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PROCEEDINGS

2019 International Seminar on


Intelligent Technology and Its Application

ISITIA 2019

August 28 29, 2019


JW Marriott Hotel, Surabaya, Indonesia

IEEE Catalog Number : CFP18TIA-PRT

ISBN 978-1-5386-7652-3


TABLE OF CONTENTS

MESSAGE FROM GENERAL CHAIR iii

ORGANIZING COMMITTEE iv

ISITIA 2019 TECHNICAL PROGRAM COMMITTEE v

TABLE OF CONTENTS vii

KEYNOTE LECTURES

Prof. Ryohei Kanzaki vi

Assoc. Prof. Dr. Supavadee Aramvith vii

Assoc. Prof. Dr. Tara Julia Hamilton viii

Dr. Muhammad Rivai ix

Nicolas Husny Tjioe, M.Sc. x

TECHNICAL PAPERS

C irc u la r P o la r iz a tio n 5 .5 G H z D o u b le S q u a re M a rg in A n te n n a in th e 1
M e ta l F r a m e d S m a r tp h o n e fo r S IL W ir e le s s S e n s o r

C a p a c ity Im p r o v e m e n t F a c to r o f H F M u lti-M o d e S k y w a v e M IM O 7
C h a n n e ls

P a r a m e te r s tu d y o f c o p la n a r v iv a ld i a n te n n a fe e d in g s tru c tu re 13

A M o d ifie d G e n e tic A lg o rith m fo r R e s o u rc e A llo c a tio n in C o g n itiv e 19


R a d io N e tw o rk s in th e P r e s e n c e o f P rim a r y U s e r s

IB R -D T N T o S o lv e C o m m u n ic a tio n P ro b le m O n P o s t -D is a s te r R e s c u e 25
M is s io n

P e r fo rm a n c e A n a ly s is o f A d - H o c O n - D e m a n d D is ta n c e V e c to r ( A O D V ) 31
a n d D y n a m ic S o u rc e R o u tin g ( D S R ) R o u tin g P r o to c o ls D u r in g D a ta
B ro a d c a s t S to rm P r o b le m in W ir e le s s A d H o c N e tw o r k

A s p h a lt P a v e m e n t P o th o le D e te c tio n u s in g D e e p le a r n in g m e th o d b a s e d 37
o n Y O L O N e u r a l N e tw o r k

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Firdaus
D e e p L e a r n in g a n d L a te F u s io n T e c h n iq u e in M e d ic a l Im a g e 338
C la s s ific a tio n

E E G V is u a liz a tio n fo r C y b e rs ic k n e s s D e te c tio n D u r in g P la y in g 3 D V id e o 344


G am es

E E G - b a s e d m o tio n ta s k fo r h e a lth y s u b je c ts u s in g tim e d o m a in fe a tu r e 350


e x tra c tio n : A p r e lim in a r y s tu d y fo r fin d in g p a r a m e te r fo r s tro k e
r e h a b ilita tio n m o n ito rin g

aw a
Id e n tify in g E E G P a r a m e te r s to M o n ito r S tro k e R e h a b ilita tio n u s in g 356
In d iv id u a l A n a ly s is

T h e E ffe c t o f S a m p lin g R a te o n th e E x tr a c tio n o f V E P F e a tu r e s U s in g 362


W a v e le t T r a n s fo rm

S tr e s s D ia g n o s tic S y s te m a n d D ig ita l M e d ic a l R e c o rd B a s e d In te r n e t o f 368


T h in g s

W a v e le t- B a s e d R e s p ira to r y R a te E s tim a tio n U s in g E le c tro c a r d io g ra m 374

W o o d S tr e n g th C la s s ific a tio n B a s e d o n R G B C o lo r a n d Im a g e T e x tu r e 380


U s in g K N N M e th o d

C lu s te r in g o f fe m a le a v a ta r F a c e fe a tu r e s c o n s u m e r s c h o ic e u s in g 386
K M e a n s a n d S O M a lg o r ith m

P r e -C o llis io n W a r n in g a n d R e c o m m e n d a tio n S y s te m fo r A s s is ta n t 392


D riv e r u s in g L e a s t S q u a r e S u p p o r t V e c to r M a c h in e a n d F u z z y L o g ic

P r e lim in a r y S tu d y o f M u lti C o n v o lu tio n N e u ra l N e tw o r k -B a s e d M o d e l 398


