2021
DOI: 10.1016/j.cag.2020.10.003
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A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning

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Cited by 30 publications
(18 citation statements)
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“…These studies are done under similar yet divergent experimental setups each catering to its objectives. The following studies explore machine mediated neural and behavioral synchronization in real and virtual environments (Hachmeister et al, 2014 ; Gumilar et al, 2021 ). Similarly, the effect of cooperation on neural synchrony (Abe et al, 2019 ), meditation and monastic debates (Fenwick et al, 2019 ; van Vugt et al, 2020 ), emotional association in groups (Nummenmaa et al, 2014 ; Goldstein et al, 2018 ; Santamaria et al, 2019 ) are included in this paradigm.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…These studies are done under similar yet divergent experimental setups each catering to its objectives. The following studies explore machine mediated neural and behavioral synchronization in real and virtual environments (Hachmeister et al, 2014 ; Gumilar et al, 2021 ). Similarly, the effect of cooperation on neural synchrony (Abe et al, 2019 ), meditation and monastic debates (Fenwick et al, 2019 ; van Vugt et al, 2020 ), emotional association in groups (Nummenmaa et al, 2014 ; Goldstein et al, 2018 ; Santamaria et al, 2019 ) are included in this paradigm.…”
Section: Resultsmentioning
confidence: 99%
“…Over the last decades, researchers experimenting on the social human brain recorded and measured the neural connectivities by adopting hyper-scanning techniques in designing and monitoring several host of tasks, such as prisoners dilemma game (Jahng et al, 2017 ; Hu et al, 2018 ), guitar playing (Sänger et al, 2012 ), interaction in a virtual environment (Gumilar et al, 2021 ), debate (van Vugt et al, 2020 ), video watching (Ding et al, 2018 ; Gao et al, 2020 ), parent-child dyad (Reindl et al, 2018 ; Santamaria et al, 2019 ), playing video games (Liu et al, 2016 ), etc. These studies essentially upgraded and replaced the traditional study of the individual brain in isolation with the study interactive nature of human cognition as an alternative.…”
Section: Introductionmentioning
confidence: 99%
“…The results from such studies can be used to help design VEs that promote inter-brain synchrony and help participants achieve a state of flow in order to complete tasks in a quick and efficient manner. Given that, to the best of our knowledge, there appears to be only one study that use hyperscanning to examine social interactions in VEs [111], we propose to undertake such an experiment as a means to establish a methodological approach to conducting future investigations into the subject. This preliminary experiment will aim to replicate an existing hyperscanning study carried out in the real world.…”
Section: Discussionmentioning
confidence: 99%
“…While EEG has been used in a number of VR studies, there appear to be no studies, barring one [111], that explore employing hyperscanning in VR. Employing this technique in VR could greatly benefit studying interactions among users in a multi-user VE.…”
Section: Practical Implications For Using Hyperscanning In Virtual Environmentsmentioning
confidence: 99%
“…The current trend in XR points toward future HMDs with BCI or brain-computer interfaces (Hayden, n.d.a) such as the electroencephalogram (EEG) devices (e.g., the Galea (Hayden, n.d.b; Galea, n.d.)). Recently, more studies emerged sharing new findings by utilising BCI (Dey et al, 2021;Gumilar et al, 2021). Past research had demonstrated that engagement level could be detected using BCI (Hassib et al, 2017).…”
Section: Limitations and Future Workmentioning
confidence: 99%