Information and memory-based analysis for decoding of the human learning between normal and virtual reality (vr) conditions
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18450%2F21%3A50018049" target="_blank" >RIV/62690094:18450/21:50018049 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.worldscientific.com/doi/abs/10.1142/S0218348X21501632" target="_blank" >https://www.worldscientific.com/doi/abs/10.1142/S0218348X21501632</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1142/S0218348X21501632" target="_blank" >10.1142/S0218348X21501632</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Information and memory-based analysis for decoding of the human learning between normal and virtual reality (vr) conditions
Popis výsledku v původním jazyce
In this paper, we investigated the learning ability of students in normal versus virtual reality (VR) watching of videos by mathematical analysis of electroencephalogram (EEG) signals. We played six videos in the 2D and 3D modes for nine subjects and calculated the Shannon entropy of recorded EEG signals to investigate how much their embedded information changes between these modes. We also calculated the Hurst exponent of EEG signals to compare the changes in the memory of signals. The analysis results showed that watching the videos in a VR condition causes greater information and memory in EEG signals. A strong correlation was obtained between the increment of information and memory of EEG signals. These increments also have been verified based on the answers that subjects gave to the questions about the content of videos. Therefore, we can say that when subjects watch a video in a VR condition, more information is transferred to their brains that cause increments in their memory. © 2021 Cambridge University Press. All rights reserved.
Název v anglickém jazyce
Information and memory-based analysis for decoding of the human learning between normal and virtual reality (vr) conditions
Popis výsledku anglicky
In this paper, we investigated the learning ability of students in normal versus virtual reality (VR) watching of videos by mathematical analysis of electroencephalogram (EEG) signals. We played six videos in the 2D and 3D modes for nine subjects and calculated the Shannon entropy of recorded EEG signals to investigate how much their embedded information changes between these modes. We also calculated the Hurst exponent of EEG signals to compare the changes in the memory of signals. The analysis results showed that watching the videos in a VR condition causes greater information and memory in EEG signals. A strong correlation was obtained between the increment of information and memory of EEG signals. These increments also have been verified based on the answers that subjects gave to the questions about the content of videos. Therefore, we can say that when subjects watch a video in a VR condition, more information is transferred to their brains that cause increments in their memory. © 2021 Cambridge University Press. All rights reserved.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10103 - Statistics and probability
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Fractals
ISSN
0218-348X
e-ISSN
—
Svazek periodika
29
Číslo periodika v rámci svazku
3
Stát vydavatele periodika
SG - Singapurská republika
Počet stran výsledku
8
Strana od-do
"Article number 2150163"
Kód UT WoS článku
000644726400009
EID výsledku v databázi Scopus
2-s2.0-85104956415