Enhanced Attention Using Head-mounted Virtual Reality.

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Title: Enhanced Attention Using Head-mounted Virtual Reality.
Authors: Gang Li, Anguera, Joaquin A., Javed, Samirah V., Khan, Muḥammad Adeel, Guoxing Wang, Gazzaley, Adam
Source: Journal of Cognitive Neuroscience. Aug2020, Vol. 32 Issue 8, p1438-1454. 17p. 2 Color Photographs, 1 Black and White Photograph, 4 Diagrams, 4 Charts, 6 Graphs.
Subjects: Virtual reality, Differentiation (Cognition), Computer monitors, Head-mounted displays, Tablet computers
Abstract: Some evidence suggests that experiencing a given scenario using virtual reality (VR) may engage greater attentional resources than experiencing the same scenario on a 2D computer monitor. However, the underlying neural processes associated with these VR-related effects, especially those pertaining to current consumer-friendly head-mounted displays of virtual reality (HMD-VR), remain unclear. Here, two experiments were conducted to compare task performance and EEG-based neural metrics captured during a perceptual discrimination task presented on two different viewing platforms. Forty participants (20-25 years old) completed this task using both an HMD-VR and traditional computer monitor in a within-group, randomized design. Although Experiment I (n = 20) was solely behavioral in design, Experiment II (n = 20) utilized combined EEG recordings to interrogate the neural correlates underlying potential performance differences across platforms. These experiments revealed that (1) there was no significant difference in the amount of arousal measured between platforms and (2) selective attention abilities in HMD-VR environment were enhanced from both a behavioral and neural perspective. These findings suggest that the allocation of attentional resources in HMD-VR may be superior to approaches more typically used to assess these abilities (e.g., desktop/laptop/tablet computers with 2D screens). [ABSTRACT FROM AUTHOR]
Copyright of Journal of Cognitive Neuroscience is the property of MIT Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: Enhanced Attention Using Head-mounted Virtual Reality.
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  Data: <searchLink fieldCode="AR" term="%22Gang+Li%22">Gang Li</searchLink><br /><searchLink fieldCode="AR" term="%22Anguera%2C+Joaquin+A%2E%22">Anguera, Joaquin A.</searchLink><br /><searchLink fieldCode="AR" term="%22Javed%2C+Samirah+V%2E%22">Javed, Samirah V.</searchLink><br /><searchLink fieldCode="AR" term="%22Khan%2C+Muḥammad+Adeel%22">Khan, Muḥammad Adeel</searchLink><br /><searchLink fieldCode="AR" term="%22Guoxing+Wang%22">Guoxing Wang</searchLink><br /><searchLink fieldCode="AR" term="%22Gazzaley%2C+Adam%22">Gazzaley, Adam</searchLink>
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+Cognitive+Neuroscience%22">Journal of Cognitive Neuroscience</searchLink>. Aug2020, Vol. 32 Issue 8, p1438-1454. 17p. 2 Color Photographs, 1 Black and White Photograph, 4 Diagrams, 4 Charts, 6 Graphs.
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  Data: <searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Differentiation+%28Cognition%29%22">Differentiation (Cognition)</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+monitors%22">Computer monitors</searchLink><br /><searchLink fieldCode="DE" term="%22Head-mounted+displays%22">Head-mounted displays</searchLink><br /><searchLink fieldCode="DE" term="%22Tablet+computers%22">Tablet computers</searchLink>
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  Data: Some evidence suggests that experiencing a given scenario using virtual reality (VR) may engage greater attentional resources than experiencing the same scenario on a 2D computer monitor. However, the underlying neural processes associated with these VR-related effects, especially those pertaining to current consumer-friendly head-mounted displays of virtual reality (HMD-VR), remain unclear. Here, two experiments were conducted to compare task performance and EEG-based neural metrics captured during a perceptual discrimination task presented on two different viewing platforms. Forty participants (20-25 years old) completed this task using both an HMD-VR and traditional computer monitor in a within-group, randomized design. Although Experiment I (n = 20) was solely behavioral in design, Experiment II (n = 20) utilized combined EEG recordings to interrogate the neural correlates underlying potential performance differences across platforms. These experiments revealed that (1) there was no significant difference in the amount of arousal measured between platforms and (2) selective attention abilities in HMD-VR environment were enhanced from both a behavioral and neural perspective. These findings suggest that the allocation of attentional resources in HMD-VR may be superior to approaches more typically used to assess these abilities (e.g., desktop/laptop/tablet computers with 2D screens). [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Journal of Cognitive Neuroscience is the property of MIT Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1162/jocn_a_01560
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        Text: English
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              Text: Aug2020
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