## 2 System-Level Design
### Data Acquisition Procedure  
The process of acquiring EEG data in the system level design involves crucial steps to guarantee the precision and dependability of the recorded brain signals. Initially a thorough cleaning of each electrode is carried out to eliminate any dust or impurities, which is essential for obtaining precise EEG readings. Following this, the EEG electrodes are strategically positioned on the participants head following the recognized DSI 10-20 standardized system to ensure comprehensive coverage of all brain regions. These electrodes capture the impulses of the brain, which are then amplified and converted into digital format by an EEG amplifier in-tandem with a analog-to-digital converter. The use of the amplifier does not only improve signal quality, but also reduces noise due to interference and cross-talk. Once digitized, the EEG signals are sent to a computer system equipped with software for pre-processing and analysis. This configuration enables the real time visualization and recording of the EEG data.  
In EEG experiments, adhering to a systematic and standardized method is key to ensure smooth data collection and accurate EEG signal acquisition. This study employs varied stimuli to evoke cognitive stress and test cognitive-motor functions, providing a thorough understanding of brain responses under diverse conditions. This approach enhances the richness of the dataset and deepens insights into brain activity dynamics.  
The first stimulus involves a virtual car simulator that is designed to engage participants, in both the learning process and in competitive gaming activities simultaneously. This simulation activates areas in the brain related to motor skills and mental challenges, offering a mix of fun and skill improvement. The second stimulus involves playing PlayStation games like _FIFA_ and _Fortnite_, selected for their competitive nature. This competitiveness is expected to trigger responses linked to cognitive stress during fast decision making. The third activity is an educational game that tests players with tasks involving information processing, critical thinking, and decision making. This activity aims to engage higher level thinking skills and observe how the brain reacts.  
Recruiting volunteers is a part of gathering data. Despite obstacles and the spontaneous nature of volunteer involvement, having a diverse and extensive dataset is crucial. A larger dataset with information significantly boosts the training of machine learning algorithms leading to better accuracy. To that end, in this research work, a total of 43 volunteers were utilized with roles between students, teachers and professors, with an age  
Figure 4: A sensor electrode from the DSI-24 EEG device.  
range from 23 to 45, were recruited. Each volunteer consented to using their brain EEG data in this study. A total of around 10 min were needed to place the DSI 24 EEG headset on each volunteers head for data collection purposes. The recording session utilized a total of 5 to 7 min per volunteer with a duration of 60 s before and after each stimulus. This additional time serves as guard bands and is used to establish a baseline of brain activity, prior-to and immediately proceeding the stimulus activity.