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虚拟现实(VR)与标准二维(2D)显示器环境下游戏会话的表现:一项脑电图(EEG)研究。

Performance of game sessions in VR vs standard 2D monitor environment. an EEG study.

作者信息

Malinowska Urszula, Wojciechowski Jakub, Waligóra Marek, Rogala Jacek

机构信息

Institute of Experimental Physics, University of Warsaw, Warsaw, Poland.

Nencki Institute of Experimental Biology, Warsaw, Poland.

出版信息

Front Physiol. 2024 Oct 22;15:1457371. doi: 10.3389/fphys.2024.1457371. eCollection 2024.

DOI:10.3389/fphys.2024.1457371
PMID:39502410
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11534712/
Abstract

Nowadays studies using Virtual Reality (VR) are gaining high popularity due to VR being a better approximation of the ecological environment for visual experiments than standard 2D display settings. VR technology has been already applied in medicine in the therapy of mental disorders, neurorehabilitation, and neurofeedback. However, its effectiveness compared to the standard 2D procedure is still not fully documented and limited information about the neurophysiological underpinnings of VR is provided. In this study, we tested participants' performance during several sessions of the computer game in two different environments, VR vs. 2D monitor display. Participants performed three 25 min gaming sessions of adapted Delay Match-To-Sample task during EEG recording. The results showed that the VR group outperformed the 2D display group in the first session and then maintained its performance level throughout the remaining two sessions while the 2D group increased performance in each session eventually leveling up in the last one. Also group differences in the EEG activity were most profound only in the first session. In this session, the VR group was characterized by stronger and more synchronized neuronal activity, especially in delta, theta, and gamma bands. The VR group was less impacted by visual arousals as indicated by the theta/beta2 ratio in parietal electrodes.

摘要

如今,使用虚拟现实(VR)的研究越来越受欢迎,因为与标准的二维显示设置相比,VR在视觉实验中更接近生态环境。VR技术已经应用于医学领域,用于治疗精神障碍、神经康复和神经反馈。然而,与标准二维程序相比,其有效性仍未得到充分记录,且关于VR神经生理学基础的信息有限。在本研究中,我们测试了参与者在两种不同环境(VR与二维显示器)下进行多轮电脑游戏时的表现。参与者在脑电图记录期间进行了三轮25分钟的适应性延迟匹配样本任务游戏。结果显示,VR组在第一轮中表现优于二维显示组,然后在剩余两轮中保持其表现水平,而二维组在每一轮中都提高了表现,最终在最后一轮达到平衡。脑电图活动的组间差异也仅在第一轮中最为显著。在这一轮中,VR组的特点是神经元活动更强且更同步,尤其是在δ、θ和γ波段。顶叶电极的θ/β2比值表明,VR组受视觉唤醒的影响较小。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/f87f05a7c6a6/fphys-15-1457371-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/dad55b46c2d1/fphys-15-1457371-g001.jpg
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https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/c84c9a4759c1/fphys-15-1457371-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/6828be6257d7/fphys-15-1457371-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/f614788edb42/fphys-15-1457371-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/f87f05a7c6a6/fphys-15-1457371-g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/dad55b46c2d1/fphys-15-1457371-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/66621cf049e6/fphys-15-1457371-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/29197bcba429/fphys-15-1457371-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/e00d82cbd0c5/fphys-15-1457371-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/c84c9a4759c1/fphys-15-1457371-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/6828be6257d7/fphys-15-1457371-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/f614788edb42/fphys-15-1457371-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c5d/11534712/f87f05a7c6a6/fphys-15-1457371-g008.jpg

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