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  2. Hypersonic effect - Wikipedia

    en.wikipedia.org/wiki/Hypersonic_effect

    Studies cited as contrary evidence did not address the physiological brain response to high-frequency audio, only the subject's conscious response to it. Further investigation of the observed physiological response appears to show that the ear alone does not produce the extra brain waves, [ 12 ] but when the body is exposed to high-frequency ...

  3. Audio-visual entrainment - Wikipedia

    en.wikipedia.org/wiki/Audio-Visual_Entrainment

    Audio-visual entrainment (AVE), a subset of brainwave entrainment, uses flashes of lights and pulses of tones to guide the brain into various states of brainwave activity. AVE devices are often termed light and sound machines or mind machines. Altering brainwave activity is believed to aid in the treatment of psychological and physiological ...

  4. Game brain - Wikipedia

    en.wikipedia.org/wiki/Game_brain

    Mori claims his study has revealed that people who spend long periods playing video games have less activity in the brain's pre-frontal region, which governs emotion and creativity, in contrast to their peers. He claims that the experiment demonstrates the existence of an "adverse effect that video games have on the human brain". [2]

  5. Brainwave entrainment - Wikipedia

    en.wikipedia.org/wiki/Brainwave_entrainment

    Brainwave entrainment is a colloquialism for 'neural entrainment', [25] which is a term used to denote the way in which the aggregate frequency of oscillations produced by the synchronous electrical activity in ensembles of cortical neurons can adjust to synchronize with the periodic vibration of external stimuli, such as a sustained acoustic ...

  6. Psychoacoustics - Wikipedia

    en.wikipedia.org/wiki/Psychoacoustics

    The brain utilizes subtle differences in loudness, tone and timing between the two ears to allow us to localize sound sources. [10] Localization can be described in terms of three-dimensional position: the azimuth or horizontal angle, the zenith or vertical angle, and the distance (for static sounds) or velocity (for moving sounds). [ 11 ]

  7. Microwave auditory effect - Wikipedia

    en.wikipedia.org/wiki/Microwave_auditory_effect

    E.S. Eichert and A.H. Frey. "Human Auditory System Response to Lower Power Density Pulse Modulated Electromagnetic Energy: A Search for Mechanisms", J Microwave Power 11(2): 141, 1976. W. Bise. "Low power radio-frequency and microwave effects on human electroencephalogram and behavior", Physiol Chem Phys 10(5): 387–98, 1978.

  8. Neural encoding of sound - Wikipedia

    en.wikipedia.org/wiki/Neural_encoding_of_sound

    The wavelength of a sound is the distance between any two consecutive matching points on the waveform. The audible frequency range for young humans is about 20 Hz to 20 kHz. Hearing of higher frequencies decreases with age, limiting to about 16 kHz for adults, and even down to 3 kHz for elders.

  9. Ultrasonic hearing - Wikipedia

    en.wikipedia.org/wiki/Ultrasonic_hearing

    Ultrasonic hearing is a recognised auditory effect which allows humans to perceive sounds of a much higher frequency than would ordinarily be audible using the inner ear, usually by stimulation of the base of the cochlea through bone conduction. Normal human hearing is recognised as having an upper bound of 15–28 kHz, [1] depending on the person.

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