T o Id e n tify P ills Im a g e U s in g C la s s ific a tio n R u le s

Setiaw an
C o m b in in g S e n tiS tre n g th a n d M u ltila y e r P e rc e p tr o n in T w itte r 404
S e n tim e n t C la s s ific a tio n

F o r e c a s tin g S u n s p o t N u m b e rs U s in g F u z z y T im e S e r ie s M a r k o v C h a in 410
M o d e l A s F la r e Id e n tific a tio n

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2019 International Seminar on Intelligent Technology and Its Applications (ISITIA)

EEG Visualization for Cybersickness Detection


During Playing 3D Video Games
Khaitami Adhi Dharma Wibawa, Supeno Mardi Alfi Zuhriya Khoirunnisaa
Department of Electrical Engineering Susiki Nugroho Department of Electrical Engineering
Institut Teknologi Sepuluh Nopember Department of Computer Engineering Institut Teknologi Sepuluh Nopember
Surabaya, Indonesia Institut Teknologi Sepuluh Nopember Surabaya, Indonesia
khaitami.17071@mhs.its.ac.id Surabaya, Indonesia alfi.khoirunnisaa@gmail.comline 1
adhiosa@te.its.ac.id, mardi@its.ac.id 4th Given Name Surname

Abstract—The development of Virtual Reality (VR) Cybersickness is a series of symptoms or unpleasant


technology has provided a new choice for the industry of video conditions that arise due to VR exposure for several minutes
game developers to explore VR game content. The use of 3D [2], [3]. Cybersickness symptoms are general discomfort,
video games is increasingly popular recently among players. headache, fatigue, drowsiness, sweating, nausea, and
However, playing 3D video game can cause negative effects like vomiting [4], [5]. This situation is similar to motion sickness
nausea, headache, eyestrain, and vomiting. This side effect is but has a difference between the two; namely motion sickness
called cybersickness. Cybersickness is an unpleasant condition is caused by the feeling of body movement, while
that appears due to VR exposure. Cybersickness actually can be cybersickness occurs when the user sees the display of
measured by using a subjective measurement called SSQ
movement on the screen but does not move in the real world.
questionnaire, while for more objective method,
electroencephalograph (EEG) is implemented. In this study, we
In general, there are three theories that discuss the cause of
visualized the EEG of 9 subjects who played a 3D video game cybersickness, namely the theory of sensory incompatibility,
called “Mirror Edge” to capture and investigate the pattern of the postural instability, and poisoning [4]. Reports on
Cybersickness. The questionnaire results were used as cybersickness have continued to increase. In the research of
references for determining the cybersickness condition. The [3], [6], reporting that around 20% to 80% of VR users for 15
visualization was done by using interactive graphical minutes use of VR technology has experienced cybersickness,
information techniques and topographic mapping methods of whereas according to [7], approximately 80% of all users
frontal area channels (F3 and F4) and occipital areas channels exposed to VR for 10 minutes has experienced cybersickness
(O1 and O2) of gamma (γ) band. The statistical parameter, such symptoms. Moreover, according to the study of [8] has also
as standard deviation was used to visualize the cybersickness. explained that more than 60% of the total 146 users exposed
The results showed an increase of standard deviation value in to VR show during 10 to 20 minutes have shown symptoms
gamma band when the subject playing video game for a few of cybersickness.
minutes compared to the baseline condition. This indicates that
the cybersickness was initiated. From all of 9 subjects, we found Other factors that trigger the causes of cybersickness are
that the average time of cybersickness initiation for channels F3 the user's physical condition, the characteristic of VR display
and F4 are at 97th seconds and at 92nd seconds consecutively, [9], and the realistic level of images displayed in a show, the
while for channels O1 and O2 are at 21st seconds and at 44th more realistic it looks, the easier it will be for users to
seconds. We conclude that by visualizing the standard deviation experience cybersickness symptoms [10]. Therefore, it can
value of EEG during playing 3D video games, cybersickness cause nausea quickly when users see impressions that have
initiation can be determined subjectively. high levels realistic of images, in everyday life such as the use
of VR gear on smartphones and playing 3D video games [11].
Keywords—virtual reality, video game 3D, cybersickness, In this case, it can be an input for 3D video game developers
electroencephalograph, visualization to use VR features in the future because VR devices currently
do not have a function to measure the user's physical condition
I. INTRODUCTION in avoiding the symptoms of cybersickness [12]. In the health
Virtual Reality (VR) is the use of computer technology to sector, the symptoms of cybersickness can interfere with brain
create a simulated environment. VR can allow users to enter health, such as reducing concentration so that it is easy to
and interact with the 3D world where vision, hearing, touch, forget and not focus. In the worst case, users of 3D video
and even smell can be changed to be very similar to the real games are reported to die from experiencing too strong
world in certain areas [1]. VR technology has been used symptoms of cybersickness.
widely in the fields of education, defense, flight simulations,
Previous research has been conducted on cybersickness
medical care and is dominated by the 3D video game industry.
investigations using subjective measurements in the form of a
The rapid progress of VR technology has provided a new
Simulator Sickness Questionnaire (SSQ) developed by
choice in the video game development industry to explore VR
Kennedy et al. [13] and objectively involving physiological
game content. Currently, 3D games shows are increasingly
analysis in the form of brain wave or electroencephalograph
sophisticated and popularly used by game enthusiasts,
(EEG) to determine the optimal channel when experiencing
students, and the public because they have an attractive,
cybersickness [14]. EEG is recording of electrical activity
realistic appearance as if they are in the real world. On the
along the scalp produced by nerve cells of the cerebral cortex
other hand, VR technology also has a negative effect as it can
of the brain. Brain waves have different frequency ranges
harm users by exposing them into symptoms of motion
namely delta (0.5-4 Hz), theta (4-8 Hz), alpha (8-13 Hz), beta
sickness or refer to by health experts as cybersickness.
(13-30 Hz), and gamma (> 30 Hz) [15]. Furthermore, research
on the identification of cybersickness severity at the time

