{"title":"Cognitive testing environment for people with disabilities based on virtual reality and EEG devices","authors":"B. Sobota, M. Kaduk, M. Sivý, M. Mattová","doi":"10.1109/ICETA54173.2021.9726676","DOIUrl":null,"url":null,"abstract":"This paper describes the preparatory steps as well as the course of the cognitive abilities test experiment in a virtual environment using EEG devices. The experiment bring us to understanding how a VR experience, in a gamified form, may improve our visuospatial cognitive functions. The experiment consists of a cognitive tests and a training part. Preparatory application has been developed for these tests phase and several different types of EEG devices (from simple to professional) have been used. The article also provides a simplified description of the entire test procedure. The selection of usable EEG devices was aimed both at ensuring a quality testing process but also at answering the question of the possibility of using cheaper solutions. In this case, the use of described solution (hardware and software) was evaluated as sufficient.","PeriodicalId":194572,"journal":{"name":"2021 19th International Conference on Emerging eLearning Technologies and Applications (ICETA)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 19th International Conference on Emerging eLearning Technologies and Applications (ICETA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICETA54173.2021.9726676","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This paper describes the preparatory steps as well as the course of the cognitive abilities test experiment in a virtual environment using EEG devices. The experiment bring us to understanding how a VR experience, in a gamified form, may improve our visuospatial cognitive functions. The experiment consists of a cognitive tests and a training part. Preparatory application has been developed for these tests phase and several different types of EEG devices (from simple to professional) have been used. The article also provides a simplified description of the entire test procedure. The selection of usable EEG devices was aimed both at ensuring a quality testing process but also at answering the question of the possibility of using cheaper solutions. In this case, the use of described solution (hardware and software) was evaluated as sufficient.