26 research outputs found

    EEG and ECG nonlinear and spectral multiband analysis to explore the effect of videogames against anxiety

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    Currently, the use of video games has purposes that go beyond entertainment and has been gaining prominence in the health area. In this sense, it was hypothesized that it is possible to discriminate biological signals, namely electrocardiographic and electroencephalographic signals, collected from different participants stimulated through three different commercial video games, Tetris, Bejeweled and Energy. To test this hypothesis, a protocol was developed with the Trier Social Stress Test to induce and dose stress in the subjects to similar levels before each game session, in order to observe the effects of the three test games (3 study groups) at the physiological level. Initially collected at 2000 Hz, the signals were resampled to 500 Hz and filtered using a Butterworth low-pass filter. After filtering the signals, several representative features of the study signals were collected. These features consisted of a series of nonlinear metrics such as the Lyapunov exponent and Correlation Dimension, self-similarity metrics such as the Hurst exponent, and detrended fluctuation analysis, fractal dimensions - such as the Katz and Higuchi fractal dimensions - and metrics of signal chaos and activity, such as signal energy, Logarithmic entropy and Shannon entropy, and a number of spectral metrics for the EEG signal, which should be able to help identify any differences in the stress response. As a final result, a discrimination accuracy of 100% was obtained to discriminate the three study groups, using the top 20% of features selected by the F-score technique, using the coarse K Nearest Neighbor classifier.Atualmente, o uso de videojogos tem propósitos que vão além do entretenimento e tem vindo a ganhar destaque na área da saúde. Nesse sentido, foi formulada a hipótese de que é possível discriminar sinais biológicos, nomeadamente os sinais eletrocardiográficos e eletroencefalográficos, recolhidos de diferentes participantes estimulados através de três videojogos comerciais diferentes, Tetris, Bejeweled e Energy. Para testar esta hipótese foi desenvolvido um protocolo com o Trier Social Stress Test para induzir e dosear o stress nos sujeitos para níveis semelhantes antes de cada sessão de jogo, de forma a observar os efeitos dos três jogos de teste (3 grupos de estudo) a nível fisiológico. Recolhidos inicialmente a 2000 Hz, os sinais foram reamostrados a 500 Hz e filtrados utilizando um filtro passa-baixo de Butterworth. Após filtragem dos sinais, recolheram-se várias características representativas dos sinais de estudo. Estas características consistiram numa série de métricas não lineares, como o expoente de Lyapunov e a Dimensão de Correlação, métricas de auto similaridade como o exponente de Hurst e a análise de flutuação com trends removidas, dimensões fractais - como as dimensões fractais de Katz e Higuchi - e métricas de caos e atividade dos sinais, como a energia dos sinais, a entropia Logarítmica e a entropia de Shannon, e uma série de métricas espectrais para o sinal EEG, que devem ser capazes de ajudar a identificar qualquer diferença na resposta ao stress. Como resultado final obteve-se uma precisão de discriminação de 100% para discriminar os três grupos de estudo, utilizando as 20% das melhores características selecionadas pela técnica de F-score, recorrendo ao classificador coarse K Nearest Neighbor

    Los caminos compartidos del tacto y el sonido hacia la emoción: Evidencias neurocientíficas actuales

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    The most representative characteristic of music is its capacity to generate emotion. But why does music excite you? In this article, we review the current knowledge from music theory and neuroscience that attempts to explain the relationship between music and emotion. First, we consider how the different musical parameters contribute to the generation of emotions from the perspective of the musical structures of our western world. Secondly, it reviews current knowledge about the processing of musical sounds in the brain and possible explanations for the evolutionary origin of music. Finally, the tactile channel is considered a viable channel of transmission of musical emotion analogous to the auditory channel but with more limitations in frequency discrimination. This approach is based on the deep fascination with music and all the enigmas surrounding it.La característica más representativa de la música es su capacidad de generar emoción. Pero ¿por qué la música emociona? En este artículo mostramos los conocimientos actuales de la teoría musical y la neurociencia que intentan explicar las relaciones que existen entre la música y las emociones. En primer lugar, se repasan los conocimientos actuales sobre el procesamiento de los sonidos musicales a nivel cerebral y las posibles explicaciones del origen de la emoción musical, así como la contribución de los distintos parámetros musicales a la generación de emociones, considerando estructuras musicales de nuestro mundo occidental. En segundo lugar, se presenta el canal táctil como un posible canal de transmisión de la emoción musical análogo al canal auditivo, pero con más limitaciones en la discriminación de frecuencias. Este acercamiento se produce desde la profunda fascinación que ejerce la música, con la esperanza de encontrar vías para explicar la transmisión de la emoción musical desde un canal alternativo

    Acoustical measurements on stages of nine U.S. concert halls

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    Sonic Interactions in Virtual Environments

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    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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