EEG-Based Analysis for Learning through Virtual Reality Environment

Sayed Ahmed Alwedaie, Habib Al Khabbaz, S. Hadi, R. Al-Hakim
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引用次数: 6

Abstract

Recently, many researchers studied learning through VR environment in various fields. Their assessment tools were based on tests, quizzes and/or statistical analysis of questionnaires. This study is based on the analysis of EEG signals collected from the students’ brains directly to capture their feelings and engagement during the lecture in both traditional and VR methods of teaching. To recognize the emotions of the students, the fine K-Nearest Neighbor (KNN) algorithm is used. To calculate the engagement score for a student, a well-known engagement score formula issued. The participants chosen are students of Anatomy and Physiology course. All participants were subject to three sessions of EEG signal acquisition for both Real Lecture and Virtual Reality, each session is five-minutes long. For better accuracy, EEG signals were captured three times for each student in each lecturing method. Based on the data-analyzing methods applied, which are Dependent Paired Samples T-Test and Independent Paired Samples T-Test, positive emotions in a real lecture are better than positive emotions in a VR-Lecture. However, the engagement score in both classes was approximately the same.
基于脑电图的虚拟现实环境学习分析
近年来,许多研究者在各个领域对VR环境下的学习进行了研究。他们的评估工具是基于测试、测验和/或调查问卷的统计分析。本研究基于对直接从学生大脑中采集的脑电图信号的分析,以捕捉他们在传统和VR教学方法中授课时的感受和参与度。为了识别学生的情绪,使用了精细k近邻(KNN)算法。为了计算学生的敬业度得分,发布了一个著名的敬业度得分公式。实验对象为解剖学与生理学专业的学生。所有参与者都接受了三组EEG信号采集,每组5分钟,分别为Real Lecture和Virtual Reality。为了提高准确性,每种讲课方法对每个学生采集三次脑电图信号。根据使用的数据分析方法,即依赖配对样本t检验和独立配对样本t检验,真实讲座中的积极情绪优于vr讲座中的积极情绪。然而,两个班级的参与得分大致相同。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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