2020
DOI: 10.1016/j.ijmedinf.2019.103977
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Being present in a real or virtual world: A EEG study

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Cited by 27 publications
(14 citation statements)
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References 28 publications
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“…This is critical as the researchers highlighted a user's concern on the presence of interaction in virtual reality (Craig 2013;Vignais et al 2015;Neumann et al 2017;Cooper et al 2018;Pereira et al 2018). This study was similar to the previous studies in terms of using virtual reality as a tool to evaluate brain activity of spectral power (Petukhov et al 2020). The study also used virtual reality simulation to evaluate human psychophysiological, including EEG during skiing task.…”
Section: Discussionsupporting
confidence: 78%
See 1 more Smart Citation
“…This is critical as the researchers highlighted a user's concern on the presence of interaction in virtual reality (Craig 2013;Vignais et al 2015;Neumann et al 2017;Cooper et al 2018;Pereira et al 2018). This study was similar to the previous studies in terms of using virtual reality as a tool to evaluate brain activity of spectral power (Petukhov et al 2020). The study also used virtual reality simulation to evaluate human psychophysiological, including EEG during skiing task.…”
Section: Discussionsupporting
confidence: 78%
“…Furthermore, there was no signi cant effect on power output and heart rate. This explained that virtual reality stimulates the production of sensory output from the cyclists as they display efforts in response to the task demands (Petukhov et al 2020). Fig.…”
Section: Discussionmentioning
confidence: 99%
“…With the enhancement of the body's perception function, multimode characteristics can enhance the level of stimulation, providing lifelike learning contexts that amplify users' emotional response and sensory experience, making it easier for them to understand key information. Related EEG studies have further confirmed that in a VR environment, the human brain is more likely to present a neural pattern similar to that of the real thing (Petukhov et al, 2020). On a theoretical level, this provides strong evidence that VR's space-time nature creates a sense of learning "in situ" and improves learners' understanding.…”
Section: Theoretical Implicationmentioning
confidence: 72%
“…Many interactive research experiments have used these ten principles to test users' evaluations on the development of HCI installations and prototypes. These evaluations are quite useful on 2D program applications, but psychophysiological data could be more appropriate for UX or UI designs in the virtual environment [ 88 ]. Meanwhile, psychophysiological data are more appropriate for a fast reflection brain system without any user control [ 89 ].…”
Section: Current Brain Research On Aesthetic Processingmentioning
confidence: 99%
“…(6) Recognition rather than recall (7) Flexibility and efficiency of use (8) Aesthetic and minimalist design (9) Help for users to recognize and diagnose errors and to recover from them (10) Help and documentation Many interactive research experiments have used these ten principles to test users' evaluations on the development of HCI installations and prototypes. ese evaluations are quite useful on 2D program applications, but psychophysiological data could be more appropriate for UX or UI designs in the virtual environment [88]. Meanwhile, psychophysiological data are more appropriate for a fast reflection brain system without any user control [89].…”
Section: P200 (Positive Wave) 150-250 Msmentioning
confidence: 99%