TY - GEN
T1 - 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
AU - Auccahuasi, Wilver
AU - Díaz, Mónica
AU - Sernaque, Fernando
AU - Flores, Edward
AU - Aiquipa, Gabriel
AU - Rojas, Gloria
AU - Castro, Percy
AU - Moggiano, Nabilt
N1 - Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/11/15
Y1 - 2019/11/15
N2 - 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.
AB - 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.
KW - BCI
KW - Concentration
KW - EEG
KW - Game
KW - Meditation
KW - Study
UR - http://www.scopus.com/inward/record.url?scp=85078335961&partnerID=8YFLogxK
U2 - 10.1145/3369985.3370017
DO - 10.1145/3369985.3370017
M3 - Contribución a la conferencia
AN - SCOPUS:85078335961
T3 - ACM International Conference Proceeding Series
SP - 154
EP - 157
BT - Proceedings of the 2019 5th International Conference on Communication and Information Processing, ICCIP 2019
PB - Association for Computing Machinery
T2 - 5th International Conference on Communication and Information Processing, ICCIP 2019
Y2 - 15 November 2019 through 17 November 2019
ER -