Human Informatics and Interaction Research Institute, National Institute of Advanced Industrial Science and Technology (AIST), Tsukuba Central 6, 1-1-1 Higashi, Tsukuba, Ibaraki, 305-8566, Japan.
Center for Brain, Mind and KANSEI Sciences Research, Hiroshima University, Hiroshima, Japan.
Sci Rep. 2021 Jan 14;11(1):1436. doi: 10.1038/s41598-020-80807-y.
Virtual reality (VR) enables the fast, free, and highly controllable setting of experimental body images. Illusions pertaining to a body, such as the rubber hand illusion (RHI), can be easily conducted in VR settings, and some phenomena, such as full-body illusions, are only realized in virtual environments. However, the multisensory-integration process in VR is not yet fully understood. Thus, it remains to be clarified if specific phenomena that occur under VR settings manifest in real life as well. One useful investigative approach is measuring brain activities during a psychological experiment. Electroencephalography (EEG) oscillatory activities provide insight into the human multisensory integration process. Nevertheless, EEG data can be vulnerable to VR noise, which causes measurement and analytical difficulties for EEG data recorded in VR environments. Here, we achieve an experimental RHI setting using a head-mounted display that provides a VR visual space and VR dummy hand along with EEG measurements. We compared EEG data collected in both real and VR environments and observed the gamma and theta band oscillatory activities. Ultimately, we observed statistically significant differences between congruent (RHI) and incongruent (not RHI) conditions in the real environment, which is consistent with previous studies. Differences in the VR condition were observed only on the late theta band oscillation, suggesting that the VR setting itself altered the perceptual and sensory integration mechanisms. Thus, we must model this difference between real and VR settings whenever we use VR to investigate our bodily self-perception.
虚拟现实 (VR) 能够快速、自由且高度可控地设置实验身体图像。与身体相关的错觉,如橡胶手错觉 (RHI),可以很容易地在 VR 设置中进行,而一些现象,如全身错觉,只有在虚拟环境中才能实现。然而,VR 中的多感觉整合过程尚未完全理解。因此,尚不清楚 VR 设置下出现的特定现象是否也会在现实生活中出现。一种有用的研究方法是在心理实验期间测量大脑活动。脑电图 (EEG) 振荡活动为人类多感觉整合过程提供了深入了解。然而,EEG 数据可能容易受到 VR 噪声的影响,这会给在 VR 环境中记录的 EEG 数据的测量和分析带来困难。在这里,我们使用头戴式显示器实现了一个实验性的 RHI 设置,该显示器提供了 VR 视觉空间和 VR 假手以及 EEG 测量。我们比较了在真实和 VR 环境中收集的 EEG 数据,并观察了伽马和 theta 波段的振荡活动。最终,我们在真实环境中观察到了在一致(RHI)和不一致(非 RHI)条件下的统计上显著差异,这与之前的研究一致。在 VR 条件下仅观察到晚期 theta 波段振荡的差异,表明 VR 设置本身改变了感知和感觉整合机制。因此,每当我们使用 VR 来研究我们的身体自我感知时,我们必须模拟真实和 VR 设置之间的这种差异。