978-1-7281-3749-0/19/$31.00 ©2019 IEEE 344


before and after playing 3D games obtained a specific pattern complete each level presented. The author chose this game
of cybersickness which is characterized by a decrease in the because it has a very realistic and bright-colored screen
value of Power Percentage in beta waves [16]. While other display based on recommendations from the Game Developer
studies measure the level of cybersickness using EEG signals community Arek Suroboyo (GADAS) in Surabaya.
and electrocardiography (ECG), indicating that higher levels
of cybersickness cause an increase in gamma band and heart EEG signal recorded using the Emotiv Epoc+ device with
rate [17]. 14 channels paired on the scalp based on the 10/20
international system with 256 Hz sampling frequency, as
Many studies have been done to identify cybersickness shown in Fig. 2. In the recording process using emotive, if the
condition using Electroencephalograph (EEG) signal analysis electrode indicator light is green, the impedance between the
as an objective method. However, they have not discussed electrode and the brain tissue is in the right position. The
about cybersickness condition using visualization approach number of subjects was 9 people consisting of 7 men and 2
and based on suggestions by [14] in his research that for women aged between 19 and 30 years (average: 25.11). They
further work, it is necessary to research to determine the onset have excellent vision, get enough sleep, do not consume
of cybersickness. In this study, we proposed a method to coffee, alcohol, and cigarettes for 8 hours before the
cybersickness detection through visualized EEG data to see experiment.
changes in EEG signal patterns during the subjects playing 3D
“Mirror Edge” video game. Visualization techniques use
interactive graphics and topographic brain mapping.
Visualization of the process occurs of cybersickness is
expected to provide new insights, especially in the field of
EEG, including the time of the initiation of cybersickness and
activation of regions in the brain. This information is
beneficial for evaluating the negative impact of a 3D video
games.
II. METHODS (a) (b)
The framework proposed for this study consists of four Fig. 2. Emotiv Epoc+ device with 14 channels (a), location of sensors, and
main tasks: the collection of datasets, preparation, feature references on the scalp (b).
extraction, and visualization, such as a series of block
diagrams seen in Fig. 1. Previous research has suggested that the critical location
for cybersickness investigations is located in channels F3 and
Dataset Acquisition T3 [18], while other studies also mention optimal locations to
cybersickness detection are in channels F3, O1 and O2 [14].
In this study, we used the location of EEG signals in the frontal
region (F3 and F4) and the occipital region (O1 and O2) of
Preprocessing
gamma (γ) band for further process as shown in Fig. 3.
(Bandpass FIR Filters, Artefak Removal,
Segmentation, Dekomposition Band)

Feature Extraction
(Standard Deviation)

