The impact of virtual reality and distractors on attentional processes: insights from EEG.

IF 2.9 4区 医学 Q2 PHYSIOLOGY Pflugers Archiv : European journal of physiology Pub Date : 2024-11-01 Epub Date: 2024-08-19 DOI:10.1007/s00424-024-03008-w
Chiara Pappalettera, Francesca Miraglia, Alessia Cacciotti, Lorenzo Nucci, Giulia Tufo, Paolo Maria Rossini, Fabrizio Vecchio
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Abstract

Virtual reality (VR) allows to create controlled scenarios in which the quantity of stimuli can be modulated, as happen in real-life, where humans are subjected to various multisensory-often overlapping-stimuli. The present research aimed to study changes in attentional processes within an auditory oddball paradigm during a virtual exploration, while varying the amount of distractors. Twenty healthy volunteers underwent electroencephalography (EEG) during three different experimental conditions: an auditory oddball without VR (No-VR condition), an auditory oddball during VR exploration without distractors (VR-Empty condition), and an auditory oddball during VR exploration with a high level of distractors (VR-Full condition). Event-related potentials (ERPs) were computed averaging epochs of EEGs and analyzing peaks at 100 ms (N100) and 300 ms (P300) latencies. Results showed modulation of N100 amplitude in Fz and of P300 amplitude in Pz. Statistically significant differences in latency were observed only for P300 where the latency results delayed from the No-VR to VR-Full. The scalp topography revealed for P100 no significant differences between frequent and rare stimuli in either the No-VR and VR-Empty conditions. However, significant results were found in N100 in VR-Full condition. For P300, results showed differences between frequent and rare stimuli, in every condition. However, this difference is gradually less widespread from No-VR condition to the VR-Full. The emerging integration of VR with EEG may have important implications for studying brain attentional processing.

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虚拟现实和干扰因素对注意过程的影响:脑电图的启示。
虚拟现实(VR)可以创建可控的场景,在其中可以调节刺激物的数量,就像在现实生活中一样,人类会受到各种多感官刺激物的影响,这些刺激物往往是重叠的。本研究旨在研究在虚拟探索过程中,听觉怪球范例中注意力过程的变化,同时改变干扰物的数量。20 名健康志愿者在三种不同的实验条件下接受了脑电图(EEG)检查:无 VR 条件下的听觉怪球(No-VR condition)、VR 探索过程中无干扰物的听觉怪球(VR-Empty condition)以及 VR 探索过程中干扰物较多的听觉怪球(VR-Full condition)。计算事件相关电位(ERP)的平均脑电图,并分析 100 毫秒(N100)和 300 毫秒(P300)潜伏期的峰值。结果显示,Fz 的 N100 波幅和 Pz 的 P300 波幅受到了调节。只有 P300 的潜伏期出现了统计学意义上的重大差异,从无 VR 到 VR-Full,潜伏期结果出现了延迟。头皮地形图显示,在无 VR 和 VR 空的条件下,P100 在频繁刺激和罕见刺激之间没有显著差异。然而,在 VR-Full 条件下,N100 有明显的结果。在 P300 方面,结果显示频繁刺激和罕见刺激在各种条件下都存在差异。然而,从无 VR 条件到 VR-全条件,这种差异逐渐缩小。新出现的 VR 与脑电图的整合可能对研究大脑的注意力处理具有重要意义。
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来源期刊
CiteScore
8.80
自引率
2.20%
发文量
121
审稿时长
4-8 weeks
期刊介绍: Pflügers Archiv European Journal of Physiology publishes those results of original research that are seen as advancing the physiological sciences, especially those providing mechanistic insights into physiological functions at the molecular and cellular level, and clearly conveying a physiological message. Submissions are encouraged that deal with the evaluation of molecular and cellular mechanisms of disease, ideally resulting in translational research. Purely descriptive papers covering applied physiology or clinical papers will be excluded. Papers on methodological topics will be considered if they contribute to the development of novel tools for further investigation of (patho)physiological mechanisms.
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