2004
DOI: 10.1207/s15327590ijhc1702_3
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Real-Time Analysis of EEG Indexes of Alertness, Cognition, and Memory Acquired With a Wireless EEG Headset

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Cited by 335 publications
(218 citation statements)
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“…These power changes were captured for different brain frequency bands, namely theta band (4-7 Hz), alpha band (8-13 Hz), beta band (14-29 Hz) and gamma band (30-47 Hz). Furthermore, in order to capture changes in the brain activity, associated with processes like workload, engagement and attention, a feature called workload index (WI) [9] was estimated per electrode as follows: WI = beta power theta power + alpha power…”
Section: Feature Extraction and Classificationmentioning
confidence: 99%
“…These power changes were captured for different brain frequency bands, namely theta band (4-7 Hz), alpha band (8-13 Hz), beta band (14-29 Hz) and gamma band (30-47 Hz). Furthermore, in order to capture changes in the brain activity, associated with processes like workload, engagement and attention, a feature called workload index (WI) [9] was estimated per electrode as follows: WI = beta power theta power + alpha power…”
Section: Feature Extraction and Classificationmentioning
confidence: 99%
“…In addition, the strategic and adversarial nature of a video game carries natural opportunities to explore higher-level cognitive measures such as comprehension of game-related narratives and social attribution to a computer-generated adversary. Video games evoke measurable alterations in attention and perceptual processes (Green & Bavelier 2003, 2006ab, 2007Castel et al 2005;Feng et al 2007), and the video game format is increasingly being used to acquire simultaneous behavioural and EEG observations in ecologically valid contexts, for example in visuomotor tracking (Smith et al 1999), air traffic control (Brookings et al 1996), and military command and control simulations (St John et al 2002Berka et al 2004). Recent results in human-computer interaction (von Ahn 2006) also point to the power of the game context to establish and to maintain motivation in tasks that otherwise might not seem engaging, to teach persons with developmental disorders (Golan & Baron-Cohen 2006), and to train executive functions (Thorell et al, 2009).…”
Section: Representative Resultsmentioning
confidence: 99%
“…Askerin muharebe şartlarındaki algısına dayalı performans ölçüleri olarak: 1) Tetikte olma durumu, 2) Tepki süresi, 3) Reaksiyon seçenekleri içerisinden doğru olanın seçilmesi, 4) Dikkat durumu ve 5) Yaşanan olayın tekrar hatırlanması sayılabilir. Savaş gemisinde komutanın göreviyle ilgili eğitiminde, tetikte olma, algı durumu ve hafıza konuları ile ilişkili indeks elde etmek üzere geliştirilmiş bir EEG sisteminde öğrenme, hafıza ve algıya dayalı başarılı sonuçlar alınmıştır [14]. Doğru ve yanlış tercihlerin anlaşılmasında değişen beyin sinyalleri ileri seviye eğitimlerin verilmesinde önemli bir girdi olabilecektir.…”
Section: Askerî Uygulamalarunclassified