Visualization Data
(Graph Information and Topographic
Mapping)
Fig. 3. Four red circular locations (F3, F4, O1 and O2) are considered for
further data analysis.
EEG Pattern Analysis
B. Experimental
The procedure for collecting data is explained in Fig. 4.
New Insight and Brain States Modeled As for the steps are as follows:

Fig. 1. The proposed block diagram. • Each subject was asked to fill out a questionnaire form
using the Simulator Sickness Questionnaire (SSQ)
A. Dataset Acquisition developed by Kennedy et al. in 1993 [13].
The dataset used in the study was obtained from the study • EEG recording during initial conditions (not playing
of Khoirunnisaa et al [14]. EEG signal recording is done for 3D video game) as a baseline for 4 minutes.
20 minutes when the subject before and during the playing 3D • Then, still in the EEG signal recording, each subject
video game “Mirror Edge” developed by EA Digital Illusion was asked to play 3D video game for 16 minutes to get
CE (DICE). Mirror Edge is an action-adventure video game symptoms of cybersickness, and
that runs freely from one location to another while jumping • At the last stage, refilling the SSQ form after playing
over multi-storey buildings and passing various obstacles to 3D video game.

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EEG signal data into each sub-band consisting of delta, theta,
Subject 01 Subject 02 Subject … Subject 09 alpha, beta and gamma bands based on the value of the
frequency range of each sub-band. In this study, we separated
the data using the Butterworth bandpass filter by describing
the low and high limit frequencies for gamma bands (30-45
Pre SSQ (Before Playing 3D Video Games)
Hz).
D. Feature extraction
EEG Baseline Data Recording Feature extraction aims to obtain relevant information
(Subject not Playing 3D Video Game for 4 minutes) from the EEG data collection. The feature extraction process
is performed using the statistical feature method, namely the
standard deviation as shown in equation 1. Time domain
EEG Stimulus Data Recording analysis was used to test changes in EEG signals during the
(Subject Playing 3D Video Game for 16 minutes) experiment. Time series of continuous standard deviation
values to determine trends in changes in EEG signal patterns
related to cybersickness.

1
Standard Deviation Std ̅ 1
1

where : Std = standard deviation, xi = value x to i, x =


average value, and n = size of the amount of data.
The standard deviation value is calculated on the gamma
Post SSQ (After Playing 3D Video Games)
band for channels F3, F4, O1 and O2 in each 2 second data
segment during all 20 minutes of EEG data or 600 data
Fig. 4. Experimental procedures and data collection
segments (20 minutes of EEG data consists of 4 minutes for
SSQ analysis is done to compare the status of each subject baseline and 16 minutes for playing video game), so the 600
before and after playing 3D games based on 16 question data segments consists of 120 data segments of baseline and
variables, as shown in table 1. Using a scale of values 0 to 3 480 data segments during playing game. Furthermore, the
(0: none, 1: little, 2: moderate, 3: severe), this value used to standard deviation value obtained will be the input data of the
produce 3 symptoms in different classes namely Nausea, visualization stage.
Oculomotor, and Disorientation. E. Visualization
TABLE I. GROUP OF CYBERSICKNESS SYMPTOMS
The value obtained in the previous step is used as input at
this stage. The value of the standard deviation changes in the
Categories three periods examined: (1) baseline - 2 minutes beginning of
Nausea Oculomotor Disorientation the baseline condition before playing 3D game, (2) game
General discomfort, General discomfort, Difficulty focusing, stimulus - 16 minutes playing 3D game, and (3) cybersickness
Increased salivation, Fatigue, Headache, Nausea, Fullness of onset, and level cybersickness are examined in a period of
Sweating, Nausea, Eye strain, Difficulty head, Blurred time during playing 3D games (can see Fig.5).
Difficulty focusing, Difficulty vision, Dizzy (eyes
concentrating, concentrating, open), Dizzy (eyes
Stomach awareness, Blurred vision closed), Vertigo Start to Play Increase (level)
Burping Games Cybersickness Onset

