Event-related Potentials-based Evaluation of Attention Allocation while Watching Virtual Reality

IF 0.8 Q4 ENGINEERING, BIOMEDICAL Advanced Biomedical Engineering Pub Date : 2022-01-01 DOI:10.14326/abe.11.1
Ryo Ogawa, Kaito Kageyama, Yasushi Nakatani, Y. Ono, Shingo Murakami
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引用次数: 1

Abstract

Virtual reality (VR) has been applied to several fields such as entertainment, education, and medicine in recent years. VR is characterized by a high sense of immersion, which can be represented by the attention allocation from the real world to the virtual space. Although a high degree of attention allocation is significant in VR technology, most existing evaluation methods of VR applications are based on subjective questionnaires. Thus, quantitative and objective VR application evaluation methods are needed to realize advanced VR applications. In this study, we adopted a probe stimulus method to evaluate the attention allocation quantitatively and objectively in VR technology. Ten young adult participants underwent an auditory oddball task while they experienced VR content. The amount of attention directed to the VR content could be quantified based on the decrease in the event-related P300 wave response in the case of the oddball task. The participants watched two-dimensional and three-dimensional VR contents on a liquid crystal display and a head-mounted display, respectively, while brain activity was recorded in the form of electroencephalographic signals. A total of 230 probe stimuli at 1800 Hz (standard stimulus), 2000 Hz (target stimulus), and 500 Hz (devi-ant stimulus) were presented randomly via an earphone for 70 ms at 1000-ms intervals at the fractions of 70, 15, and 15%, respectively. Additionally, the reaction time and false reaction rate during the oddball task were measured as behavioral measures, and a questionnaire was used for subjective evaluation after the task. Based on a comparison of the subjective measure, behavioral measure, and amplitudes of P300 measured with the target stimulus from Pz and deviant stimulus from Cz, we found that attention allocation to the VR content can be quantitatively estimated using the amplitude of P300 for the deviant stimulus. These results suggest that the proposed method involving event-related potentials can be used as an indicator for attention allocation while watching VR content. oddball task, probe stimulus method.
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基于事件相关电位的虚拟现实观看注意力分配评价
近年来,虚拟现实(VR)已被应用于娱乐、教育和医学等多个领域。VR的特点是高度沉浸感,表现为将注意力从现实世界转移到虚拟空间。虽然高度的注意力分配在VR技术中很重要,但现有的VR应用评价方法大多是基于主观问卷的。因此,要实现先进的虚拟现实应用,需要定量、客观的虚拟现实应用评价方法。本研究采用探针刺激法对VR技术中的注意力分配进行定量、客观的评价。10名年轻的成年参与者在体验VR内容的同时接受了一项听觉古怪的任务。在古怪任务的情况下,针对VR内容的注意力量可以根据事件相关P300波响应的减少来量化。参与者分别在液晶显示器和头戴式显示器上观看二维和三维VR内容,同时以脑电图信号的形式记录大脑活动。通过耳机随机呈现230个1800 Hz(标准刺激)、2000 Hz(目标刺激)和500 Hz(偏差刺激)的探针刺激,时间间隔为1000 ms,持续70 ms,分别为70%、15%和15%。此外,将古怪任务中的反应时间和错误反应率作为行为测量,并在任务完成后使用问卷进行主观评价。通过比较主观测量、行为测量以及Pz目标刺激和Cz偏差刺激下的P300振幅,我们发现可以使用偏差刺激下的P300振幅来定量估计虚拟现实内容的注意分配。这些结果表明,所提出的涉及事件相关电位的方法可以作为观看VR内容时注意力分配的指标。古怪的任务,探测刺激法。
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来源期刊
Advanced Biomedical Engineering
Advanced Biomedical Engineering ENGINEERING, BIOMEDICAL-
CiteScore
1.40
自引率
10.00%
发文量
15
审稿时长
15 weeks
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