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.
Este artículo presenta una revisión con relación al objeto de estudio: Gestión de Comunicaciones como factor importante en la gestión de proyectos. Dicha revisión incluye los artículos más relevantes y los autores más reconocidos en el campo de la gestión de proyectos, haciendo énfasis en los proyectos de telecomunicaciones, lo que permite definir un modelo de gestión de comunicaciones.
The integration of learning management systems with learning object management systems allows to increase the availability, reuse, integration and adaptability of educational contents according to the characteristics and preferences of the clients. However, given the new trends in the integration of learning objects, software architectures and recommendation systems, it is of high added value to optimize the services offered to customers through an integrated learning management system aimed at the automatic construction of Adaptive training processes in higher education. The main result is the description of an integral system of virtual education based on the competences required by the students, which integrates learning objects (OA) through a semantic OA recommender system and then the system sequencing the OAs to respond to the required competences. The software architecture of the system is structured in two layers: The layer of OA discovery and adaptability and the layer of generation of adaptive training processes, which have as a design principle the web services in order to guarantee the interoperability of the layers.
The objective of this work is the development of a mobile application to manage the neurosignals of a person recorded through a headband-type brain-combputer interface. T he application visualizes the brain waves generated by a stimulus a nd processes them in order to identify the levels of emotional variables that allow establishing the mental and emotional state of a perso n in the performance of an activity. Specifically, the application records the electrical impulses generated by the neurons before a stimulus through the Emotiv Insight device and manages them through the Cortex API and the Phyton Flask library, finally the data is displayed in the mobile app through of the functionalities of the application. The result is a mobile application that allows visualizing the brain waves and the variables of interest, commitment, stress, relaxation, arousal and commitment of a person when performing a particular activity. In conclusion, the mobile application allows to identify the mental and emotional sta te of an individual before a stimulus or activity developed through the recorded emotional signals. Key Words -neurosignals, emotional variables, mobile development, software development process, brain computer interface Resumen -El presente trabajo tiene como objetivo el desarrollo de una aplicación móvil para gestionar las neuroseñales de una persona registradas a través de una interfaz cerebro computador de tipo diadema. La aplicación visualiza las ondas cerebrales generadas ante un estímulo y las procesa con el fin de identificar los niveles de variables emotivas que permiten establecer el estado mental y emocional de una persona en el desempeño de una actividad. En forma específica, la aplicación registra los impulsos eléctricos generados por las neuronas ante un estimulo a través del dispositivo Emotiv Insight y los gestiona por medio de la API Cortex y la librería Flask de Phyton, finalmente los datos so n visualizados en la app móvil a través de las funcionalidades de la aplicación. El resultado es una aplicación móvil que permite visualizar las ondas cerebrales y las variables interés, compromiso, estrés, relajación, excitación y compromiso de una persona al ejecutar una actividad particular. En conclusión, la aplicación móvil permite identificar el estado mental y emocional de un individuo ante un estímulo o actividad desarrollada a través de las señales emotivas registradas.Palabras clave -neuroseñales, variables emotivas, desarrollo móvil, proceso de desarrollo de software, interfaz cerebro computador
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