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Being present in a real or virtual world: A EEG study.
International Journal of Medical Informatics ( IF 3.7 ) Pub Date : 2020-01-18 , DOI: 10.1016/j.ijmedinf.2019.103977
Igor V Petukhov 1 , Andrey E Glazyrin 1 , Andrey V Gorokhov 1 , Luydmila A Steshina 1 , Ilya O Tanryverdiev 1
Affiliation  

BACKGROUND AND OBJECTIVE This study proposes an approach to evaluation and measuring of presence for man-machine interaction in the virtual reality based on electroencephalographic data. MATERIALS AND METHODS It analyzes stable electroencephalographic patterns that allow us to trace a connection between a brain activity and purposeful actions of an individual in various environments. The subjects of the study were experienced downhill skiers equipped with electroencephalographs, who performed real-life skiing on a downhill course, after which they were offered a virtual simulation of downhill skiing using an HTCVive headset and a programmed 2D or desktop simulator. RESULTS The results of measurement showed neuropatterns similar in the cases of virtual reality simulation and physical downhill skiing (in part of changes in space and power parameters of electroencephalograms in the different frequency ranges) and different from a 2D simulator. This observation enables us to make an assumption of realism of a virtual reality simulator in the context of reproduction of the subjects' similar cognitive and semantic connections and motor programs. DISCUSSION Further research work will focus on evaluation of efficiency in performing psychophysiological tests (time response to a mobile object) in the virtual reality and 2D desktop application.

中文翻译:

存在于现实世界或虚拟世界中:EEG研究。

背景和目的本研究提出了一种基于脑电图数据的虚拟现实中人机交互存在性评估和测量的方法。材料和方法它分析了稳定的脑电图模式,使我们能够追踪大脑活动与个人在各种环境中的有目的行为之间的联系。该研究的对象是经验丰富的配备了脑电图仪的下坡滑雪者,他们在下坡路线上进行了现实的滑雪,然后使用HTCVive耳机和编程的2D或台式模拟器向他们提供了下坡滑雪的虚拟模拟。结果测量结果显示,在虚拟现实模拟和物理下坡滑雪的情况下,神经模式相似(部分在不同频率范围内脑电图的空间和功率参数变化),并且与2D模拟器不同。这种观察使我们能够在对象相似的认知和语义联系以及运动程序的再现的背景下对虚拟现实模拟器的真实性做出假设。讨论进一步的研究工作将集中于在虚拟现实和2D桌面应用程序中执行心理生理测试(对移动对象的时间响应)的效率评估。这种观察使我们能够在受试者相似的认知和语义联系以及运动程序的再现的背景下,对虚拟现实模拟器的真实性做出假设。讨论进一步的研究工作将集中于在虚拟现实和2D桌面应用程序中执行心理生理测试(对移动对象的时间响应)的效率评估。这种观察使我们能够在对象相似的认知和语义联系以及运动程序的再现的背景下对虚拟现实模拟器的真实性做出假设。讨论进一步的研究工作将集中于在虚拟现实和2D桌面应用程序中执行心理生理测试(对移动对象的时间响应)的效率评估。
更新日期:2020-01-21
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