scholarly journals Quantifying Auditory Presence Using Electroencephalography

2021 ◽  
Vol 11 (21) ◽  
pp. 10461
Author(s):  
Shufeng Zhang ◽  
Xuelei Feng ◽  
Yong Shen

Presence is used to assess the subjective experience of being in one place when physically situated in another. Recently, the research on presence has gained increasing attention due to the wide use of immersive audio technologies. Currently, the most widely-used measurement of presence is based on post-experiment self-report questionnaires. It is reliable but imperfect due to the psychological changes caused by the act of answering the questionnaire when immersed in the virtual environment. Therefore, the present work aims to find an objective way to measure presence, and electroencephalography (EEG) was investigated as a possible tool for this objective measurement. In this study, two listening tests were conducted, where eight loudspeakers were used to reproduce urban soundscapes to stimulate auditory presence. Presence was measured by both questionnaires and EEG. Results showed a significant correlation between T/B (Theta/Beta Ratio) extracted from EEG and subjective presence levels assessed by questionnaires, suggesting the possible use of EEG to measure presence objectively. This study could bring some insight for the research of presence, and related technologies, such as VR, video games and immersive audio production.

1997 ◽  
Vol 25 (4) ◽  
pp. 345-352 ◽  
Author(s):  
Jeffrey Goldstein ◽  
Lara Cajko ◽  
Mark Oosterbroek ◽  
Moniek Michielsen ◽  
Oscar Van Houten ◽  
...  

This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.


2011 ◽  
Vol 42 (4) ◽  
pp. 819-828 ◽  
Author(s):  
E. Eshkevari ◽  
E. Rieger ◽  
M. R. Longo ◽  
P. Haggard ◽  
J. Treasure

BackgroundThe rubber hand illusion (RHI) has been widely used to investigate the bodily self in healthy individuals. The aim of the present study was to extend the use of the RHI to examine the bodily self in eating disorders (EDs).MethodThe RHI and self-report measures of ED psychopathology [the Eating Disorder Inventory – 3 (EDI-3) subscales of Drive for Thinness, Bulimia, Body Dissatisfaction, Interoceptive Deficits, and Emotional Dysregulation; the 21-item Depression, Anxiety and Stress Scale (DASS-21); and the Self-Objectification Questionnaire (SOQ)] were administered to 78 individuals with an ED and 61 healthy controls.ResultsIndividuals with an ED experienced the RHI significantly more strongly than healthy controls on both perceptual (i.e. proprioceptive drift) and subjective (i.e. self-report questionnaire) measures. Furthermore, both the subjective experience of the RHI and associated proprioceptive biases were correlated with ED psychopathology. Approximately 23% of the variance for embodiment of the fake hand was accounted for by ED psychopathology, with interoceptive deficits and self-objectification significant predictors of embodiment.ConclusionsThese results indicate that the bodily self is more plastic in people with an ED. These findings may shed light on both aetiological and maintenance factors involved in EDs, particularly visual processing of the body, interoceptive deficits, and self-objectification.


2021 ◽  
Author(s):  
Natasha Wade ◽  
Joseph M Ortigara ◽  
Ryan M Sullivan ◽  
Rachel L Tomko ◽  
Florence J Breslin ◽  
...  

BACKGROUND Concerns abound regarding childhood smartphone use, but studies to date have largely relied on self-reported screen use. Self-reporting of screen use is known to be misreported by pediatric samples and their parents, limiting the accurate determination of the impact of screen use on social, emotional, and cognitive development. Thus, a more passive, objective measurement of smartphone screen use among children is needed. OBJECTIVE This study aims to passively sense smartphone screen use by time and types of apps used in a pilot sample of children and to assess the feasibility of passive sensing in a larger longitudinal sample. METHODS The Adolescent Brain Cognitive Development (ABCD) study used passive, objective phone app methods for assessing smartphone screen use over 4 weeks in 2019-2020 in a subsample of 67 participants (aged 11-12 years; 31/67, 46% female; 23/67, 34% White). Children and their parents both reported average smartphone screen use before and after the study period, and they completed a questionnaire regarding the acceptability of the study protocol. Descriptive statistics for smartphone screen use, app use, and protocol feasibility and acceptability were reviewed. Analyses of variance were run to assess differences in categorical app use by demographics. Self-report and parent report were correlated with passive sensing data. RESULTS Self-report of smartphone screen use was partly consistent with objective measurement (<i>r</i>=0.49), although objective data indicated that children used their phones more than they reported. Passive sensing revealed the most common types of apps used were for streaming (mean 1 hour 57 minutes per day, SD 1 hour 32 minutes), communication (mean 48 minutes per day, SD 1 hour 17 minutes), gaming (mean 41 minutes per day, SD 41 minutes), and social media (mean 36 minutes per day, SD 1 hour 7 minutes). Passive sensing of smartphone screen use was generally acceptable to children (43/62, 69%) and parents (53/62, 85%). CONCLUSIONS The results of passive, objective sensing suggest that children use their phones more than they self-report. Therefore, use of more robust methods for objective data collection is necessary and feasible in pediatric samples. These data may then more accurately reflect the impact of smartphone screen use on behavioral and emotional functioning. Accordingly, the ABCD study is implementing a passive sensing protocol in the full ABCD cohort. Taken together, passive assessment with a phone app provided objective, low-burden, novel, informative data about preteen smartphone screen use. CLINICALTRIAL


