基于脑波信号的k近邻分类检测游戏成瘾对青少年后期认知活动的影响

Ahmad Azhari, A. K. Swara
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摘要

世界卫生组织(WHO)已将游戏障碍列入国际疾病分类(ICD-11)。玩数字游戏的行为被归为游戏障碍,其特征是对游戏的控制能力受损,游戏比其他活动更重要,因为游戏比其他日常兴趣和活动更重要,尽管有负面后果,但游戏仍在继续或改进。电子游戏对儿童发展的影响一直是一个有争议的问题,因为青少年不仅在学习活动中采用认知能力,而且在学习、游戏和社交活动中采用各种与管理活动相关的策略来提高认知能力。因此,本研究基于脑电波信号分析青少年晚期在学习和玩游戏中的认知活动,了解游戏对青少年认知活动的影响。预测游戏对认知活动的影响将通过应用快速傅里叶变换进行特征提取和k近邻进行分类来完成。专家评估结果显示,认知类别较优但游戏成瘾的受访者占63.3%,认知类别一般但游戏成瘾的受访者占36.6%。通过使用k值1,6,7,系统产生的准确率百分比在游戏和认知中显示为80%。相关检验结果为0.089,因此得出游戏对青少年后期认知活动没有影响的结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals
World Health Organization (WHO) has determined that Gaming disorder is included in the International Classification of Diseases (ICD-11). The behavior of playing digital games included in the Gaming disorder category is characterized by impaired control of the game, increasing the priority given to the game more than other activities insofar as the game takes precedence over other daily interests and activities, and the continuation or improvement of the game despite negative consequences. The influence of video games on children's development has always been a polemic because in adolescence not only adopts cognitive abilities in learning activities, but also various strategies related to managing activities in learning, playing and socializing to improve cognitive abilities. Therefore, this research was conducted to analyze the cognitive activity of late teens in learning and playing games based on brainwave signals and to find out the impact of games on cognitive activity in adolescents. Prediction of the effect of the game on cognitive activity will be done by applying Fast Fourier Transform for feature extraction and K-Nearest Neighbor for classification. The results of the expert assessment showed the percentage of respondents with superior cognitive category but game addiction was 63.3% and respondents with cognitive categorization were average but were addicted by 36.6%. The percentage of accuracy produced by the system shows 80% in games and cognitive by using k values of 1, 6, and 7. The correlation test results show a percentage of 0.089, so it is concluded that there is no influence of the game on cognitive activity in late adolescents.
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