2019 IEEE Student Conference on Research and Development (SCOReD) 2019
DOI: 10.1109/scored.2019.8896222
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Effect Of Neurofeedback 2D and 3D Stimulus Content On Stress Mitigation

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Cited by 4 publications
(6 citation statements)
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“…They used a gamification approach-in the 2D paradigm, the game "Bugz Shooter" was used, where participants had to shoot bugs with water bubbles depending on frontal alpha asymmetry. For the 3D group, a car driving game was presented, and the car would drive depending on the alpha asymmetry (Hafeez et al, 2019). As the studies did not include control groups one cannot differ between NF-specific effects and unspecific 3D/VR-related effects.…”
Section: Discussion 3d Vs 2d Feedback On Electroencephalography Powermentioning
confidence: 99%
“…They used a gamification approach-in the 2D paradigm, the game "Bugz Shooter" was used, where participants had to shoot bugs with water bubbles depending on frontal alpha asymmetry. For the 3D group, a car driving game was presented, and the car would drive depending on the alpha asymmetry (Hafeez et al, 2019). As the studies did not include control groups one cannot differ between NF-specific effects and unspecific 3D/VR-related effects.…”
Section: Discussion 3d Vs 2d Feedback On Electroencephalography Powermentioning
confidence: 99%
“…Beta frequency band reflects brain activities with faster oscillation, and has been associated with concentration [ 64 ], alertness [ 65 ], and attention [ 66 , 67 , 68 ]. Changes in the beta activity over the sensorimotor cortex has been associated with sensorimotor control and peripheral muscular activity [ 69 ].…”
Section: Discussionmentioning
confidence: 99%
“…In our study, the increase of beta activity during the VR trials is dominantly due to the increase of high-beta sub-band (18–30 Hz). This sub-band has been associated with higher level of concentration but with increasing emotional intensity such as anxiety [ 52 ] and agitation [ 68 ]. Errico et al used the ratio of high-beta to low-beta sub-bands to calculate alertness index [ 22 ] in a study on emotion reactions within the VR.…”
Section: Discussionmentioning
confidence: 99%
“…During the study [8], a number of parameters were investigated for the performance enhancements. These parameters included the threshold selection, effect of environment colors [25], game platform [19] and instructions from the practitioners. The observations and the analysis in [8], are critical to identify the enhancements in development of the GSC.…”
Section: Development Of Enhanced Game Stimulus Content For Neurofeedback Trainingmentioning
confidence: 99%
“…The selection of stimulus contents is based on the practitioner's expertise for a particular therapeutic application of neurofeedback training. Several studies have used different stimulus contents for neurofeedback training for different applications related to cognitive therapeutic effects (e.g., audio stimulus content [14]- [16], audio-visual stimulus content [17], [18], and game stimulus content (GSC) [5], [7], [8], [19]).…”
Section: Introductionmentioning
confidence: 99%