Monitoring brain activity during use of stereoscopic virtual environments

2000 ◽  
Author(s):  
Ralph Mager ◽  
R. Stoermer ◽  
A. Roessler ◽  
F. Mueller-Spahn ◽  
A. Bullinger
2001 ◽  
Vol 10 (4) ◽  
pp. 384-400 ◽  
Author(s):  
Luigi Pugnetti ◽  
Michael Meehan ◽  
Laura Mendozzi

The recording and measurement of central and peripheral nervous system responses can provide important information during the development and the application of virtual reality (VR). Although studies on electroencephalographic, evoked potentials, and peripheral psychophysiological changes in connection with VR exposure are still preliminary, they show that reliable data can be obtained even in immersive VR conditions. There is no firm evidence that neurophysiological equipment—sensors and cables—may increase subjects' discomfort and affect their ability to interact with the virtual environments, but additional study is needed to clarify this issue. Suggestions as to how to limit potential interferences are summarized here. Two main lines of research are emerging: one seeking psychophysiological correlates of reaction and adaptation to stimuli and task variables in an attempt to understand more about human-VR interaction, and the other looking for ways to use psychophysiological responses to automatically control aspects of the virtual environments or other external devices. The main results emerging from the first group of studies indicate that psychophysiological measures of brain activity—notably EEG and event-related responses—may be used to distingush between automatic and controlled modes of processing. Additionally, peripheral measures, notably skin-resistance levels, are proposed as objective correlates of presence and of the outcome of specific VR-based desensitization therapies. There is no clear-cut evidence that brain waves may index unwanted effects on the central nervous system of VR exposure, but this issue deserves further study. The results of the second line of research seem to indicate that VR-induced psychophysiological responses can be used to develop assistive devices for people with disabilities or to control hands-free interaction within any virtual environment (for example, in highly demanding conditions). A related and promising field of application is that of neurofeedback, wherein VR may play an important role in increasing the motivational/ attentional span of clients, and, ultimately, the effectiveness of treatment protocols. Given these premises, it is suggested that research on psychophysiological correlates of VR should be incremented along the lines already delineated and possibly include also groups of subjects at risk for adverse affects.


2014 ◽  
Author(s):  
Bradly Alicea

As a research tool, virtual environments hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural bases of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These issues will be presented in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and time dilation examples will be reviewed. Once these applications have been reviewed, implications for improving upon virtual models for inducing the mental phenomena of illusion and time dilation will be considered. To conclude, future directions for this research area will be presented, particularly with relevance to gene-environment interactions.


F1000Research ◽  
2014 ◽  
Vol 3 ◽  
pp. 202
Author(s):  
Bradly Alicea

As a research tool, virtual environments (VEs) hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating the use of VEs into a strategy of broader biological inquiry will be presented.


2021 ◽  
Vol 11 (8) ◽  
pp. 1024
Author(s):  
Durmuş Koç ◽  
Ahmet Çağdaş Seçkin ◽  
Zümrüt Ecevit Satı

The risk of accidents while operating a drone is quite high. The most important solution is training for drone pilots. Drone pilot training can be done in both physical and virtual environments, but the probability of an accident is higher for pilot trainees, so the first method is to train in a virtual environment. The purpose of this study is to develop a new system to collect data on students' educational development performance of students during the use of Gamified Drone Training Simulator and objectively analyze students' development. A multimodal recording system that can collect simulator, keystroke, and brain activity data has been developed to analyze the cognitive and physical activities of participants trained in the gamified drone simulator. It was found that as the number of trials increased, participants became accustomed to the cognitive load of visual/auditory tasks and therefore the power in the alpha and beta bands decreased. It was observed that participants' meditation and attention scores increased with the number of repetitions of the educational game. It can be concluded that the number of repetitions lowers stress and anxiety levels, increases attention, and thus enhances game performance.


2021 ◽  
Author(s):  
Eric Krokos ◽  
Amitabh Varshney

AbstractCurrent techniques for characterizing cybersickness (visually induced motion sickness) in virtual environments rely on qualitative questionnaires. For interactive graphics to create visual experiences that enhance the illusion of presence while mitigating cybersickness, interactive measures are needed to characterize cybersickness. In this paper, we acquire EEG signals from participants as they experience vection-induced cybersickness and compare those signals to a baseline. Our study shows that there is a correlation between the participant-reported cybersickness (as measured by movements of a joystick) and brain EEG signals. Through independent component analysis, we separate those signals which are a result of cybersickness from other sources (such as eye blinks). Our user study finds that there is a highly correlative and statistically significant Delta- (1.0–4.0 Hz), Theta- (4.0–7.0 Hz), and Alpha-wave (7.0–13.0 Hz) increase associated with cybersickness in immersive virtual environments across participants. Establishing a strong correlation between cybersickness and EEG-measured brain activity provides us with the first step toward interactively characterizing and mitigating cybersickness in virtual environments.


2009 ◽  
Vol 18 (2) ◽  
pp. 97-111 ◽  
Author(s):  
Mariano Alcañiz ◽  
Beatriz Rey ◽  
Jose Tembl ◽  
Vera Parkhutik

Virtual reality enables people to behave and feel as if they were present in a virtual environment and therefore is a useful tool in many fields. In order to study the usefulness of virtual environments, the concept of presence is examined. Up to now, the most common method to measure presence has been to use subjective measures based on validated questionnaires about user experience. However, more objective measurements, such as physiological measurements, are now being considered. In this study, transcranial Doppler (TCD) sonography is presented as a brain activity measurement technique that can be used to study presence in virtual environments. Thirty-two subjects navigated in a virtual environment in different immersive conditions while TCD was monitored. The results show that there are changes in blood flow velocity in the subjects during moments associated with different levels of presence.


F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 202 ◽  
Author(s):  
Bradly Alicea

As a research tool, virtual environments (VEs) hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating the use of VEs into a strategy of broader biological inquiry will be presented.


2021 ◽  
Author(s):  
Andres Pinilla ◽  
Jaime Garcia ◽  
William Raffe ◽  
Jan-Niklas Voigt-Antons ◽  
Sebastian Möller

One of the challenges during the post-COVID pandemic era will be to foster social connections between people. Previous research suggests that people who is able to regulate their emotions tends to have better social connections with others. Additional studies indicate that it is possible to train the ability to regulate emotions voluntarily, using a procedure that involves three steps: (1) asking participants to evoke an autobiographical memory associated with a positive emotion; (2) analyze participants’ brain activity in real-time to estimate their emotional state; and (3) provide visual feedback about the emotions evoked with the autobiographical memory. However, there is not enough research on how to provide the visual feedback required for the third step. Therefore, this manuscript introduces five virtual environments that can be used to provide emotional visual feedback. Each virtual environment was designed based on evidence found in previous studies, suggesting that there are visual cues, such as colors, shapes and motion patterns, that tend to be associated with emotions. In each virtual environment, the visual cues changed, intending to represent five emotional categories. An experiment was conducted to analyze the emotions that participants associated with the virtual environments. The results indicate that each environment is associated with the emotional categories that they were meant to represent.


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