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Couple of Ways to Predict and Hypnotize People by Online Games

Journal: International Journal of Computer Science and Mobile Computing - IJCSMC (Vol.8, No. 6)

Publication Date:

Authors : ;

Page : 14-37

Keywords : carrier tones; biorhythm; iridology; hypnotization;

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Abstract

Controlling the human is becoming a common convenient means of not only doing business over the Internet but also getting more economical ability and powered to control different societies. To hypnotize people to buy or do something is very common now a days. For instance when one goes to a supermarket to buy a single thing, he/she leaves the supermarket with a pack of huge amount of shopping. The reason is nothing but just being hypnotized. Colors have all sorts of impact on how we spend. Studies have shown that waitresses who wear red tend to get bigger tips, and red even makes us spend more online. In the same fashion voices sounds and frequencies also affect human brain. [1] The dichotic presentation of two almost equivalent pure tones but with slightly different frequencies leads to perceive fluctuations sounds which occurs as amplitude modulation generated by the two pure tones, or so-called beat, in the brain. The beat in this phenomenon is generated within the brain and is referred to as a binaural beat. The superior olivary complex is believed to be the first nucleus that receives auditory information from both sides of the ears, a nd binaurally activated phase-sensitive neurons are also found in the inferior colliculus (Kuwada et al. Karino et al., 2006). The fluctuation in frequency equals the difference in the two pure tones that are presented. However, a classic study reported that the maximum difference in the two tones for which humans can perceive them as beat is 35 Hz; otherwise, 2 separate pure tones were perceived instead (Oster, 1973). For example, when a sinusoidal pure tone of 250 Hz is presented to the left ear and a 256 Hz is simultaneously presented to the right ear, amplitude modulation with a frequency rate of 6 Hz is perceived by the brain (Figure 1). In addition to the difference in the 2 tones, the carrier tone, which is the lower tone of the 2 tones, is also involved in the beat perception. One study measured perception of the beat on different frequency carrier tones and suggested that an intermediate frequency carrier tone of ~440 Hz facilitated the widest range of beat perception compared to lower and higher frequency carrier tones, which facilitated a narrower range (Licklider et al., 1950). The binaural beat induces an interesting effect termed the frequency following effect (Moushegian et al., 1973). This effect can induce brain activity corresponding to the perceived beat. The process of brain activity synchronization to the perceived beat is called entrainment (Wahbeh et al., 2007). Several studies have been conducted to investigate this effect and have attempted to determine the brain positions entrained by binaural beats. The brain responses to the 6-Hz binaural beat revealed in this study showed that theta activity was enhanced similar to that observed in a meditative state within just 10 min of exposure. Therefore, a 6Hz binaural beat on a 250 Hz carrier tone could be utilized as a stimulus for inducing a meditative state, as meditation has several advantages, such as stress reduction. However, achieving such effects via meditation require a deep meditative state that often takes a long peri od of time. With this binaural beat, a meditative state can be induced in just 10 min and may be more feasibly implemented in modern lifestyles. Hence if during the online game we deliver 6Hz different between two earphones, end user will feel good emotional sense. It means we can introduce any kind of actions, to end user as a positive emotional sense (even killing others). In this research we are going to introduce the ways we can hypnotize end user of online games.

Last modified: 2019-06-06 21:46:53