Department of Psychology, University of Cambridge, Cambridge, UK.
Sci Rep. 2022 Feb 10;12(1):2291. doi: 10.1038/s41598-022-06296-3.
Our visual environment impacts multiple aspects of cognition including perception, attention and memory, yet most studies traditionally remove or control the external environment. As a result, we have a limited understanding of neurocognitive processes beyond the controlled lab environment. Here, we aim to study neural processes in real-world environments, while also maintaining a degree of control over perception. To achieve this, we combined mobile EEG (mEEG) and augmented reality (AR), which allows us to place virtual objects into the real world. We validated this AR and mEEG approach using a well-characterised cognitive response-the face inversion effect. Participants viewed upright and inverted faces in three EEG tasks (1) a lab-based computer task, (2) walking through an indoor environment while seeing face photographs, and (3) walking through an indoor environment while seeing virtual faces. We find greater low frequency EEG activity for inverted compared to upright faces in all experimental tasks, demonstrating that cognitively relevant signals can be extracted from mEEG and AR paradigms. This was established in both an epoch-based analysis aligned to face events, and a GLM-based approach that incorporates continuous EEG signals and face perception states. Together, this research helps pave the way to exploring neurocognitive processes in real-world environments while maintaining experimental control using AR.
我们的视觉环境影响认知的多个方面,包括感知、注意和记忆,但大多数研究传统上会去除或控制外部环境。因此,我们对实验室环境之外的神经认知过程的了解有限。在这里,我们旨在研究真实环境中的神经过程,同时保持对感知的一定控制。为此,我们结合了移动 EEG(mEEG)和增强现实(AR),这使我们能够将虚拟物体放置在真实世界中。我们使用一种经过充分特征描述的认知反应——面孔倒置效应来验证这种 AR 和 mEEG 方法。参与者在三个 EEG 任务中观察直立和倒置的面孔:(1)在基于实验室的计算机任务中,(2)在室内环境中行走时观察面孔照片,(3)在室内环境中行走时观察虚拟面孔。我们发现,在所有实验任务中,倒置面孔的低频 EEG 活动比直立面孔更高,这表明可以从 mEEG 和 AR 范式中提取认知相关信号。这在基于面孔事件的epoch 分析和包含连续 EEG 信号和面孔感知状态的 GLM 方法中都得到了证实。总之,这项研究有助于在使用 AR 保持实验控制的情况下,为探索真实环境中的神经认知过程铺平道路。