2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019
DOI: 10.1109/vr.2019.8797858
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Immersive EEG: Evaluating Electroencephalography in Virtual Reality

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Cited by 60 publications
(50 citation statements)
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“…However, it is worth noting that Terkildsen and Makransky (2019) used the MPQ to assess subjectively reported presence, a measure that shows essential differences compared to the questionnaire used in previous studies that employed the same paradigm (SUS and PQ in IEQ in Burns and Fairclough, 2015). On the positive side, Tauscher et al (2019) studied the methodological feasibility and analyzed the possibility of using EEG equipment combined with VR headsets. They validated the possibility of combining these methods and reported a relatively small and predictable interference (easy to clean) from the VR headset with the recorded signal.…”
Section: Discussionmentioning
confidence: 99%
“…However, it is worth noting that Terkildsen and Makransky (2019) used the MPQ to assess subjectively reported presence, a measure that shows essential differences compared to the questionnaire used in previous studies that employed the same paradigm (SUS and PQ in IEQ in Burns and Fairclough, 2015). On the positive side, Tauscher et al (2019) studied the methodological feasibility and analyzed the possibility of using EEG equipment combined with VR headsets. They validated the possibility of combining these methods and reported a relatively small and predictable interference (easy to clean) from the VR headset with the recorded signal.…”
Section: Discussionmentioning
confidence: 99%
“…In addition, few studies have focused on changes in physiological signals to understand the effect of virtual reality on the human body. Previous studies in this field have compared the brain reaction of anxious participants at rest and under a virtual reality condition [ 4 ], compared electroencephalogram (EEG) signals in virtual reality and the traditional display condition [ 5 ], analyzed brain activity in response to increasing levels of task complexity in virtual reality [ 6 ], employed a deep-learning approach to improve the rate of excitement to well above the 90% accuracy level [ 7 ], and analyzed reactions of the heart and brain in different virtual reality environments [ 8 ].…”
Section: Introductionmentioning
confidence: 99%
“…Brain activity studies obtained by the application of electroencephalography (EEG) electrodes have allowed users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The portability and mobility that current VR devices allow are incompatible with traditional EEG equipment, require user immobilization and a panoply of wires and equipment that limit their use and interfere with the user experience [7][8][9].…”
Section: Introductionmentioning
confidence: 99%
“…In order to make the collection of EEG data less invasive, and to ensure that this collection is made without the user being aware, portable devices have been developed, which can be attached to Virtual Reality glasses [7,8]. One of the devices that embraced this new trend is the Lookxid Link TM , which, in addition to having all the features offered by a regular VR headset, also has an EEG attached.…”
Section: Introductionmentioning
confidence: 99%
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