• Title/Summary/Keyword: Brain Waves

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A study on the Brain function specialty based on the Maladaptive Soldier by Brain waves analysis (뇌파분석을 통한 군복무 부적응 병사의 뇌기능 특징 연구)

  • Ryu, Myeong-Oh;Yi, Seon-Gyu;Bak, Ki-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.1916-1922
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    • 2014
  • This study focuses on observing the brain function characteristics of maladaptive soldiers, through EEG analysis. The number of subjects was 1,119 including 59 maladaptive soldiers, 60 normal soldiers and 1,000 civil youths. The EEG measurements were performed from Sep. 2013 to Jan. 2014. As a result of the study, first, the soldier group's BRQ, ATQ, EQ, ASQ and BQ values were significantly higher than civil youth's, on the contrary to SRQ, ACQ, CQ which were higher in civil youth group. Second, compared to normal soldiers, the values of EQ and BQ were meaningfully low in maladaptive soldiers group, as well as the average values of each 8 quotient. In conclusion, military service can be assumed to have a positive effect on brain function of all soldiers due to regular life cycle, usual physical activities and balanced nutrition, but less effect on maladaptive soldiers who are exempted from those strict life.

Device Control System based on Brain Wave Data (뇌파데이터 기반의 디바이스 제어 시스템)

  • Lee, So-Hyun;Lee, Ye-Jeong;Lee, Seok-cheol;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.813-815
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    • 2016
  • This paper implements a device control system based on the brain wave data. Brain-Computer Interface (BCI) technology can pass directly to the system without going through the operation of the language or body. By controlling the device to detect brain waves in real time according to the change of status it helps to ease life for a variety of services, such as disabled people with limited mobility or students, people who need multi-tasking. In addition, it is possible to develop an application service such as the home device control system. A device control system implemented in the paper based on the data collected from the EEG Headset associated to control the power of the smart phone and audio. Control the power ON / OFF operation by the Attention, and support service functions to control the audio by the Meditation and Eye blink. It was confirmed that the device control using the brain wave data to be operated through a laboratory test successfully.

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Socio-Economic Effects on Brain Functions and Symptoms of Child Behavioral Problems (사회경제적 차이가 아동의 뇌기능과 문제행동증후에 미치는 영향)

  • Park, Hee-Rae;Park, Pyongwoon;Song, Giwon;Lim, Giyong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.462-470
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    • 2015
  • This study examined for which socio-economic difference effects on brain function and Problem behavior syndrome in children. About a children with no disorders, diseases or cognitive dysfunction-30 were from LIC children and another 30, from MC ones, the study was conducted by measuring and analyzing the data using brain function analysis and K-CBCL from January to April, 2013. The results of the study are as follows. First, it was found that the ratio of LIC's theta(${\Theta}$) and SMR waves and that of delta(${\delta}$), high beta(${\beta}h$), alpha(${\alpha}$) and low beta(${\beta}l$) waves showed significantly higher values than MC children. Second, concerning the symptoms of child behavioral problems, LIC showed significantly higher values than MC children in symptoms of the body, depression and anxiety, social immaturity, thinking problems, attention problems, aggression, internalization, externalization, overall behavioral problems, and emotional instability. MC children showed significantly higher values than LIC chidren in symptoms of social, academic-performance, total social skills. In conclusion, the significant difference of the brain functions and the symptoms of child behavioral problems between LIC and MC children showed that the socio-ecnomic difference has an influence on the same functions and symptoms above.

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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The Effects of Neurofeedback Training on Brain Function Quotient of Elderly with Long-term Care Insurance Service (뉴로피드백 훈련이 장기요양시설노인의 뇌기능지수에 미치는 효과)

  • Youn, Mee Kyung;Hyun, Kyung Sun;Park, Pyung Woon;Lee, Kuang Shim;Jeong, Dong Lye;Lee, Jung Eun
    • Journal of East-West Nursing Research
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    • v.18 no.2
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    • pp.111-119
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    • 2012
  • Purpose: Recently, Neurofeedback training system that based on biofeedback of brain wave was introduced. This study was performed to identify the effects of the improvement of brain function by Neurofeedback training on elders(the 2nd or 3rd grade of long-term care insurance services). Methods: A quasi-experimental design using a nonequivalent control group, pre-post test was used. Total 11 elderly were enrolled in this study (experimental group 5, control group 6). The intervention was conducted 3 times a week for 30 minutes from January to June, 2012 (total 60 times). Chi-square test and Mann-Whitney U-test were used to analyze the data. Results: After the Neurofeedback intervention, attention quotient (AQ), anti-stress quotient (ASQ), emotion quotient (EQ) and brain quotient (BQ) of the experimental group were significantly better than those of the control group. Conclusion: The findings indicate that the Neurofeedback training program was effective in reducing fatigue by AQ, increasing the physical and mental stress resistance by ASQ, emotional balance by EQ and improving of total brain function by BQ. Therefore Neurofeedback training be used as an effective training intervention for the health of elderly in geriatric facility.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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Arduino-based power control system implemented by the MyndPlay (MyndPlay를 이용한 Arduino기반의 전원제어시스템 구현)

