Abstract

Objectives - to evaluate the latent period of complex sensory-motor reaction ^SMR) to relevant visual stimuli in virtual reality (VR) with personalized and indifferent content. Material and methods. The study included 10 healthy right-handed males aged 18-19. The selection of subjects in groups was based on two VR scenarios, the content of which reflected (personalized VR) or did not reflect their personal experience (indifferent VR). The latent period of CSMR to relevant visual stimuli was registered using a gamepad and an EEG recording system (BP-010302 BrainAmp Standart 128) in the oddball paradigm. VR scenarios were demonstrated using Oculus Rift CV1 headset. Registration of СSMR in personalized and indifferent VRs was done in three sessions with the interval of 24 hours. Each session lasted 7-8 minutes and included 30-40 CSMR registrations. Igroup Presence Questionnaire (IPQ) was used for subjective evaluation of VR immersiveness. The collected data was processed with IBM SPSS Statistics 22 software. Results. Statistically significant correlations were registered only in VR with personalized content, between the latent time of CSMR and indexes of spatial presence (0.694522) and a general effect of VR immersiveness (-0.592243). It was noted that latent period of CSMR to relevant visual stimuli in VR is determined by the semantic content: the time of CSMR to relevant stimuli in personalized VR was significantly less, than to those in indifferent VR. Conclusion. We support the adequacy of the methodology of studying the mechanisms of human voluntary attention with inclusion of personalized scenes in VR content. It is suggested that such methodology is promising for neurorehabilitation of patients with age-related cognitive impairment

Highlights

  • It was noted that latent period of CSMR to relevant visual stimuli in VR is determined by the semantic content: the time of CSMR to relevant stimuli in personalized VR was significantly less, than to those in indifferent VR

  • We support the adequacy of the methodology of studying the mechanisms of human voluntary attention with inclusion of personalized scenes in VR content

  • Уменьшение латентности сенсомоторной реакции (ССМР) от первой ко вто­ рой сессии у испытуемых первой группы как в условиях персонализованной, так и индифферентной виртуальной реальности (ВР) может быть маркером функциональной перестройки, нейро­ пластичности коры больших полушарий, что подтверж­ дается рядом нейрофизиологических исследований

Read more

Summary

Наука и инновации в медицине

Цель —исследование латентности сложной сенсомоторной ре­ акции на визуальные релевантные стимулы виртуальной реаль­ ности персонализованного и индифферентного содержания. Регистрация латентности ССМР на релевантные визуальные стимулы производилась с помощью геймпада и системы записи ЭЭГ (BP-010302 BrainAmp Standart 128) в парадигме oddball. Только в ВР персонализованного содержания получена статистически значимая корреляционная связь меж­ ду латентностью ССМР и показателями пространственного присутствия (0,694522) и общего эффекта иммерсивности ВР (-0,592243). Установлено, что латентность ССМР на релевант­ ные визуальные стимулы в ВР обусловлена ее семантическим содержанием: латентность ССМР на релевантные стимулы персонализованной ВР статистически значимо меньше, чем на таковые в ВР индифферентного содержания. Для цитирования: Сергеева М.С., Коровина Е.С., Романчук Н.П., Алексеева А.С., Захаров А.В., Пятин В.Ф. - к.м.н., доцент кафедры физиологии с курсом безопасности жизнедеятельности и медицины катастроф.

Material and methods
Results
Conclusion
Information about authors
Corresponding Author
ВР индифферентного содержания

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.