2019
DOI: 10.3389/fnhum.2019.00401
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Estimating Cognitive Workload in an Interactive Virtual Reality Environment Using EEG

Abstract: With the recent surge of affordable, high-performance virtual reality (VR) headsets, there is unlimited potential for applications ranging from education, to training, to entertainment, to fitness and beyond. As these interfaces continue to evolve, passive user-state monitoring can play a key role in expanding the immersive VR experience, and tracking activity for user well-being. By recording physiological signals such as the electroencephalogram (EEG) during use of a VR device, the user's interactions in the… Show more

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Cited by 93 publications
(64 citation statements)
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References 82 publications
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“…The output layer consists of 1 node only, which classifies whether the output belongs to a sick or normal state. The equation for the LSTM with a forget gate is shown by equation (9). "forgetting" unimportant information.…”
Section: Proposed Methodologymentioning
confidence: 99%
See 1 more Smart Citation
“…The output layer consists of 1 node only, which classifies whether the output belongs to a sick or normal state. The equation for the LSTM with a forget gate is shown by equation (9). "forgetting" unimportant information.…”
Section: Proposed Methodologymentioning
confidence: 99%
“…An EEG can be used to measure the cognitive learning which takes place in the VR world. Using an EEG, the system can actively measure the cognitive state of the user, unlike the Brain Computer Interface (BCI) which is commonly used to measure the cognitive state [9]. Use of an EEG with VR enables study of language processing in a naturalistic environment [10].…”
Section: Introductionmentioning
confidence: 99%
“…Virtual/augmented reality (V/AR) technologies together with BCI could offer immersive experiences and have many potential applications including arts and neurofeedback (Andujar et al, 2015 ; Tremmel et al, 2019 ; Putze et al, 2020 ). Brain painting allows a user to draw lines in a virtual canvas by brain signals, which gives an alternative communication channel for people with paretic motor functions (Botrel et al, 2015 ).…”
Section: Neuroplasticity Sensors Signal Processing Modeling Anmentioning
confidence: 99%
“…McClinton et al have developed a brain painting application using VR environment (McClinton et al, 2019 ). Another work has evinced VR-BCI to measure cognitive workload that can contribute to neuroergonomics (Tremmel et al, 2019 ). Studies have also used immersive VR as a better neurofeedback option as compared to the computer screen leading to increased BCI accuracy (Luu et al, 2016 ; Škola et al, 2019 ; Vourvopoulos et al, 2019 ; Juliano et al, 2020 ).…”
Section: Neuroplasticity Sensors Signal Processing Modeling Anmentioning
confidence: 99%
“…For example, Thapa N et al used EEG signals to study VR-based training programs, which improved the cognitive and physical functions of MCI patients compared to ordinary training [19]. Tremmel et al adjusted users' interaction in the virtual environment based on the average spectral amplitude difference of EEG signals recorded in the use of VR devices [20]. However, the current research of cognitive abilities based on EEG focuses mainly on cognitive training of participants with cognitive impairments.…”
Section: Introductionmentioning
confidence: 99%