Please use this identifier to cite or link to this item: https://zone.biblio.laurentian.ca/handle/10219/2571
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dc.contributor.authorLehman, Brendan S.-
dc.date.accessioned2016-05-10T15:39:50Z-
dc.date.available2016-05-10T15:39:50Z-
dc.date.issued2016-04-29-
dc.identifier.urihttps://zone.biblio.laurentian.ca/dspace/handle/10219/2571-
dc.description.abstractThe interactions between the brain of the participant and the temporal flow of events within computer games could reflect a new type of consciousness-machine interface that could reveal novel options for biological-electronic evolution. The flow state which is defined as an inclusive, immersed affect state can be considered a component of and contribution to the interface computer (machine) simulations of real life events. Complex analyses during interactive gaming revealed two parent clusters of topographical quantitative electroencephalographic activity (QEEG) that emphasized the two cerebral hemispheres. A conspicuous peak around 40 Hz (25 ms) occurred upon the declining power gradient of cerebral output. The interactive flow state was more involved with right caudal hemispheric activations within relatively narrow frequency bands that overlapped with the earth-ionospheric Schumann resonances which are also found with normal spectral densities of QEEGs. Independent Component Analyses and Linear Discriminant Analyses for components of QEEG during reward and skill segments of computer game involvement verified the importance of the duration of a percept (around 130 ms). The results were consistent with the possibility that two successive percepts, one of them preceding awareness, might be influenced by extracerebral factors strongly correlated with Schumann Resonance properties. When two experienced or non-experienced gamers shared the same circumcerebral magnetic fields with 20 to 25 ms phase modulations as a second derivative, evidence of excessive correlation, the basis of entanglement, was evident. Application of these results and integration with a biological theory developed by Teilhard de Chardin that the next stage of evolution involve the “noosphere” within which collective experiences would direct subsequent developments in life suggest the feasibility is much greater than previously anticipated.en_CA
dc.language.isoenen_CA
dc.subjectconsciousnessen_CA
dc.subjectelectroencephalographyen_CA
dc.subjectindependent component analysisen_CA
dc.subjectlinear discriminant analysisen_CA
dc.subjectdigital gamesen_CA
dc.subjectflow stateen_CA
dc.subjectSchumann resonanceen_CA
dc.subjectmagnetic fieldsen_CA
dc.subjectexcess correlationen_CA
dc.subjectentanglement noosphereen_CA
dc.subjectde Chardinen_CA
dc.subjectdigital cultureen_CA
dc.subjecttranshumanism, technologyen_CA
dc.subjecttransformative technologyen_CA
dc.titleInteraction between virtual (computer gaming) environments, brain activity, and the Schumann resonance as the next evolutionary step in adaptation: Teilhard de Chardin's noosphere.en_CA
dc.typeThesisen_CA
dc.description.degreeMaster of Science (M.Sc.) in Biology-
dc.publisher.grantorLaurentian University of Sudbury-
Appears in Collections:Biology - Master's Theses
Master's Theses

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