Analysis the Effects of Games on Cognitive Activity of Late Adolescents Using the Electroencephalogram with the K-Nearest Neighbor Method

Ahmad Azhari, Ajie Kurnia Saputra Swara

Abstract


The influence of violent video games on child development continues to be a polemic, Various pros and cons also color this problem, because in adolescence not only adopt cognitive abilities in learning activities, but also various strategies related to managing activeness in learning, playing and socializing to improve cognitive abilities.  Adolescents who are addicted to online games are included in the three criteria set by WHO (Word Health Organization), namely that they need games with symptoms of withdrawing from the environment, losing control, and not caring about other activities (Santoso and Purnomo, 2017).  The purpose of this study is to analyze the cognitive activity of late adolescence between learning and playing games and knowing that games can have a good or bad impact on the cognitive activity of adolescents. The application of the K-Nearest Neighbor method to the system created can classify with prediction results on the influence of games on the cognitive activity of adolescents using Electroencephalogram (EEG) data and can also provide information in the form of new predictions on the respondent data obtained. The results of the analysis resulted in a percentage of accuracy in the game stimulus data of 80%, and in the cognitive stimulus data, namely SPM, it got an accuracy of 80% using the same K value in both stimuli, namely 1, 6, and 7. While the expert results on the system the percentage of superior but addicted respondents was 63.3% and the percentage of respondents who were average but addicted was 36.6% with a correlation rate between Games and SPM of 0.089822409. Based on the results of this study, it can be concluded that the percentage obtained from the comparison of the results of the expert to the results of the system and the comparison of the system itself does not have the influence of games on cognitive activity in late adolescence.

Keywords


Cognitive Activity; EEG; K-NN; Game Addict; Late Adolescence

Full Text:

PDF

References


A. Mazumder, A. Rakshit and D. N. Tibarewala, "A back-propagation through time based recurrent neural network approach for classification of cognitive EEG states," 2015 IEEE International Conference on Engineering and Technology (ICETECH), Coimbatore, India, 2015, pp. 1-5, doi: 10.1109/ICETECH.2015.7275027.

B. Xing et al., "Exploiting EEG Signals and Audiovisual Feature Fusion for Video Emotion Recognition," in IEEE Access, vol. 7, pp. 59844-59861, 2019, doi: 10.1109/ACCESS.2019.2914872.

H. D. Alupan, A. Yudiernawati, and S. Susmini, "The Effect of Education Game Computer Therapy on Cognitive Development In Pre-School Age Children In Shining Star Malang Kindergarten," Nurs. News J. Ilm. Mhs. Nursing, vol. 2, no. 1, Mar. 2017.

G. Widyatmojo and A. Muhtadi, "Development of interactive learning multimedia in the form of games to stimulate cognitive and language aspects," J. Inov. Technol. Educators. , vol. 4, no. 1, p. 38, Apr. 2017.

T. Besold, J. Hernández-Orallo and U. Schmid, "Can machine intelligence be measured in the same way as human intelligence?," KI-Künstliche Intelligenz, vol. 29, pp. 291-297, 2015.

A. R. Yadav,R. S. Anand, M. L. Dewal and S. Gupta, "Performance analysis of discrete wavelet transform based first-order statistical texture features for hardwood species classification," Procedia Computer Science, vol. 57, pp. 214-221, 2015.

Y. Zhou, T. Xu, S. Li and R. Shi, "Beyond engagement: an EEG-based methodology for assessing user’s confusion in an educational game," Universal Access in the Information Society, vol. 18, pp. 551-563, 2019.

W. W. Ismail, M. Hanif, S. B. Mohamed, N. Hamzah and Z. I. Rizman, "Human emotion detection via brain waves study by using electroencephalogram (EEG)," International Journal on Advanced Science, Engineering and Information Technology, vol. 6, no. 6, pp. 1005-1011, 2016.

F. A. S. Borges, R. A. S. Fernandes, I. N. Silva and C. B. S. Silva, "Feature Extraction and Power Quality Disturbances Classification Using Smart Meters Signals," in IEEE Transactions on Industrial Informatics, vol. 12, no. 2, pp. 824-833, April 2016, doi: 10.1109/TII.2015.2486379.

X. Tian et al., "Deep Multi-View Feature Learning for EEG-Based Epileptic Seizure Detection," in IEEE Transactions on Neural Systems and Rehabilitation Engineering, vol. 27, no. 10, pp. 1962-1972, Oct. 2019, doi: 10.1109/TNSRE.2019.2940485.

F. Nurwanto, I. Ardiyanto and S. Wibirama, "Light sport exercise detection based on smartwatch and smartphone using k-Nearest Neighbor and Dynamic Time Warping algorithm," 2016 8th International Conference on Information Technology and Electrical Engineering (ICITEE), Yogyakarta, Indonesia, 2016, pp. 1-5, doi: 10.1109/ICITEED.2016.7863299.




DOI: https://doi.org/10.31763/simple.v2i1.20

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Ahmad Azhari, Ajie Kurnia Saputra Swara

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Signal and Image Processing Letters

ISSN Online: 2714-6677 | Print: 2714-6669
Published by Association for Scientific Computing Electrical and Engineering (ASCEE)
Website : https://simple.ascee.org/index.php/simple/
Email 1 : simple@ascee.org
Email 2 : azhari@ascee.org


 

View My Stats