Author(s):  
Martin Klasen ◽  
Mikhail Zvyagintsev ◽  
René Weber ◽  
Krystyna A. Mathiak ◽  
Klaus Mathiak

2014 ◽  
Vol 9 (3) ◽  
pp. 296-302 ◽  
Author(s):  
Martin S. Hagger ◽  
Amanda L. Rebar ◽  
Barbara Mullan ◽  
Ottmar V. Lipp ◽  
Nikos L.D. Chatzisarantis

2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2020 ◽  
Vol 29 (1S) ◽  
pp. 560-573
Author(s):  
Mackenzie E. Fama ◽  
Peter E. Turkeltaub

Purpose Typical language users can engage in a lively internal monologue for introspection and task performance, but what is the nature of inner speech among individuals with aphasia? Studying the phenomenon of inner speech in this population has the potential to further our understanding of inner speech more generally, help clarify the subjective experience of those with aphasia, and inform clinical practice. In this scoping review, we describe and synthesize the existing literature on inner speech in aphasia. Method Studies examining inner speech in aphasia were located through electronic databases and citation searches. Across the various studies, methods include both subjective approaches (i.e., asking individuals with aphasia about the integrity of their inner speech) and objective approaches (i.e., administering objective language tests as proxy measures for inner speech ability). The findings of relevant studies are summarized. Results Although definitions of inner speech vary across research groups, studies using both subjective and objective methods have established findings showing that inner speech can be preserved relative to spoken language in individuals with aphasia, particularly among those with relatively intact word retrieval and difficulty primarily at the level of speech output processing. Approaches that combine self-report with objective measures have demonstrated that individuals with aphasia are, on the whole, reliably able to report the integrity of their inner speech. Conclusions The examination of inner speech in individuals with aphasia has potential implications for clinical practice, in that differences in the preservation of inner speech across individuals may help guide clinical decision making around aphasia treatment. Although there are many questions that remain open to further investigation, studying inner speech in this specific population has also contributed to a broader understanding of the mechanisms of inner speech more generally.


2021 ◽  
Vol 10 (5) ◽  
pp. 3546-3551
Author(s):  
Tamanna Nurai

Cybersickness continues to become a negative consequence that degrades the interface for users of virtual worlds created for Virtual Reality (VR) users. There are various abnormalities that might cause quantifiable changes in body awareness when donning an Head Mounted Display (HMD) in a Virtual Environment (VE). VR headsets do provide VE that matches the actual world and allows users to have a range of experiences. Motion sickness and simulation sickness performance gives self-report assessments of cybersickness with VEs. In this study a simulator sickness questionnaire is being used to measure the aftereffects of the virtual environment. This research aims to answer if Immersive VR induce cybersickness and impact equilibrium coordination. The present research is formed as a cross-sectional observational analysis. According to the selection criteria, a total of 40 subjects would be recruited from AVBRH, Sawangi Meghe for the research. With intervention being used the experiment lasted 6 months. Simulator sickness questionnaire is used to evaluate the after-effects of a virtual environment. It holds a single period for measuring motion sickness and evaluation of equilibrium tests were done twice at exit and after 10 mins. Virtual reality being used in video games is still in its development. Integrating gameplay action into the VR experience will necessitate a significant amount of study and development. The study has evaluated if Immersive VR induce cybersickness and impact equilibrium coordination. To measure cybersickness, numerous scales have been developed. The essence of cybersickness has been revealed owing to work on motion sickness in a simulated system.


2015 ◽  
Author(s):  
Alexander Toet ◽  
Joske M. Houtkamp ◽  
Paul E. Vreugdenhil

This study investigated whether simulated darkness influences the affective appraisal of a desktop virtual environment (VE). In the real world darkness often evokes thoughts of vulnerability, threat, and danger, and may automatically precipitate emotional responses consonant with those thoughts (fear of darkness). This influences the affective appraisal of a given environment after dark and the way humans behave in that environment in conditions of low lighting. Desktop VEs are increasingly deployed to study the effects of environmental qualities and (architectural or lighting) interventions on human behaviour and feelings of safety. Their (ecological) validity for these purposes depends critically on their ability to correctly address the user’s cognitive and affective experience. However, it is currently not known how and to what extent simulated darkness in desktop (i.e., non-immersive) VEs affects the user’s affective appraisal of the represented environment. In this study young female volunteers explored either a daytime or a night-time version of a desktop VE representing a deserted prototypical Dutch polder landscape. The affective appraisal of the VE and the emotional response of the participants were measured through self-report. To enhance the personal relevance of the simulation, a fraction of the participants was led to believe that the virtual exploration tour would prepare them for a follow-up tour through the real world counterpart of the VE. The results show that the VE was appraised as slightly less pleasant and more arousing in simulated darkness (compared to a daylight) condition. The fictitious follow-up assignment had no emotional effects and did not influence the affective appraisal of the VE. Further research is required to assess on the validity of desktop VEs for both etiological (e.g., the effects of signs of darkness on navigation behaviour and fear of crime) and intervention (e.g., effects of street lighting on feelings of safety) research.


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