Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12394/7809
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dc.contributor.authorAuccahuasi, W.-
dc.contributor.authorDíaz, M.-
dc.contributor.authorSernaque, F.-
dc.contributor.authorFlores, E.-
dc.contributor.authorAiquipa, G.-
dc.contributor.authorRojas, G.-
dc.contributor.authorCastro, P.-
dc.contributor.authorMoggiano, N.-
dc.date.accessioned2020-07-17T01:31:19Z-
dc.date.available2020-07-17T01:31:19Z-
dc.date.created2020-
dc.date.issued2019-11-15-
dc.identifier.citationAuccahuasi, 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. 10.1145/3369985.3370017es_ES
dc.identifier.urihttps://hdl.handle.net/20.500.12394/7809-
dc.description.abstractIn 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.es_ES
dc.formatapplication/pdfes_ES
dc.format.extentp. 154-157es_ES
dc.language.isoenges_ES
dc.publisherUniversidad Continentales_ES
dc.relationhttps://dl.acm.org/doi/10.1145/3369985.3370017es_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_ES
dc.sourceUniversidad Continentales_ES
dc.sourceRepositorio Institucional - Continentales_ES
dc.subjectInterfaz de la computadora del cerebroes_ES
dc.subjectElectroencefalografíaes_ES
dc.titleAnalysis 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 interfacees_ES
dc.title.alternativeAnálisis 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-computadoraes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.licenseAttribution 4.0 International (CC BY 4.0)es_ES
dc.rights.accessRightsAcceso abiertoes_ES
dc.identifier.doi10.1145/3369985.3370017es_ES
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