<p align="justify">Presenta los avances realizados en la integración de un dispositivo comercial de bajo costo para capturar neuroseñales, con el fin de registrar expresiones de un usuario de material multimedia. Todas las personas adoptan diversos tipos de expresiones al ver televisión, películas, comerciales u otros textos. Ejemplos de estas expresiones son: apretar los dientes en escenas de suspenso; mover la cabeza hacia atrás cuando se da la sensación de arrojar un objeto hacia fuera de la pantalla en películas 3D; desviar la mirada en las escenas de terror; sonreír en comerciales emotivos; dar carcajadas en escenas de humor, e incluso quedarse dormido por el desinterés. La idea general de este sistema es capturar todas estas expresiones en conjunto, con señales emotivas tales como el nivel de atención, frustración y meditación, para que los expertos en creación del material multimedia puedan realizar un análisis y mejorar sus productos. Se presentan pruebas experimentales que evidencian el buen funcionamiento del sistema.</p>
This article aims to describe the process of measuring mental state variables through a brain-computer interface in the interaction of humans with books with augmented reality; specifically, it seeks to analyze the variables commitment, stress, interest, relaxation, excitement, concentration in the interaction of students with a book with augmented reality compared with the measurement of the same variables when reading a traditional text. For the process of measuring emotional signals, two texts were designed for the data structure subject of the systems engineering program, the first in traditional format and the second with augmented reality applications. Subsequently, the mental state measures were taken through the brain-computer interface to the sample of students of the subject interacting with the traditional book and the book with augmented reality. Finally, through the interface software application, the results of the variables of each student interacting with the mentioned texts were downloaded and comparatively analyzed. Through comparative analysis, it is shown that the variable of mental state interest increases in the interaction of higher education students with books with augmented reality compared to reading a traditional text. Brain-computer interface systems have become an effective strategy for the measurement of emotional variables in the incorporation of emerging technologies such as augmented reality into teaching-learning processes in higher education.
The scope of this article is to analyze the behavior of children’s brain waves in response to interaction with an augmented reality application that aims to support the concept of measurement in physics teaching. In particular, the analysis of brain waves is carried out through a brain-computer interface that measures 6 cognitive states such as engagement, interest, stress, focus, excitation, and relaxation. The method used to perform the analysis is carried out by means of electroencephalography, which is an electrophysiological process to record the electrical activity of the brain, and which is captured by means of sensors located on the scalp. Once the signals are captured, they are amplified, digitized, and stored in a computer for processing and analysis. Initially, electrical signals are recorded in response to a measurement stimulus with traditional methods and later with an augmented reality application stimulus. Among the most relevant findings, it was possible to establish that interest and commitment increase in response to the teaching method supported with an augmented reality application for the measurement concept with respect to the traditional teaching method. The use of vision technologies in teaching the concept of measurement improves cognitive states of interest, commitment and reduces the level of stress.
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