Abstract <p>The use of virtual reality (VR) allows for increased visual attention and improved visual processing efficiency due to a wider field of view (FOV). For the same reason, due to the large number of digital stimuli, the opposite effect may be observed—distraction by multiple stimuli. We asked 19 healthy volunteers to perform a modified Posner task in VR and on a computer screen (desktop) with simultaneous 64-channel EEG recording. In VR, volunteers reacted more slowly to the target stimulus and more often to the inhibitory stimulus. Analysis of the event-related synchronization/desynchronization of EEG in the cortical sources of the dorsal attention network (DAN) nodes showed a more powerful and earlier peak of theta-band synchronization, as well as less powerful alpha-band desynchronization in VR than in the desktop version. Such results may indicate a higher level of arousal (theta ERS) and less intense visual processing of the stimulus (alpha ERD) in VR.</p>

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Time-frequency EEG Markers of Shifting and Sustaining Visual Spatial Attention in Virtual Reality

  • A. S. Ovakimian,
  • E. D. Karimova

摘要

Abstract

The use of virtual reality (VR) allows for increased visual attention and improved visual processing efficiency due to a wider field of view (FOV). For the same reason, due to the large number of digital stimuli, the opposite effect may be observed—distraction by multiple stimuli. We asked 19 healthy volunteers to perform a modified Posner task in VR and on a computer screen (desktop) with simultaneous 64-channel EEG recording. In VR, volunteers reacted more slowly to the target stimulus and more often to the inhibitory stimulus. Analysis of the event-related synchronization/desynchronization of EEG in the cortical sources of the dorsal attention network (DAN) nodes showed a more powerful and earlier peak of theta-band synchronization, as well as less powerful alpha-band desynchronization in VR than in the desktop version. Such results may indicate a higher level of arousal (theta ERS) and less intense visual processing of the stimulus (alpha ERD) in VR.