None listed
Conditions
Interventions
Sponsors
Eligibility
Inclusion criteria
Inclusion criteria: 1. Undergraduate/graduate students/graduates of Yonsei University with physical age between 19 and 29 years old 2. Corrected visual acuity binocular average of 0.5 or better - No health problems 3. Speaks Korean 4. Those who voluntarily decided to participate and agreed in writing to follow the precautions
Exclusion criteria
Exclusion criteria: i. Too long or too short feedback cycle time during the learning phase (judged as an outlier if it does not fall within the IQR for the distribution of all subjects) ii. If wearing the EEG device takes longer than 10 minutes, they will be excluded from the EEG analysis. Also, subjects with poor EEG data measurement and recording will not be eligible for EEG segmentation.
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| 1.Demonstrate that the memory accuracy for the experimental group, where the therapeutic intervention occurred, is lower than the memory accuracy for the control group (t-test, p<0.05). | — |
Secondary
| Measure | Time frame |
|---|---|
| 1. Compare the memory accuracy of the consciously presented stimulus group and the unconsciously presented stimulus group to the control group, respectively, to verify that the memory weakening effect is valid even when the stimulus is presented non-invasively during unconsciousness. (t-test, p<0.05);1. Observe the persistence of the memory-weakening effect of the game over time by comparing the accuracy of Test1, Test2, and Test 3 (pairwise t-test, p<0.05).;1. Demonstrate that there is a significant difference in EEG between the learning phase before the game, the forward phase during the game, and the reverse phase. a. There is a difference in EEG between Learning vs. game_forward vs. game_reverse. (ANOVA, p<0.05) b. there is a significant change in EEG pattern between forward vs. reverse. (t-test, p<0.05) c. If the EEG change pattern of reverse is confirmed, compare reverse_con and reverse_uncon. (t-test, p<0.05);1. Demonstrate that there is a difference in the memory impairment effect of the game for images with positive emotional values and images with negative emotional values. (t-test, p<0.05) | — |
Countries
Korea, Republic of
Contacts
Yonsei University