C. Pre Processing
EEG preprocessing is done in four steps, namely Bandpass
FIR Filter, cleaning the artifacts, data cutting, and sub-band Baseline Playing 3D Video Games (16 minute)
decomposition. The first step, EEG data is filtered using an (4 minute)
FIR Bandpass Filter with a frequency range of 1 Hz - 45 Hz.
Secondly, removing artifacts, this is an essential job to get Fig. 5. Illustration of visualization before and during playing 3D video
clean EEG (only reflects brain activity), considering that EEG game.
data has sensors that are very sensitive to any environmental
change. Artifacts that often appear on EEG data are muscle Data visualization is done using the following techniques:
activity, blinking, and eye movements. Next step is, using 1) Graph Information
Independent Component Analysis (ICA) to eliminate noise Graph visualization is used to explore data in identifying
signals. This works best when an EEG signal is recorded on a trends in EEG signal to find out the process of cybersickness
multichannel electrode. The third step is the data cutting occurrence in subjects while playing 3D game. The interval
process. This process uses 2-seconds window for cutting the data scale is used to show the distance between one data and
20 minutes data. So in total, we have 600 data of each 20 other data that has the same weight as the color indication,
minutes data with the length of each segment is 2 second. which can produce different meaningful information. Color
Since the sampling frequency is 256 Hz, for each 2-second indications is used for conveying rank of standard deviation
segment data consists of 512 data frames. Then, the last step value (dark red for the highest value). In this study, we provide
is to decompose the band, namely the process of separating a scale of 1 at each level of sickness.

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2) Topographic Mapping In Fig. 7, we can see that the overall subjects experienced
Topographic mapping method is used to display cybersickness marked by an increase in the value of SSQ
information about the voltage distribution measured on all average score after playing 3D video games.
electrodes or several electrodes based on a certain time
B. Visualization Results
window. Information for each value obtained is represented
by color (dark red for the highest value and dark blue for the The visualization results of the standard deviation value of
lowest value) and mapped to the appropriate electrode EEG signal data on S01 in the gamma band for each channel
position on the scalp to obtain 2D brain mapping model when can be seen in Fig. 8a-d.
experiencing cybersickness in subjects playing 3D video
games.
III. RESULT AND DISCUSSION
In this sub-section explain the results of the analysis and
discussion. The purpose is to determine the trend of changes
in EEG signal based on the duration of time and state of the
brain during the cybersickness process.
A. Results of SSQ Measurement (a)
Before discussing the results of EEG data visualization,
we explained previously the results of SSQ measurements that
have been done by [14]. The purpose of SSQ measurement is
to identify cybersickness subjectively, but to get more
objective results, EEG signals need to be implemented.
According to the SSQ score ranges above 10-15 is defines as
cybersickness [3]. In the measurement of the average SSQ
score the subject can be determined to experience
cybersickness when the value of the Disorientation > Nausea
> Oculomotor (D>N>O) because cybersickness symptoms (b)
tend to be characterized by Disorientation (D), as shown in
Fig. 6.

80
Pre Post
60
Score

40

20 (c)

0
NAUSEA OCULOMOTOR DISORIENTASI TOTAL

Fig. 6. The average SSQ Score from all subjects in each categories
symptoms of cybersickness.

Then the value of each category is calculated to get the


total score. The total score SSQ obtained in each subject
before and after playing the 3D game "Mirrors Edge" was
used as a reference to determine cybersickness conditions, as (d)
shown in Fig. 7. Fig. 8. Results of graph visualization on gamma bands for channel F3 (a),
channel F4 (b), channel O1 (c), and channel O2 (d) before and during playing
Total Score (TS) SSQ on All Subjects 3D video games.
150
Pre Post Fig. 8a. Shows that the cybersickness onset to appear at 126th
seconds for channel F3 when the subject starts playing 3D video
100 games, then the highest level of cybersickness is at 606th seconds and
reach level 4.
Score

Fig. 8b. Shows that the cybersickness onset to appear at 16th


50 seconds for channel F4 when the subject starts playing 3D video
games, then the highest level of cybersickness is at 606th seconds and
reach level 3.
0 Fig. 8c. Shows that the cybersickness onset to appear at 44th
S01 S02 S03 S04 S05 S06 S07 S08 S09 seconds for channel O1 when the subject starts playing 3D video
games, then the highest level of cybersickness is at 238th seconds and
Fig. 7. Total SSQ score before and after playing 3D game on all subjects. reach level 4.

