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Identifying stress level among gamers using electroencephalogram signals

Md Nor, Norzaliza and Mohamed Rafi, Sheik Dawood and Othman, Muhammad Arif (2020) Identifying stress level among gamers using electroencephalogram signals. International Journal on Perceptive and Cognitive Computing (IJPCC), 6 (2). pp. 42-46. E-ISSN 2462-229X

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Abstract

This research is conducted to identify stress level among gamer using Electroencephalogram Machine (EEG). Electroencephalogram machine or better known as EEG machine is a machine used by neuroscientists to read brain signals activity through various number of channels. The brain signals collected from subjects using 19 channels EEG machine which is DABO Machine. The problem in this research study is to find out if game can induce stress. The expected outcome of this research is that brain signal collected from subjects could give enough evidence about the relationship between playing game and stress level in their daily activities. Objective of the research is to design experimental procedure suitable for understanding the bio-signal of subjects inducing stress and to understand the relationship between four basic emotions (Happy, Calm, Fear, Sad) and the emotion while playing the games. In our research methodology, we focus on five difference stages to complete the research. The stages start with the data collection, pre-processing, features extraction classification and lastly analysis. Later, we able to come out with the result of our research about the stress level for the subject. The experiment was conducted by following a standard protocol experiment for EEG machine. This data will be analysed using Mel Frequency Cepstral Coefficients (MFCC) as feature extraction, and multilayer perceptron (MLP) as classifier. The result show that the subject has positive emotion which is calm and happy at the beginning and ending of playing the game. At the beginning, subject only start with demo, so the subject did not feel pressured and at the end we assumed that the subject feel relieved because of ending the game. After certain time playing the game, the subject starting to have negative emotion until the end of the game. This happen because of subject started to feel stress after plays the higher level of the game. Based on the result, we can conclude that game can induce stress among gamers.

Item Type: Article (Journal)
Additional Information: 8627/91884
Uncontrolled Keywords: EEG, stress, gamers, MFCC, MLP.
Subjects: B Philosophy. Psychology. Religion > BF Psychology
B Philosophy. Psychology. Religion > BF Psychology > BF511 Affection. Feeling. Emotion
Kulliyyahs/Centres/Divisions/Institutes (Can select more than one option. Press CONTROL button): Kulliyyah of Information and Communication Technology > Department of Computer Science
Kulliyyah of Information and Communication Technology > Department of Computer Science

Kulliyyah of Information and Communication Technology
Kulliyyah of Information and Communication Technology
Depositing User: iium Norzaliza Md Nor
Date Deposited: 02 Sep 2021 10:29
Last Modified: 02 Sep 2021 10:29
URI: http://irep.iium.edu.my/id/eprint/91884

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