  • Kim, Byeongsu;Kim, Seungjin;Kim, Taehyung;Baek, Dongin;Shin, Jaehwan;An, Jeong-Eun;Jeong, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.924-926
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    • 2015
  • In this paper, we use the interface, which many countries concentrates research of Brain - Computer Interface with the device and MyndPlay based on the IoT intelligent Arduino. Finally we will make the Brain - Computer Connection environment, the purpose of Brain - Computer Interface. Recognizes the EEG of a person who wearing the equipment, analyze, classify, and we did a research to design an intelligent thing to suit user's condition. In addition, we use the XBee, and Bluetooth to communicate to other devices, such as smart phone. In conclusion, this paper check users current status via brain waves, and it allows to control the power and other objects by using the EEG(Electroencephalography).

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The Effects of Oriental Herbal Tea on the Brain Function Quotient of Elders at Health Facility (한방차가 시설이용 노인의 뇌기능지수에 미치는 효과)

  • Youn, Mee Kyung;Lee, Jung Eun;Kim, Soo Kyung;Lee, Se Won;Kim, Jeong Hwa;Woo, Kwi Ok
    • Journal of East-West Nursing Research
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    • v.19 no.2
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    • pp.128-137
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    • 2013
  • Purpose: This study was performed to identify the effects of oriental herbal tea on the brain function elders at the day care center and the nursing home. Methods: This study used a pre-post quasi-experimental design with a non-equivalent control group. Total 38 of elderly population (20 of experimental group and 18 of control group) was recruited. 100 mL of a type of oriental herbal tea developed for purpose of this study was given to each subject 3 times a day for 30 days (from May to Jun 2013). The brain function quotient was used to measure brain function. The data were analyzed by SPSS/WIN 18.0. Results: After drinking the oriental herbal tea, more significant improvement on attention quotient (AQ), anti-stress quotient (ASQ), emotion quotient (EQ) and brain quotient (BQ) were found in the experimental group than control group. Conclusion: This study shows that oriental herbal tea can be a health promotion option in elders. Therefore the tea can be utilized as an effective intervention for the health of elders in health facilities.

A Study of Correlation between Big 5 Personality Traits and SRQ of Brain Quotient (Big 5 성격특성과 뇌기능 분석지수(BQ)의 자기조절지수 (Self Regulation Quotient)와의 상관관계 연구)

  • Im, Giyong;Park, Hee-Rae;Choi, Nam-Sook;Park, Pyong-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.3760-3768
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    • 2015
  • This study was to examine the correlation of Personality and EEG. Personality test and EEG of the 40 team leader of a business enterprise were carried out at the same time and the correlation of test results were analyzed. Personality test was done by Big 5 and brain waves were measured by 2-Channel EEG System at Fp1 and Fp2. The analysis showed a positive correlation between the Big 5 agreeableness and SRQ(Self Regulation Quotient) relaxation status which is related with alpha rhythm, and showed a negative correlation between the Big 5 openness and SRQ concentration status which is related with low_beta rhythm. It means that the personality is closely correlated with human brain cortex activation and can be checked by brainwave analysis.

CLASSIFICATION OF BRAIN EVOKED POTENTIAL USING CORRELATION COEFFICIENTS AND NEURAL NETWORK (상관계수와 뉴럴 네트워크를 이용한 뇌 유발 전위의 분류)

  • Chee, Young-Joon;Park, Kwang-Suk
    • Proceedings of the KOSOMBE Conference
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    • v.1995 no.11
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    • pp.189-192
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    • 1995
  • In Visually Evoked Potentials(VEP) or Auditory Evoked Potentials(AEP), the components by the stimulation and the components which are irrelevant to the stimulation(noise or nonstationary spontaneous EEG) are mixed together. So one should average hundreds of EP waves to extract the components by the stimulation only. In this study, we have classified EP's, which are the responses of the different stimulations and different states of subjects. To classify the EP waves, the cross-correlation coefficients and neural network method(error back propagation) are used and compared.

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