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

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dc.contributor.author박상용-
dc.contributor.author조영미-
dc.date.accessioned2023-03-08T12:53:51Z-
dc.date.available2023-03-08T12:53:51Z-
dc.date.issued2021-
dc.identifier.issn1976-6513-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/63056-
dc.description.abstractThis 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.-
dc.format.extent10-
dc.language영어-
dc.language.isoENG-
dc.publisher(사)한국컴퓨터게임학회-
dc.titleThe Electroencephalogram Indicators of Immersion States According to Difficulty Levels of Computer Game-
dc.title.alternativeThe Electroencephalogram Indicators of Immersion States According to Difficulty Levels of Computer Game-
dc.typeArticle-
dc.identifier.doi10.22819/kscg.2021.34.1.011-
dc.identifier.bibliographicCitation한국컴퓨터게임학회논문지, v.34, no.1, pp 89 - 98-
dc.identifier.kciidART002697971-
dc.description.isOpenAccessN-
dc.citation.endPage98-
dc.citation.number1-
dc.citation.startPage89-
dc.citation.title한국컴퓨터게임학회논문지-
dc.citation.volume34-
dc.publisher.location대한민국-
dc.subject.keywordAuthorEEG-
dc.subject.keywordAuthorGame Test-
dc.subject.keywordAuthorDifficulty Levels-
dc.description.journalRegisteredClasskci-
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