A comparative analysis of face and object perception in 2D laboratory and virtual reality settings: insights from induced oscillatory responses.

IF 1.7 4区 医学 Q4 NEUROSCIENCES Experimental Brain Research Pub Date : 2024-12-01 Epub Date: 2024-10-12 DOI:10.1007/s00221-024-06935-3
Merle Sagehorn, Joanna Kisker, Marike Johnsdorf, Thomas Gruber, Benjamin Schöne
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Abstract

In psychophysiological research, the use of Virtual Reality (VR) for stimulus presentation allows for the investigation of how perceptual processing adapts to varying degrees of realism. Previous time-domain studies have shown that perceptual processing involves modality-specific neural mechanisms, as evidenced by distinct stimulus-locked components. Analyzing induced oscillations across different frequency bands can provide further insights into neural processes that are not strictly phase-locked to stimulus onset. This study uses a simple perceptual paradigm presenting images of faces and cars on both a standard 2D monitor and in an immersive VR environment. To investigate potential modality-dependent differences in attention, cognitive load, and task-related post-movement processing, the induced alpha, theta and beta band responses are compared between the two modalities. No evidence was found for differences in stimulus-dependent attention or task-related post-movement processing between the 2D conditions and the realistic virtual conditions in electrode space, as posterior alpha suppression and re-synchronization of centro-parietal beta did not differ between conditions. However, source analysis revealed differences in the attention networks engaged during 2D and 3D perception. Midfrontal theta was significantly stronger in laboratory conditions, indicating higher cognitive load than in the VR environment. Exploratory analysis of posterior theta showed stronger responses in VR, possibly reflecting the processing of depth information provided only by the 3D material. In addition, the theta response seems to be generated by distinct neuronal sources under realistic virtual conditions indicating enhanced involvement of semantic information processing and social cognition.

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二维实验室和虚拟现实环境中人脸和物体感知的比较分析:从诱导振荡反应中获得的启示。
在心理生理学研究中,使用虚拟现实(VR)呈现刺激可以研究知觉处理如何适应不同程度的逼真度。之前的时域研究表明,感知处理涉及特定模式的神经机制,这一点可以从不同的刺激锁定成分中得到证明。通过分析不同频段的诱导振荡,可以进一步深入了解与刺激开始并不严格锁相的神经过程。本研究采用了一个简单的感知范式,在标准的 2D 显示器和沉浸式 VR 环境中同时呈现人脸和汽车的图像。为了研究注意力、认知负荷和与任务相关的运动后处理中潜在的模式依赖性差异,我们比较了两种模式下诱发的阿尔法、θ和β波段反应。在电极空间的二维条件和现实虚拟条件之间,没有证据表明刺激依赖的注意力或与任务相关的运动后处理存在差异,因为后阿尔法抑制和顶叶中心β的再同步在不同条件下没有差异。然而,源分析显示了二维和三维感知过程中注意力网络的差异。在实验室条件下,中额θ明显更强,这表明认知负荷比在 VR 环境中更高。对后部θ的探索性分析表明,在 VR 环境中,后部θ的反应更强,这可能反映了只有三维材料才能提供深度信息的处理过程。此外,在逼真的虚拟环境下,θ 反应似乎是由不同的神经元源产生的,这表明语义信息处理和社会认知的参与程度有所提高。
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来源期刊
CiteScore
3.60
自引率
5.00%
发文量
228
审稿时长
1 months
期刊介绍: Founded in 1966, Experimental Brain Research publishes original contributions on many aspects of experimental research of the central and peripheral nervous system. The focus is on molecular, physiology, behavior, neurochemistry, developmental, cellular and molecular neurobiology, and experimental pathology relevant to general problems of cerebral function. The journal publishes original papers, reviews, and mini-reviews.
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