Neuroscience and gaming are among the most rapidly increasing research areas. Today, researchers look for a way to develop a serious game, which would improve some chosen knowledge of participants at schools or work. Therefore, it is very necessary to have some feedback whether a serious game is going to improve chosen knowledge. One of the possibilities is to use a neurofeedback using electroencephalography (EEG). Brainwaves, especially beta waves (12Hz -30Hz), are very important if we want to evaluate the effectiveness of game methodology. Beta waves are activated just when the participant is concentrated. The main goal of our research was to measure and confirm brain activity of beta waves when playing 3D and 2D serious games and compare them. In the last part of paper, we introduce some benefits and profits of using serious games and neurofeedback. Mathematics Subject Classification 2000: 97C30 [Psychology of and research in mathematics education]
In this paper, we describe an investigation of brain activity while playing a serious game (SG). A SG is focused on improving logical thinking, specifically on cognitive training of students in the field of basic logic gates, and we summarize SG description, design, and development. A method based on various signal processing techniques for evaluating electroencephalographic (EEG) data was implemented in the MATLAB. This assessment was based on the analysis of the spectrogram of particular brain activity. Changes in brain activity power at a characteristic frequency band during the gameplay were calculated from the spectrogram. The EEG of 21 respondents was measured. Based on the results, the respondents can be divided into three groups according to specific EEG activity changes during the gameplay compared to a relaxed state. The beta/alpha ratio, an indicator of brain employment to a mental task, was increased during gameplay in 18 of the 21 subjects. Our results reflected the sex of respondents, time of the game and the indicator, and whether the game was successfully completed.
Usually, the existence of a complex network is considered an advantage feature and efforts are made to increase its robustness against an attack. However, there exist also harmful and/or malicious networks, from social ones like spreading hoax, corruption, phishing, extremist ideology, and terrorist support up to computer networks spreading computer viruses or DDoS attack software or even biological networks of carriers or transport centers spreading disease among the population. New attack strategy can be therefore used against malicious networks, as well as in a worst-case scenario test for robustness of a useful network. A common measure of robustness of networks is their disintegration level after removal of a fraction of nodes. This robustness can be calculated as a ratio of the number of nodes of the greatest remaining network component against the number of nodes in the original network. Our paper presents a combination of heuristics optimized for an attack on a complex network to achieve its greatest disintegration. Nodes are deleted sequentially based on a heuristic criterion. Efficiency of classical attack approaches is compared to the proposed approach on Barabási-Albert, scale-free with tunable power-law exponent, and Erdős-Rényi models of complex networks and on real-world networks. Our attack strategy results in a faster disintegration, which is counterbalanced by its slightly increased computational demands.
A new phenomenon, which increasingly rises among the young generation all over the world, is Internet addiction. Information and communication technology (ICT) has a major influence not only on individual sectors of the national economy (services, industry, agriculture, etc.), but also on free time activities and interests of the young generation. ICT-related free time activities of the young generation have notably changed over the last decade (Slovakia was connected to the Internet in November 1992). The aim of the research was to determine the symptoms of Internet addiction in Slovak secondary school students, i.e. to detect significant differences between the following: a personality trait – addiction, addiction – age, addiction – a place of residence, etc. The standardized questionnaire was used in all regions of Slovakia. We collected data by means of an online questionnaire over the period of more than six months. The research results show that female have more potential to become addicted than male, which could be caused by feelings and sadness (Ha & Hwang., 2014). Some other significant results show that more extroverted students are less Internet-addicted than their less extroverted counterparts. According to Zamani, extroverts prefer social and face-to-face interaction with others (Zamani et al., 2011). Other questions focused on neuroticism - emotional stability, where more neurotic students were more addicted than less neurotic students. Finally, significant results were related to residence. Findings showed that students who come from cities (towns) had higher symptoms of Internet addiction than villagers. Other details of this research are shown in the results and discussion section.
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