2017
DOI: 10.3390/app8010018
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A Game Player Expertise Level Classification System Using Electroencephalography (EEG)

Abstract: Abstract:The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users' attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG)… Show more

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Cited by 28 publications
(33 citation statements)
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References 32 publications
(29 reference statements)
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“…The Welch method was used to extract power spectral densities with a window length of 128 samples with 50 percent overlap. For feature extraction, power spectral densities of different neural oscillations namely, delta (1-3 Hz), theta (4-7 Hz), alpha (8-12 Hz), beta (13-30 Hz), gamma (25-43 Hz), slow (4-13 Hz), and low beta (13)(14)(15)(16)(17) were computed from each channel. Relative gamma waves were computed by taking the ratio of slow and gamma waves.…”
Section: Feature Extraction and Selectionmentioning
confidence: 99%
See 1 more Smart Citation
“…The Welch method was used to extract power spectral densities with a window length of 128 samples with 50 percent overlap. For feature extraction, power spectral densities of different neural oscillations namely, delta (1-3 Hz), theta (4-7 Hz), alpha (8-12 Hz), beta (13-30 Hz), gamma (25-43 Hz), slow (4-13 Hz), and low beta (13)(14)(15)(16)(17) were computed from each channel. Relative gamma waves were computed by taking the ratio of slow and gamma waves.…”
Section: Feature Extraction and Selectionmentioning
confidence: 99%
“…Recently, wearable systems were developed that can record electro-physiological signals (such as EEG and heart rate variability) to detect acute stress [12]. EEG is one of the most common source of information for studying brain function [13][14][15][16][17]. The oscillations generated by the variation of electric potential in the brain are recorded using low resistance electrodes placed on the human scalp [18].…”
Section: Introductionmentioning
confidence: 99%
“…While [40], found that the player's expertise and competency can be better classified using features from the January 25, 2021 3/21 EEG signals and regression-based ridge estimator classifier. In [41,42], mobile game players' expertise was classified using EEG signals and machine learning algorithms,…”
Section: Related Workmentioning
confidence: 99%
“…As far as brain-controlled video game technology is concerned, it can be used for both medical and non-medical purposes: to recover limb motricity in case of brain level trauma or in case of suffering by a neurologic disease such as stroke or severe neurodegenerative disease using generation of motor imagery based on BCI commands; as assistive technology for persons with mobility impairment such as spinal cord injuries who otherwise are not able to perform game controls; for relaxation and entertainment, in many cases used to measure the concentration level of a player [5,6,7].…”
Section: Bci Related To Gamesmentioning
confidence: 99%