Abstract:
As Artifcial Intelligence and Machine learning techniques are getting popular nowadays, we can better train computers and perform various tasks. Therefore, with the advancement of Artifcial Intelligence, we also are introduced to virtual reality or better known as VR. With VR we provide a virtual reality environment to an individual in which they do certain tasks, such as exploring or playing a game. Almost every fourth person in our society is going through mental health issues. The dangerous thing is that an individual going through a mental over workload never knows what he is going through. This technique of assessing self-mental health can play a very vital role to cut down on the number of accidents, mishaps and wrong decisions that a person could possibly do. With the recent explosion in availability of low-cost. With the advent of high-performance virtual reality (VR) headsets, the possibilities for training, education, entertainment, ftness, and other felds are endless. As these interfaces develop to enhance the immersive VR experience and track user behaviours, passive monitoring of the user’s state may become more crucial. A rational, practical, and inconspicuous framework for installing EEG sensors is offered by modern VR headsets. So, using VR, we can now research how much a human has to think about. Therefore, for our project, we will determine when a certain human plays a game in a virtual environment, how much cognitive stress or load their brain goes through during that process. In that way, we are better able to understand how the human brain works. This Final year project is totally based on Artifcial Intelligence AI and Digital Signal Processing. Signals through EEG are obtained from the brain. Those signals are then processed and after implementing Artifcial intelligence efciency of the brain is measured. EEG stands for electroencephalogram. Using tiny metal discs (electrodes) afxed to the scalp, EEG analyses electrical activity in the brain. Even as we sleep, electrical impulses are always being exchanged between brain cells. This technique is very useful for assessing someone’s mental activity. The experiment was performed using eight-channel electrodes on the head of the person who was wearing a VR and performing different tasks assigned to him. With the recent explosion in availability of low-cost, With the development of exceptionally well headsets for virtual reality, countless possibilities for uses in training, education, entertainment, ftness, and other felds have emerged.