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Wyświetlanie 1-4 z 4
Tytuł:
A NEW CONCEPT OF PRODUCT DESIGN BY INVOLVING EMOTIONAL FACTORS USING EEG: A CASE STUDY OF COMPUTER MOUSE DESIGN
Autorzy:
Sugiono, Sugiono
Putra, Andi S
P, Renaldi
Fanani, Angga A
Cahyawati, Amanda N
Oktavianty, Oke
Powiązania:
https://bibliotekanauki.pl/articles/2137989.pdf
Data publikacji:
2021-02-01
Wydawca:
Fundacja Edukacji Medycznej, Promocji Zdrowia, Sztuki i Kultury Ars Medica
Tematy:
mouse design
customer emotion
ergonomics
EEG Emotiv
Opis:
Product design has long been developed based on reliability and usability, but has neglected the objective measurement in terms of pleasurable experience. This paper presents a new concept of product design, with application in computer mouse design, which not only considers the performance of its functional factor but also emotional factor. A survey involving 153 respondents showed that 75.16% of respondents consider ergonomic / comfort factor as the most important factor, followed by precision factor with 58.17%, and noise factor with 15.03%. Furthermore, a survey of pairewise comparisons were conducted to assess the level of importance of the emotional factor. Analytical Hierarchy Process (AHP) was used to process weigh- tage, resulting in stress = 0.27, focus = 0.279, engagement = 0.29, and interest = 0.265. Finally, the emotional level of 5 different mouse units was assessed through experiments using the EEG Emotiv 16 Channels system 10-20. There are three stages in assessing the mouse which were carried out using the 5 samples, namely the level of interest, the stage of using (ergonomics, focus) t, and the stage of user experience (engagement). From the average measurement of the EEG value, it was found that interest = 57.8 (scale 0-100) on a mouse that has an elegant shape, striking color, and with wifi connectivity, focus & stress because the size fits the shape of the hand and the level of cursor precision, while engagement follows the other three emotional factors. It can be concluded that brain signal exploration through Emotiv’s EEG is able to quantify the emotional factor in product selection through the phase of attraction, use and experience. ------------------------------------------------------------------------------------------------------------------------------------
Źródło:
Acta Neuropsychologica; 2021, 19(1); 63-80
1730-7503
2084-4298
Pojawia się w:
Acta Neuropsychologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Using brain-computer interface technology for modeling 3D objects in blender software
Autorzy:
Zając, Mateusz
Paszkiel, Szczepan
Powiązania:
https://bibliotekanauki.pl/articles/2141890.pdf
Data publikacji:
2020
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
BCI
EMOTIV EPOC+ Neuroheadset
Blender
3D modeling
Opis:
Computer 3D modeling has primarily relied on the Windows, Icons, Menus, Pointer (WIMP) interface in which user input is in form of pointer movements and keystrokes, since its beginning. The brain-computer interface (BCI) is a technology which allows users to take action in computer by using their brain signals. This paper presents the usage of EMOTIV EPOC+ Neuroheadset in Blender software for executing specific Blender’s functions for editing 3D objects. The purpose of this paper is to briefly, yet illustratively, present the application of EMOTIV EPOC+ Neuroheadset in an intersting application in Blender software for the editing of 3D objects.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2020, 14, 4; 18-24
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
EVENT-RELATED POTENTIALS REVEAL IMPAIRED EMOTION-COGNITION INTERACTION IN INDIVIDUALS WITH PUBLIC SPEAKING ANXIETY
Autorzy:
Feroz, Farah Shahnaz
Mat Ali, Muhammad Hairulnizam
Ismail, Afiq Idzudden
Salman, Ahmad Rifhan
Shahbodin, Faaizah
Powiązania:
https://bibliotekanauki.pl/articles/2138099.pdf
Data publikacji:
2021-11-12
Wydawca:
Fundacja Edukacji Medycznej, Promocji Zdrowia, Sztuki i Kultury Ars Medica
Tematy:
public speaking anxiety
Flanker
emotion
cognition
P200
N200
emotiv
EEG
Opis:
This study used reaction time (RT) and event-related potential (ERP) analysis in an emotion-cognition Eriksen-Flanker (ECEF) task to investigate behavioral and neural abnormalities in individuals with public speaking anxiety (PSA). Although 25 per cent of people worldwide suffer from PSA, there is currently a lack of standardized assessment or biomarkers to detect emotion-cognition abnormalities in individuals with PSA. RT and ERP were compared between 12 subjects with high (H) PSA and 12 subjects with low (L) PSA in the ECEF experiment. EEG was recorded with the 14-channel Emotiv EPOC+. RT data showed a significant Flanker Effect across groups in the neutral and emotional (PSA-related) conditions, with increased Flanker effect in the HPSA group. On average, LPSA subjects were faster than the HPSA subjects in the ECEF task. HPSA subjects showed aberrant ERP responses in two ways. Firstly in the reversed N200 conflict effect with increased frontocentral amplitude in the incongruent compared to the congruent condition. Secondly, in the absence of the P200 frontocentral emotional modulation found in LPSA subjects. In the HPSA group, decreased P200 amplitude is significantly related to impaired behavioral performance in the neutral congruent condition. RT and ERP are useful in modern medicine because they successfully unveiled the biomarkers of abnormalities during the interaction of emotion and cognition. Impaired conflict processing in PSA-related condi- tions was found at the N200 and P200 windows in HPSA individuals.
Źródło:
Acta Neuropsychologica; 2021, 19(4); 427-443
1730-7503
2084-4298
Pojawia się w:
Acta Neuropsychologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Using brain-computer interface technology as a controller in video games
Zastosowanie technologii interfejsów mózg-komputer jako kontrolera do gier wideo
Autorzy:
Zając, Błażej
Paszkiel, Szczepan
Powiązania:
https://bibliotekanauki.pl/articles/1841328.pdf
Data publikacji:
2020
Wydawca:
Politechnika Lubelska. Wydawnictwo Politechniki Lubelskiej
Tematy:
electroencephalography
brain-computer interfaces
EMOTIV EPOC+ NeuroHeadset
video games
elektroencefalografia
interfejs mózg-komputer
gry wideo
Opis:
Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used forcommercial purposes, for example as a replacement for a keyboard,mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.
W obecnych czasach sterowanie w grach wideo jest oparte na wykorzystaniu myszki, klawiatury oraz innych kontrolerów. Brain-Computer Interface w skrócie BCI to specjalnyinterfejspozwalający na bezpośrednią komunikację międzymózgiem,a odpowiednim urządzeniem zewnętrznym. Technologia Brain-Computer Interface może zostać użyta w celach komercyjnych na przykład jako zamiennik myszki klawiatury lub innego kontrolera. Wartykule przedstawiono sposób sterowania w grach wideo przy pomocy neuro-headsetu EMOTIV EPOC+ jako kontrolera.
Źródło:
Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska; 2020, 10, 3; 26-31
2083-0157
2391-6761
Pojawia się w:
Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-4 z 4

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