BackgroundConsumer preference is rapidly changing from 2D to 3D movies due to the sensational effects of 3D scenes, like those in Avatar and The Hobbit. Two 3D viewing technologies are available: active shutter glasses and passive polarized glasses. However, there are consistent reports of discomfort while viewing in 3D mode where the discomfort may refer to dizziness, headaches, nausea or simply not being able to see in 3D continuously.MethodsIn this paper, we propose a theory that 3D technology which projects the two images (required for 3D perception) alternatively, cannot provide true 3D visual experience while the 3D technology projecting the two images simultaneously is closest to the human visual system for depth perception. Then we validate our theory by conducting experiments with 40 subjects and analyzing the EEG results of viewing 3D movie clips with passive polarized glasses while the images are projected simultaneously compared to 2D viewing. In addition, subjective feedback of the subjects was also collected and analyzed.ResultsA higher theta and alpha band absolute power is observed across various areas including the occipital lobe for 3D viewing. We also found that the complexity of the signal, e.g. variations in EEG samples over time, increases in 3D as compared to 2D. Various results conclude that working memory, as well as, attention is increased in 3D viewing because of the processing of more data in 3D as compared to 2D. From subjective feedback analysis, 75% of subjects felt comfortable with 3D passive polarized while 25% preferred 3D active shutter technology.ConclusionsWe conclude that 3D passive polarized technology provides more comfortable visualization than 3D active shutter technology. Overall, 3D viewing is more attractive than 2D due to stereopsis which may cause of high attention and involvement of working memory manipulations.Electronic supplementary materialThe online version of this article (doi:10.1186/s12938-015-0006-8) contains supplementary material, which is available to authorized users.
In this paper, we investigated the changes in brain activation with respect to watching movie clips in order to understand its effect on human brain. Electroencephalography (EEG) data was recorded using 24-channel EEG machine while subjects watched the movie clips. 14 male subjects were recruited for this research project. Two conditions were used in collecting EEG data; i) under eyes open condition while subjects looking at a white screen for five minutes and ii) while subjects watched selected movie clips for 20 minutes. Hence, the eyes open condition at resting state was considered as baseline and the brain activation signal due to movie clips was compared with the baseline for analysis. After data acquisition, data were cleaned to remove artifacts like eye blinking, eye movement and drowsiness. Three features were used in this research to analyze the EEG data, i.e., absolute power, coherence and phase lag. Each of the features was analyzed in four frequency bands, i.e., delta, theta, alpha and beta. It was found that the absolute power for beta and alpha bands was higher in occipital, parietal, frontal and motor regions while watching movie clips as compared to baseline. Beta band was associated with learning and making responses. The frontal and the central brain lobes were highly coherent in beta and alpha bands indicating connectivity between the frontal and central regions. Faster communication between the occipital, parietal, frontal and motor areas was also observed in the phase lag analysis.
In this research, we investigated the differences in brain activity while the subjects played video game. Experiment was conducted with two screen sizes; a large screen (40-inch display) and a small screen (3.5-inch handheld game). A total of 28 subjects participated in the study where two groups of 14 subjects played video games on two different screen sizes. Prior to video game play, baseline electroencephalogram (EEG) data were recorded during eyes open (EO) resting condition for five minutes. While the subjects played video game, the data were collected using a 19channel EEG machine. The analysis was made by comparing the EEG results of subjects playing video game with that of baseline data. In order to remove artefacts like eye blinking and eye movements, a pre-processing like filtering was performed to clean the data. The analysis was made by using three measures, i.e., absolute power, coherence and phase lag. The analysis was made on four main frequency bands. It was found that the brain was active in beta band as higher absolute power was observed in occipital, parietal frontal and motor regions while playing video game as compared to baseline condition. Also, the coherence results showed that these regions are well connected. Furthermore, faster communication was observed from phase lag result for these regions.
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