STEM Peer Augmented Success & Support (STEM-PASS)-Using TI-Robotic Kits and EEG-enhanced Brain Augmented Technology Research of Attention
Disciplines
Cognitive Science | Computer Sciences | Educational Psychology | Electrical and Computer Engineering | Psychology
Abstract (300 words maximum)
This research was conducted to investigate attention and learning related issues. Electroencephalography (EEG) techniques were used to analyze the effects of immersive content on learning outcomes and the efficacy of differing music genres within the learning environment. Examination of the impacts of components, such as the Eriksen Flanker Task, Music, and Immersion Technologies (VR and AR), were studied using EMOTIV Tools such as EPOC Flex, EPOC X Headsets, zSpace 3D laptop, and Oculus Quest 2 Headset. Participants were fitted with the above Tools and put through the Eriksen Flanker Tasks which utilizes congruent, incongruent, and neutral stimuli to evaluate attention. This test was completed once without music, three times with unique music, and then once more without music. Participant data was analyzed in MATLAB for Alpha, Beta, and Theta waves, which are associated with attention and concentration. Analysis showed that activities requiring minimal engagement like 3D Cube observation without manipulation were associated with passive focus, while activities accompanied by distraction required a higher degree of cognitive effort for focus to be maintained. Overall, this research produced an enhanced understanding of attention dynamics in immersive environments.
Academic department under which the project should be listed
SPCEET - Electrical and Computer Engineering
Primary Investigator (PI) Name
Cyril Okhio
STEM Peer Augmented Success & Support (STEM-PASS)-Using TI-Robotic Kits and EEG-enhanced Brain Augmented Technology Research of Attention
This research was conducted to investigate attention and learning related issues. Electroencephalography (EEG) techniques were used to analyze the effects of immersive content on learning outcomes and the efficacy of differing music genres within the learning environment. Examination of the impacts of components, such as the Eriksen Flanker Task, Music, and Immersion Technologies (VR and AR), were studied using EMOTIV Tools such as EPOC Flex, EPOC X Headsets, zSpace 3D laptop, and Oculus Quest 2 Headset. Participants were fitted with the above Tools and put through the Eriksen Flanker Tasks which utilizes congruent, incongruent, and neutral stimuli to evaluate attention. This test was completed once without music, three times with unique music, and then once more without music. Participant data was analyzed in MATLAB for Alpha, Beta, and Theta waves, which are associated with attention and concentration. Analysis showed that activities requiring minimal engagement like 3D Cube observation without manipulation were associated with passive focus, while activities accompanied by distraction required a higher degree of cognitive effort for focus to be maintained. Overall, this research produced an enhanced understanding of attention dynamics in immersive environments.