Application of virtual reality systems to psychology and cognitive neuroscience research

Author(s):  
C.S.N. Koushik ◽  
Shruti Bhargava Choubey ◽  
Abhishek Choubey
2010 ◽  
Vol 19 (2) ◽  
pp. 131-141 ◽  
Author(s):  
Michelle K Annett ◽  
Walter F Bischof

With interest in virtual reality (VR) technologies, techniques, and devices growing at a quick pace, many researchers in areas such as psychology or cognitive neuroscience want to use VR. The software and VR systems available today do not support the skill sets or experimental requirements of this group of users. We describe a number of concerns and requirements that researchers express and focus on the extent to which today's VR systems support non-VR experts. The work then concludes with a number of suggestions and potential development avenues that should be undertaken to ensure that VR systems are usable by a large range of researchers, regardless of their programming skills or technical backgrounds.


2011 ◽  
Vol 23 (10) ◽  
pp. 2945-2955 ◽  
Author(s):  
Diana I. Tamir ◽  
Jason P. Mitchell

Humans enjoy a singular capacity to imagine events that differ from the “here-and-now.” Recent cognitive neuroscience research has linked such simulation processes to the brain's “default network.” However, extant cognitive theories suggest that perceivers reliably simulate only relatively proximal experiences—those that seem nearby, soon, likely to happen, or relevant to a close other. Here, we test these claims by examining spontaneous engagement of the default network while perceivers consider experiencing events from proximal and distal perspectives. Across manipulations of perspective in four dimensions, two regions of the default network—medial prefrontal cortex and retrosplenial cortex—were more active for proximal than distal events, supporting cognitive accounts that perceivers only richly simulate experiences that seem immediate and that perceivers represent different dimensions of distance similarly. Moreover, stable individual differences in default activity when thinking about distal events correlated with individual variability in an implicit measure of psychological distance, suggesting that perceivers naturally vary in their tendency to simulate far-off or unlikely experiences.


2021 ◽  
pp. 1-18
Author(s):  
Sicong Liu ◽  
Jillian M. Clements ◽  
Elayna P. Kirsch ◽  
Hrishikesh M. Rao ◽  
David J. Zielinski ◽  
...  

Abstract The fusion of immersive virtual reality, kinematic movement tracking, and EEG offers a powerful test bed for naturalistic neuroscience research. Here, we combined these elements to investigate the neuro-behavioral mechanisms underlying precision visual–motor control as 20 participants completed a three-visit, visual–motor, coincidence-anticipation task, modeled after Olympic Trap Shooting and performed in immersive and interactive virtual reality. Analyses of the kinematic metrics demonstrated learning of more efficient movements with significantly faster hand RTs, earlier trigger response times, and higher spatial precision, leading to an average of 13% improvement in shot scores across the visits. As revealed through spectral and time-locked analyses of the EEG beta band (13–30 Hz), power measured prior to target launch and visual-evoked potential amplitudes measured immediately after the target launch correlate with subsequent reactive kinematic performance in the shooting task. Moreover, both launch-locked and shot/feedback-locked visual-evoked potentials became earlier and more negative with practice, pointing to neural mechanisms that may contribute to the development of visual–motor proficiency. Collectively, these findings illustrate EEG and kinematic biomarkers of precision motor control and changes in the neurophysiological substrates that may underlie motor learning.


2019 ◽  
Author(s):  
Bradly Alicea

Virtual Reality (VR) and human interaction with virtual worlds can greatly enhance communication neuroscience research. VR provides opportunities for novel approaches to empirical investigation. This chapter will discuss why VR and the varieties of virtual experience is of interest to communication neuroscientists. This leads to a discussion of multiple issues related to experimental implementation and cognition, and ways VR is useful to communication neuroscience. This includes multiple cognitive effects that provide opportunities for advancing research.


2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.


2020 ◽  
pp. 282-310
Author(s):  
Patricia A. Reuter-Lorenz ◽  
Alexandru D. Iordan

This chapter reviews evidence from behavioural and cognitive neuroscience research that supports a unitary view of memory whereby working memory and long-term memory phenomena arise from representations and processes that are largely shared when remembering over the short or long term. Using ‘false working memories’ as a case study, it highlights several paradoxes that cannot be explained by a multisystem view of memory in which working memory and long-term memory are structurally distinct. Instead, it is posited that behavioural memory effects over the short and long term relating to semantic processing, modality/domain-specificity, dual-task interference, strategic processing, and so on arise from the differences in activational states and availability of different representational features (e.g. sensory/perceptual, associative, action-based) that vary in their time courses and activity, attentional priority, and susceptibility to interference. Cognitive neuroscience evidence primarily from brain imaging methodologies that support this view is reviewed.


F1000Research ◽  
2017 ◽  
Vol 5 ◽  
pp. 2573 ◽  
Author(s):  
Rüdiger J. Seitz ◽  
Raymond F. Paloutzian ◽  
Hans-Ferdinand Angel

Despite the long scholarly discourse in Western theology and philosophy on religion, spirituality, and faith, explanations of what a belief and what believing is are still lacking. Recently, cognitive neuroscience research addressed the human capacity of believing. We present evidence suggesting that believing is a human brain function which results in probabilistic representations with attributes of personal meaning and value and thereby guides individuals’ behavior. We propose that the same mental processes operating on narratives and rituals constitute belief systems in individuals and social groups. Our theoretical model of believing is suited to account for secular and non-secular belief formation.


Author(s):  
Elizabeth A. Segal

This article defines and explains the concept and trait of social empathy and the relationship to interpersonal empathy. Both concepts are explained using the latest cognitive neuroscience research on brain activity. Through brain imaging, the components that together make up the full array of empathy have been identified and are discussed in relation to social work practice. The application of social empathy in the policy-making arena is described, and the implications for social work practice to enhance empathy are discussed.


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