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Issue title: Intelligent and Fuzzy Systems applied to Language & Knowledge Engineering
Guest editors: David Pinto, Vivek Kumar Singh, Aline Villavicencio, Philipp Mayr-Schlegel and Efstathios Stamatatos
Article type: Research Article
Authors: Arana-Llanes, Julia Y.a; * | González-Serna, Gabriela | Pineda-Tapia, Rodrigoa | Olivares-Peregrino, Víctorb | Ricarte-Trives, Jorge J.c | Latorre-Postigo, José M.c
Affiliations: [a] Department of Computer Science, Tecnológico Nacional de México-CENIDET, Interior Internado Palmira S/N, Col. Palmira, Cuernavaca, Morelos, México | [b] Department of Electronic Engineering, Tecnológico Nacional de México-CENIDET, Interior Internado Palmira S/N, Col. Palmira, Cuernavaca, Morelos, México | [c] Department of Psychology, Castilla-La Mancha University, Albacete, Castilla-La Mancha, Spain
Correspondence: [*] Corresponding author. Julia Y. Arana-Llanes, Department of Computer Science, Tecnológico Nacional de México-CENIDET, Zip Code 62490, Interior Internado Palmira S/N, Col. Palmira, Cuernavaca, Morelos, México. E-mail: juliaarana@ cenidet.edu.mx.
Abstract: The Computer Science department at Tecnológico Nacional de México-CENIDET, Mexico, with the collaboration of the Psychological department of the University of Castilla-La Mancha (UCLM), Spain, is on a developing process for the creation of an immersive virtual environment through virtual reality (VR) for the e-learning educational area. Such environment, works through electroencephalographic lectures (EEG) from the students, acquired by a Brain-Computer Interface (BCI), to adapt the virtual content to the profile and needs of the student on real-time basis. This system can detect the accuracy of attention and concentration levels on mental states, for the optimum development of the activities requested on an e-learning platform; if the student is not on a suitable concentration level, the system is able to induce the student to the requested mental state. The present document shows the proposal of different recommended activities that induce the mentioned mental states and the EEG response of each one. As well, the definition of the ideal learning emotional state that will be included as a part of the future works. It is important to mention that such activities are based on psychological researches that are dedicated to measure the levels of attention, concentration and other executive functions.
Keywords: EEG, attention, concentration, E-learning, human computer interaction (HCI), brain-computer interface (BCI), augmented cognition (AugCog)
DOI: 10.3233/JIFS-169517
Journal: Journal of Intelligent & Fuzzy Systems, vol. 34, no. 5, pp. 3359-3371, 2018
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