Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface

In the new times we are living, the use of technology is causing many of the customs are changing, one of them is the development of children, in previous years children used to play with their friends in the parks, technology It has caused many of them to perform recreation activities based on the...

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Detalhes bibliográficos
Autores: Auccahuasi, W., Díaz, M., Sernaque, F., Flores, E., Aiquipa, G., Rojas, G., Castro, P., Moggiano, N.
Formato: artículo
Fecha de publicación:2019
País:Perú
Recursos:Universidad Continental
Repositorio:CONTINENTAL-Institucional
Idioma:inglés
OAI Identifier:oai:repositorio.continental.edu.pe:20.500.12394/7809
Acesso em linha:https://hdl.handle.net/20.500.12394/7809
Access Level:acceso abierto
Palavra-chave:Interfaz de la computadora del cerebro
Electroencefalografía
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dc.title.es_ES.fl_str_mv Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
dc.title.alternative.es_ES.fl_str_mv Análisis de la comparación de los niveles de concentración y meditación en la realización de actividades académicas y actividades relacionadas con videojuegos, basadas en la interfaz cerebro-computadora
title Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
spellingShingle Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
Auccahuasi, W.
Interfaz de la computadora del cerebro
Electroencefalografía
title_short Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
title_full Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
title_fullStr Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
title_full_unstemmed Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
title_sort Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface
dc.creator.none.fl_str_mv Auccahuasi, W.
Díaz, M.
Sernaque, F.
Flores, E.
Aiquipa, G.
Rojas, G.
Castro, P.
Moggiano, N.
author Auccahuasi, W.
author_facet Auccahuasi, W.
Díaz, M.
Sernaque, F.
Flores, E.
Aiquipa, G.
Rojas, G.
Castro, P.
Moggiano, N.
author_role author
author2 Díaz, M.
Sernaque, F.
Flores, E.
Aiquipa, G.
Rojas, G.
Castro, P.
Moggiano, N.
author2_role author
author
author
author
author
author
author
dc.subject.es_ES.fl_str_mv Interfaz de la computadora del cerebro
Electroencefalografía
topic Interfaz de la computadora del cerebro
Electroencefalografía
description In the new times we are living, the use of technology is causing many of the customs are changing, one of them is the development of children, in previous years children used to play with their friends in the parks, technology It has caused many of them to perform recreation activities based on the use of video games, these games have caused children to develop certain skills and also change their behavior when they perform certain activities, in this work a comparison between the levels of concentration and meditation levels when children carry out activities related to the realization of academic activities related to the accomplishment of the school tasks that they must perform, with the levels of concentration and meditation when the child is doing activities related to video games, methodology that was used to evaluate the levels The concentration and meditation is based on the use of the Neurosky MindWave EEG device, which gives us the level of concentration and meditation that the person is on a scale of 0% to 100%, the results obtained show that In the case of videogames, children develop high levels of concentration in almost the entire development of the game from the beginning to the end of the game, compared to the levels that they develop when they do their homework, where children hardly concentrate having average records on average in the level of concentration and meditation.
publishDate 2019
dc.date.accessioned.none.fl_str_mv 2020-07-17T01:31:19Z
dc.date.available.none.fl_str_mv 2020-07-17T01:31:19Z
dc.date.created.none.fl_str_mv 2020
dc.date.issued.fl_str_mv 2019-11-15
dc.type.es_ES.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.citation.es_ES.fl_str_mv Auccahuasi, W., Díaz, M., Sernaque, F., Flores, E., Aiquipa, G., Rojas, G., Castro, P. Moggiano, N. (2019). Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface. ACM International Conference Proceeding Series, 1(1), 154-157. https://doi. 10.1145/3369985.3370017
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12394/7809
dc.identifier.doi.es_ES.fl_str_mv 10.1145/3369985.3370017
identifier_str_mv Auccahuasi, W., Díaz, M., Sernaque, F., Flores, E., Aiquipa, G., Rojas, G., Castro, P. Moggiano, N. (2019). Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface. ACM International Conference Proceeding Series, 1(1), 154-157. https://doi. 10.1145/3369985.3370017
10.1145/3369985.3370017
url https://hdl.handle.net/20.500.12394/7809
dc.language.iso.es_ES.fl_str_mv eng
language eng
dc.relation.es_ES.fl_str_mv https://dl.acm.org/doi/10.1145/3369985.3370017
dc.rights.es_ES.fl_str_mv info:eu-repo/semantics/openAccess
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dc.rights.license.es_ES.fl_str_mv Attribution 4.0 International (CC BY 4.0)
dc.rights.accessRights.es_ES.fl_str_mv Acceso abierto
eu_rights_str_mv openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0/
Attribution 4.0 International (CC BY 4.0)
Acceso abierto
dc.format.es_ES.fl_str_mv application/pdf
dc.format.extent.es_ES.fl_str_mv p. 154-157
dc.publisher.es_ES.fl_str_mv Universidad Continental
dc.source.es_ES.fl_str_mv Universidad Continental
Repositorio Institucional - Continental
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spelling 2020-07-17T01:31:19Z2020-07-17T01:31:19Z20202019-11-15Auccahuasi, W., Díaz, M., Sernaque, F., Flores, E., Aiquipa, G., Rojas, G., Castro, P. Moggiano, N. (2019). Analysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interface. ACM International Conference Proceeding Series, 1(1), 154-157. https://doi. 10.1145/3369985.3370017https://hdl.handle.net/20.500.12394/780910.1145/3369985.3370017In the new times we are living, the use of technology is causing many of the customs are changing, one of them is the development of children, in previous years children used to play with their friends in the parks, technology It has caused many of them to perform recreation activities based on the use of video games, these games have caused children to develop certain skills and also change their behavior when they perform certain activities, in this work a comparison between the levels of concentration and meditation levels when children carry out activities related to the realization of academic activities related to the accomplishment of the school tasks that they must perform, with the levels of concentration and meditation when the child is doing activities related to video games, methodology that was used to evaluate the levels The concentration and meditation is based on the use of the Neurosky MindWave EEG device, which gives us the level of concentration and meditation that the person is on a scale of 0% to 100%, the results obtained show that In the case of videogames, children develop high levels of concentration in almost the entire development of the game from the beginning to the end of the game, compared to the levels that they develop when they do their homework, where children hardly concentrate having average records on average in the level of concentration and meditation.application/pdfp. 154-157engUniversidad Continentalhttps://dl.acm.org/doi/10.1145/3369985.3370017info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/4.0/Attribution 4.0 International (CC BY 4.0)Acceso abiertoUniversidad ContinentalRepositorio Institucional - Continentalreponame:CONTINENTAL-Institucionalinstname:Universidad Continentalinstacron:CONTINENTALInterfaz de la computadora del cerebroElectroencefalografíaAnalysis of the comparison of the levels of concentration and meditation in the realization of academic activities and activities related to videogames, based on brain computer interfaceAnálisis de la comparación de los niveles de concentración y meditación en la realización de actividades académicas y actividades relacionadas con videojuegos, basadas en la interfaz cerebro-computadorainfo:eu-repo/semantics/articleAuccahuasi, W.Díaz, M.Sernaque, F.Flores, E.Aiquipa, G.Rojas, G.Castro, P.Moggiano, N.LICENSElicense.txtlicense.txttext/plain; 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