Disparity in Brain Dynamics for Video Games Played on Small and Large Displays
In this research, we investigated the differences in brain activity while the subjects played video game. Experiment was conducted with two screen sizes; a large screen (40-inch display) and a small screen (3.5-inch handheld game). A total of 28 subjects participated in the study where two gro...
Saved in:
Main Authors: | , , , |
---|---|
Format: | Conference or Workshop Item |
Published: |
2012
|
Subjects: | |
Online Access: | http://eprints.utp.edu.my/8457/1/2012-shuser-Aamir.pdf http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6268785 http://eprints.utp.edu.my/8457/ |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
my.utp.eprints.8457 |
---|---|
record_format |
eprints |
spelling |
my.utp.eprints.84572017-01-19T08:21:26Z Disparity in Brain Dynamics for Video Games Played on Small and Large Displays Malik, Aamir Saeed Pauzi, A. Osman, D.A Hamizah, Raja Nur R Medicine (General) TK Electrical engineering. Electronics Nuclear engineering In this research, we investigated the differences in brain activity while the subjects played video game. Experiment was conducted with two screen sizes; a large screen (40-inch display) and a small screen (3.5-inch handheld game). A total of 28 subjects participated in the study where two groups of 14 subjects played video games on two different screen sizes. Prior to video game play, baseline electroencephalogram (EEG) data were recorded during eyes open (EO) resting condition for five minutes. While the subjects played video game, the data were collected using a 19-channel EEG machine. The analysis was made by comparing the EEG results of subjects playing video game with that of baseline data. In order to remove artefacts like eye blinking and eye movements, a pre-processing like filtering was performed to clean the data. The analysis was made by using three measures, i.e., absolute power, coherence and phase lag. The analysis was made on four main frequency bands. It was found that the brain was active in beta band as higher absolute power was observed in occipital, parietal frontal and motor regions while playing video game as compared to baseline condition. Also, the coherence results showed that these regions are well connected. Furthermore, faster communication was observed from phase lag result for these regions. 2012-06-24 Conference or Workshop Item PeerReviewed application/pdf http://eprints.utp.edu.my/8457/1/2012-shuser-Aamir.pdf http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6268785 Malik, Aamir Saeed and Pauzi, A. and Osman, D.A and Hamizah, Raja Nur (2012) Disparity in Brain Dynamics for Video Games Played on Small and Large Displays. In: 2012 IEEE Symposium on Humanities, Science and Engineering Research, 24-27 June, Kuala Lampur, Malaysia. http://eprints.utp.edu.my/8457/ |
institution |
Universiti Teknologi Petronas |
building |
UTP Resource Centre |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Teknologi Petronas |
content_source |
UTP Institutional Repository |
url_provider |
http://eprints.utp.edu.my/ |
topic |
R Medicine (General) TK Electrical engineering. Electronics Nuclear engineering |
spellingShingle |
R Medicine (General) TK Electrical engineering. Electronics Nuclear engineering Malik, Aamir Saeed Pauzi, A. Osman, D.A Hamizah, Raja Nur Disparity in Brain Dynamics for Video Games Played on Small and Large Displays |
description |
In this research, we investigated the differences in
brain activity while the subjects played video game.
Experiment was conducted with two screen sizes; a large
screen (40-inch display) and a small screen (3.5-inch handheld game). A total of 28 subjects participated in the study where two groups of 14 subjects played video games on two different screen sizes. Prior to video game play, baseline electroencephalogram (EEG) data were recorded during eyes open (EO) resting condition for five minutes. While the subjects played video game, the data were collected using a 19-channel EEG machine. The analysis was made by comparing the EEG results of subjects playing video game with that of baseline data. In order to remove artefacts like eye blinking and eye movements, a pre-processing like filtering was performed to clean the data. The analysis was made by using three measures, i.e., absolute power, coherence and phase lag. The analysis was made on four main frequency bands. It was found that the brain was active in beta band as higher absolute power was observed in occipital, parietal frontal and motor regions while playing video game as compared to baseline condition. Also, the coherence results showed that these regions are well connected. Furthermore, faster communication was observed from phase lag result for these regions. |
format |
Conference or Workshop Item |
author |
Malik, Aamir Saeed Pauzi, A. Osman, D.A Hamizah, Raja Nur |
author_facet |
Malik, Aamir Saeed Pauzi, A. Osman, D.A Hamizah, Raja Nur |
author_sort |
Malik, Aamir Saeed |
title |
Disparity in Brain Dynamics for Video Games Played
on Small and Large Displays |
title_short |
Disparity in Brain Dynamics for Video Games Played
on Small and Large Displays |
title_full |
Disparity in Brain Dynamics for Video Games Played
on Small and Large Displays |
title_fullStr |
Disparity in Brain Dynamics for Video Games Played
on Small and Large Displays |
title_full_unstemmed |
Disparity in Brain Dynamics for Video Games Played
on Small and Large Displays |
title_sort |
disparity in brain dynamics for video games played
on small and large displays |
publishDate |
2012 |
url |
http://eprints.utp.edu.my/8457/1/2012-shuser-Aamir.pdf http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6268785 http://eprints.utp.edu.my/8457/ |
_version_ |
1738655657211461632 |
score |
13.211869 |