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  • Using Brain Computer Interaction in Programming Problem Solving
    Publication . Eloy, Joana; Gomes, Anabela; Mendes, Antonio Jose; Teixeira, Ana
    the use of Brain-Computer Interaction (BCI) technology to better understand and promote learning processes. In this context, the idea is to obtain information about the user and deduce his/her mental states (e.g. workload, attention, concentration) through user’s electroencephalogram signals (EEG). In future researches, we are interested in understanding the performance of users in tasks involving high cognitive processes such as programming problem solving. The goal would be to find metrics and strategies that are adaptable to each user, looking to increase the success in programming learning. However, this work represents a set of initial works that provides an overview of how brain computer interaction can intersect with issues in the field of education, namely in design and in cognitive attention and concentration processes. The main goal of this study is to analyse several cognitive parameters (Attention, Concentration) of crucial importance for learning, while students do a programming problem solving oriented task activity. For a better characterization of the data, an analysis of the ERD/ERS complex was performed, thus analysing the event synchronization or desynchronization, in order to reflect the activation or inhibition of the cerebral activity during the game and consequently the absorption of information and the capacity of learning. Additionally, five EEG features were extracted, namely the powers of Delta, Theta, Alpha, Beta and Gamma bands, as well as, the variability of these bands’ energy.
  • Attention and concentration in normal and deaf gamers
    Publication . Teixeira, Ana; Tomé, Ana; Roseiro, Luís; Gomes, Anabela
    In this research the performance of individuals with normal hearing and impaired hearing while playing a computer game was evaluated. The aim was to study and understand if impaired hearing gamers are at disadvantage when playing games without being able to hear the music. Three levels (attention, concentration and blinking) were measured to compare and understand how sound can influence players’ attention and concentration performance. The data was recorded using Mindwave equipment during the game Outlast considering two scenarios: game with sound and game without sound. The results show that hearing impaired individuals have the same standard of attention and level of concentration as individuals with normal hearing when there is sound in the game. In the case of the blinking level, this is quite different between the scenarios and the analyzed groups. For this particular study the results suggest that sound is not an important level in the attention and concentration performance of impaired hearing players. Although much work still needs to be done, there is evidence of a relation between the attention and the concentration levels between normal hearing and impaired hearing individuals in the presence and absence of sound.
  • An exploratory study of brain computer interfacesin computer science education
    Publication . Gomes, Anabela; Teixeira, Ana; Eloy, Joana; Mendes, Antonio Jose
    This work offers an outline of how brain computer interactions can interconnect with education, specifically with regard to the cognitive and emotional processes occurring during difficult learning. We believe that understanding how to optimize the learner’s attention and workload in learning tasks can improve the efficacy of educational processes, especially in tasks involving highly cognitive activities, such as programming problem solving. The main objective of this study was to examine several brain parameters (attention, concentration and the energy of several brain waves) in a programming orientated task, as well as their variability during tasks of varying complexity. We consider that this work presents very promising future developments, including the possibility of incorporating this technology into a customised automatic system adapted to the student’s cognitive and emotional state.