Flow State EEG Analysis in the VR game “Cubism”

Pasternak Anton

Description

Final assignment of the course: Virtual and Augmented Reality for Research, Treatment, and Rehabilitation.

In this project I explored whether playing the VR puzzle game Cubism can create a measurable “flow state,” using both EEG recordings and the DFS-2 questionnaire. I found moderate correlations between EEG patterns and reported flow, which suggests that brain activity can reflect engagement during gameplay. At the same time, I faced challenges with noisy data caused by poor electrode placement, which limited the reliability of my results. My main conclusion is that while EEG shows promise for detecting flow in VR, future studies need better signal quality and larger samples. I also proposed improvements, like real-time impedance monitoring, to make this kind of research more accurate.

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Paper Information
Tags:
Virtual Reality EEG Flow State Cognitive Neuroscience Human-Computer Interaction Game Studies
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