay." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/43237067989244628458.

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碩士
中華大學
資訊管理學系碩士班
102
Computer game is one of the youngster’s favorite activities, and is easy to get the positive emotions during the process of playing computer games. Therefore, the aim of this study is to investigate the relationship with gender differences, flow, brain waves and the emotional during the game. There are 30 participants were recruited from master’s degree students and college. The experiment cost 30 to 50 minutes. In the experiments, we use three different types of computer games, such as racing, action and puzzle game. In this study, we used full-screen video to record and fill in the questionnaire to understand the participants’ flow, brain waves and emotional. After the participants finished the experiments, the ANOVA was used to analyses the data. The results of the analysis shows that the gender dimensions of control aspect in different type’s game have significant. Although the statistical result shows that the gender is not significant, men are significantly greater than women in the control aspect. The convenience sampling method was used to separate the participants into racing game (10 participants), action game (5 participants) and puzzle game (5 participants). The results of the brain EEG shows that Alpha and Beta have significant fluctuated. However, Theta, Alpha and Beta emerged the most value about ascent and descent. Hence, Theta, Alpha and Beta have influenced each other. There was no significant difference between genders with three different aspects in the different kinds of games. The result shows that participants were anxious, flow and boredom when they laying racing games, action games and puzzle game; in the meanwhile, Beta, Alpha and Theta value have not significantly.
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38

Hou, Chung-Lin, and 侯仲麟. "Development of an online virtual-reality car racing game based on internet of brains." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/kac5nj.

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Abstract:
碩士
國立臺北科技大學
機械工程系機電整合碩士班
106
In recent years, many studies combine brain-computer interface (BCI) with Virtual Reality (VR) to increase user’s motivation. However, only single-player BCI-VR systems were been developed currently. Therefore, in this paper I utilize the internet to connect multiple single-player BCI-VR systems, and propose an online BCI-VR systems which we named internet of brains (IoB). This multiple-player system is able to control racing car’s speed and jump by Electroencephalography (EEG) and Electromyography (EMG) in the same BCI-VR game. The EEG features include theta bandpower (BP), beta BP, Higuchi’s fractal dimension (HFD) and Katz’s FD, those features be transformed into concentration level and corresponded car speed. Players can enhance the speed by performing mental arithmetic (MA) task and achieve car jump by a slight teeth-gritting. The online result shows that KFD has the lowest false positive rate (FPR=1.44%), but HFD can achieve the largest difference of average car speed under MA state (higher than resting state 1.3 speed level). In jump test, the highest hitting jumping ratio can achieved 0.9.
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39

Buchtel, Michal. "Analýza techniky jízdy na kajaku při závodech ve slalomu na divoké vodě." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-372572.

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Title: Analysis of techniques in wild water kayaking during competitions in wild water slalom Objectives: 1. To analyze race runs of the best world kayakers in top competitions in wild water slalom in frequency of use of individual types of strokes and technics of passing through upstream and downstream gates 2. Determine the percentage of using forwards and driving strokes in competition runs of best world kayakers Methods: Observationally descriptive study based on organized, non-behavioral observation of a targeted sample of the population of athletes, specifically a group of top kayakers. Sequence video analysis in the Darthfish computer program, based on the recording of predefined technical elements that appear in the competition runs of the best world kayakers. The observation was done by one professional expert by intra-observating method. The data was processed in the Microsoft Excel computer program using basic statistics. The individual outputs were described in details. Results: Top world kayakers are mostly using sweep technique when passing through the upstream gates in competitions There is a high share of forwards strokes against driving strokes in competition runs of top world kayakers Key words: wild water slalom, technique, tactics, competition, passing gates, video analysis
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40

Jordaan, Hermanus Lukas. "Behavioural-ecology of the white rhinoceros (Ceratotherium simum) in the Willem Pretorius Game Reserve." Diss., 2010. http://hdl.handle.net/10500/3593.

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Abstract:
The main aim of this study was to classify and describe the plant communities in the home range of white rhinoceros in order to understand the animal seasonal foraging ecology. To provide a detailed habitat description, forty sample plots were stratified randomly. A TWINSPAN classification, refined by Braun-Blanquet procedures, was carried out on the Viewpoint section of the reserve. Ten plant communities, grouped into five major community types, were identified. The veld condition and ecological carrying capacity in these communities were measured, stating an abundance of food on long grass while the short grass equal the number of short grass feeders. A number of behavioural aspects such as activity data, home range utilization and dietary usage were examined. Statistical methods such as the Spearman rank-order correlation, Wilcoxon sign test and Student T-test were used on rhino data. The difference in usage of the home range during wet and dry seasons was insignificant.
Environmental Sciences
M.Sc. (Environmental Management)
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41

Jordaan, Hermanus Lukas. "Behavioral-ecology of the white rhinoceros (Ceratotherium simum) in the Willem Pretorius Game Reserve." Diss., 2010. http://hdl.handle.net/10500/3593.

Full text
Abstract:
The main aim of this study was to classify and describe the plant communities in the home range of white rhinoceros in order to understand the animal seasonal foraging ecology. To provide a detailed habitat description, forty sample plots were stratified randomly. A TWINSPAN classification, refined by Braun-Blanquet procedures, was carried out on the Viewpoint section of the reserve. Ten plant communities, grouped into five major community types, were identified. The veld condition and ecological carrying capacity in these communities were measured, stating an abundance of food on long grass while the short grass equal the number of short grass feeders. A number of behavioural aspects such as activity data, home range utilization and dietary usage were examined. Statistical methods such as the Spearman rank-order correlation, Wilcoxon sign test and Student T-test were used on rhino data. The difference in usage of the home range during wet and dry seasons was insignificant.
Environmental Sciences
M.Sc. (Environmental Management)
APA, Harvard, Vancouver, ISO, and other styles
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