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Being present in a real or virtual world: A EEG study

•EEG system.•Virtual reality.•Stable neuropatterns mostly in the virtual and physical environment.•Connection between brain activity and purposeful activity of an individual in the virtual and physical environments. This study proposes an approach to evaluation and measuring of presence for man-mach...

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Bibliographic Details
Published in:International journal of medical informatics (Shannon, Ireland) Ireland), 2020-04, Vol.136, p.103977-103977, Article 103977
Main Authors: Petukhov, Igor V., Glazyrin, Andrey E., Gorokhov, Andrey V., Steshina, Luydmila A., Tanryverdiev, Ilya O.
Format: Article
Language:English
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Summary:•EEG system.•Virtual reality.•Stable neuropatterns mostly in the virtual and physical environment.•Connection between brain activity and purposeful activity of an individual in the virtual and physical environments. This study proposes an approach to evaluation and measuring of presence for man-machine interaction in the virtual reality based on electroencephalographic data. It analyzes stable electroencephalographic patterns that allow us to trace a connection between a brain activity and purposeful actions of an individual in various environments. The subjects of the study were experienced downhill skiers equipped with electroencephalographs, who performed real-life skiing on a downhill course, after which they were offered a virtual simulation of downhill skiing using an HTCVive headset and a programmed 2D or desktop simulator. The results of measurement showed neuropatterns similar in the cases of virtual reality simulation and physical downhill skiing (in part of changes in space and power parameters of electroencephalograms in the different frequency ranges) and different from a 2D simulator. This observation enables us to make an assumption of realism of a virtual reality simulator in the context of reproduction of the subjects' similar cognitive and semantic connections and motor programs. Further research work will focus on evaluation of efficiency in performing psychophysiological tests (time response to a mobile object) in the virtual reality and 2D desktop application.
ISSN:1386-5056
1872-8243
DOI:10.1016/j.ijmedinf.2019.103977