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Fig. 8d. Shows that the cybersickness onset to appear at 140th TABLE II. CYBERSICKNEES ONSET CALCULATED FROM START
seconds for channel O2 when the subject starts playing 3D video PLAYING 3D VIDEO GAMES
games, then the highest level of cybersickness is at 238th seconds and Channel (Seconds)
reach level 4. Subjects
F3 F4 O1 O2
In Fig. 8a-d can be concluded that in the 16 minutes period S01 126 16 44 140
S02 2 2 2 2
playing 3D Mirror Edge video games, the results showed an
S03 28 22 4 4
increase of standard deviation value in gamma band at the S04 12 54 2 4
early 2.5 minutes of the subject playing video game compared S05 2 44 2 70
to the baseline condition. This indicates that the cybersickness S06 132 138 74 72
was initiated, which is at the 126th seconds for channel F3, at S07 26 8 26 42
the 16th seconds for channel F4, at the 44th seconds for S08 16 16 16 16
channel O1 and at the 140th seconds for channel O2. On S09 526 526 - -
average, channel O1 is the fastest initiation of cybersickness Mean 97 92 21 44
than other channels. The increase in gamma band indicates
that the subject experience higher levels of cybersickness. From Table 2, it can be inferred that from 9 subjects, the
average time of the onset of cybersickness for channels F3 and
From the graph shown, we can see the trend of changes in F4 are at 97th seconds and 92nd seconds, while for channels
EEG signal patterns during playing 3D video games, the O1 and O2 are at the 21st seconds and 44th seconds.
subjects felt the cybersickness until the end of the playing 3D
video game. In this case, we confirm that the parameter S02 experiences cybersickness onset at the fastest when
objectively detection the cybersickness is a compatibility of playing 3D video games, i.e., at the 2nd seconds in channels
the data with the results of SSQ measurements where there F3, F4, O1, and O2. Overall the increase in the gamma band
was a significant increase in the total SSQ average score on occurs when it starts until finished playing 3D video games.
S01 after playing 3D video games compared to before playing One of the reasons for this because S02 is a woman and she is
3D video games (can see Fig. 6). not get used to playing 3D video games. In the study [19],
reported that women appear to be more susceptible to
cybersickness than men. While on S09 is the most extensive
experience of the onset of cybersickness when playing 3D
video games, i.e., at the 526th seconds and only in channels
F3 and F4. Increasing the gamma band only occurs in those
seconds, this happens because S09 is accustomed to playing
3D video games in everyday life. From these results, we
conclude that S02 is experiencing the most potential of
cybersickness than the other subjects and S09 only
experienced a few symptoms of cybersickness. This matched
(a) (b) with the results of the total score SSQ (can see Fig. 7).
Changes in the EEG signal pattern were observed by
calculating the standard deviation value as input in the
visualization process. The results obtained from standard
deviation parameters indicate an increase in EEG signals on
gamma band during playing 3D video games. Furthermore,
we have also tried using the mean parameter, but it does not
show significant changes to the EEG signal pattern.
IV. CONCLUSIONS
Observation of the cybersickness process through
(c) (d) visualization techniques on the subject during playing 3D
Fig. 9. Results of topographic mapping visualization for one subject at
140th seconds (a), at 238th seconds (b), at 606th seconds (c), and at 932nd
video games “Mirror Edge” is discussed in the previous
seconds (d). section. We focus on analyzing gamma band from human
brain waves. Furthermore, other sub-bands need to be tested
In Fig. 9a-d, the results of the visualization show a and compared for scale-up studies to find the trend of changes
comparison of brain state modeling when experiencing EEG signal patterns in the process of cybersickness activation
cybersickness on subjects playing 3D video games from time so we can get a clearer understanding. The results obtained,
to time using the topographic mapping method for 2-seconds we conclude that the 3D game “Mirror Edge” can increasing
windows. We use samples for a few seconds when the subject the gamma band so that it provides discomfort that makes the
experiences cybersickness, namely at 140th seconds (9a), at subject feel nauseous and very panic during playing these
238th seconds (9b), at 606th seconds (9c), and 932nd seconds video games. Increase in the gamma band shows that the
(9d). From the results of the four images, we can be observed subject experiences a high level of cybersickness. Besides
in more detail that the brain region that is most active when that, this event can also be caused the subject does not get used
the subject is experiencing cybersickness is in channel F3 to playing 3D game “Mirror Edge”. From 9 subjects, channel
which is indicated by the color of dark red. O1 is the fastest initiation of cybersickness than other
channels, i.e. at the 21st seconds when the subject start to play
Cybersickness onset on all subjects for each channels a video games. Increasing gamma band is very dangerous for
calculated from start playing 3D video games can be seen in the health of the human brain. Therefore, our research can be
Table 2. the initial information for users about the negative impact of a

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