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The Electroencephalogram Indicators of Immersion States According to Difficulty Levels of Computer GameThe Electroencephalogram Indicators of Immersion States According to Difficulty Levels of Computer Game

Authors
박상용조영미
Issue Date
2021
Publisher
(사)한국컴퓨터게임학회
Keywords
EEG; Game Test; Difficulty Levels
Citation
한국컴퓨터게임학회논문지, v.34, no.1, pp 89 - 98
Pages
10
Journal Title
한국컴퓨터게임학회논문지
Volume
34
Number
1
Start Page
89
End Page
98
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/63056
DOI
10.22819/kscg.2021.34.1.011
ISSN
1976-6513
Abstract
This study focused an analysis of physiological signals to provide suitable difficulty levels of computer games. The analysis of measured human physiological signals is objective and quantitative. This study used the electroencephalogram(EEG) analysis which is appropriate method of measuring human cognition and emotion. The existing indicators and improved indicators were used to analyze the EEG signals. EEG signals of participants in the rest state were measured as a reference. The EEG signals of participants in the low difficulty levels and high difficulty levels of the Tetris game were measured. The difference of EEG signals between each state and rest states were used as results of each states. This study used the indicators which are comparing the spectral power of each bands, arousal index, valence index. And the immersion indicator and the concentration indicator were modified. The immersion indicator is the ratio between alpha and theta, and the concentration indicator is the ratio between beta and theta. It means that the immersion and concentration were slightly high with high difficulty levels of the game than low difficulty levels of the game. The meaning of this study is that the quantitative way to alternate the feedback from self-report survey about the game difficulty is added by modifying the established indicators.
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