Abstract

The competitive demand for attention is present in our daily lives, and the identification of neural processes in the EEG signals associated with the demand for specific attention can be useful to the individual’s interactions in virtual environments. Since EEG-based devices can be portable, non-invasive, and present high temporal resolution technology for recording neural signal, the interpretations of virtual systems user’s attention, fatigue and cognitive load based on parameters extracted from the EEG signal are relevant for several purposes, such as games, rehabilitation, and therapies. However, despite the large amount of studies on this subject, different methodological forms are highlighted and suggested in this work, relating virtual environments, demand of attention, workload and fatigue applications. In our summarization, we discuss controversies, current research gaps and future directions together with the background and final sections.

Highlights

  • The study of electrophysiological neural signals (EEG) signals associated with the application in different technologies is a great interest in neuroscience, for example, in assistive technology/rehabilitation tools, as it is a non-invasive recorded physiological signal, with information on the individual’s conscious and unconscious states in reaction to external and internal stimuli

  • The studies were processed according to: study sample; duration of visual stimulus; device for capturing the EEG signal with number of channels; signal sampling frequency; EEG device wired or wireless communication; location of acquisition electrodes; processing technique used to extract characteristics of the EEG signal; which is the main investigation associated with the EEG signal; level of immersion in virtual environments; presence of visual/sound stimulus to constitute the extraction of EEG signal characteristics, type of data processing, whether data processing is user-dependent or not, in addition to the main results found

  • At the engagement level of immersion, the main investigations of the EEG signal are associated with the attention allocation (6) and the evaluation of variables of the virtual reality system (VRVs) (6), one study concurrently analyzed fatigue and attention allocation variables and two studies associated an investigation of learning and workload

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Summary

Introduction

The study of EEG signals associated with the application in different technologies is a great interest in neuroscience, for example, in assistive technology/rehabilitation tools, as it is a non-invasive recorded physiological signal, with information on the individual’s conscious and unconscious states in reaction to external and internal stimuli. VR systems can present different levels of immersion of the user in the virtual environment, the more immersive, the greater the feeling of belonging of the user and, the more consonant with the information generated in the EEG signal it will be. In this case, an encouraging, personalized interface with a reliable replication of a real environment is favorable. An encouraging, personalized interface with a reliable replication of a real environment is favorable This allows the brain EEG signal to be extracted from an individual with exposure to a controlled scenario, similar to the real one but limited to the stimuli that reach their perception. Feature and spatial attention are differentiated as the name suggests, the first looking for specific characteristics (e.g., look for all yellow things) and the second for specific objects with specific qualities (e.g., looking for a yellow flower)

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