Electrical activity recorded on the scalp using electroencephalography (EEG) results from the mixing of signals originating from different regions of the brain as well as from artifactual sources. In order to investigate the role of distinct brain areas in a given experiment, the signal recorded on the sensors is typically projected back into the brain (source reconstruction) using algorithms that address the socalled EEG "inverse problem". Once the activity of sources located inside of the brain has been reconstructed, it is often desirable to study the statistical dependencies among them, in particular to quantify directional dynamical interactions between brain areas. Unfortunately, even when performing source reconstruction, the superposition of signals that is due to the propagation of activity from sources to sensors cannot be completely undone, resulting in potentially biased estimates of directional functional connectivity. Here we perform a set of simulations involving interacting sources to quantify source connectivity estimation performance as a function of the location of the sources, their distance to each other, the noise level, the source reconstruction algorithm, and the connectivity estimator. The generated source activity was projected onto the scalp and projected back to the cortical level using two source reconstruction algorithms, Linearly Constrained Minimum Variance (LCMV) beamforming and 'Exact' Low-resolution Tomography (eLORETA). In source space, directed connectivity was estimated using Multi-Variate Granger Causality (MVGC) and Time-Reversed Granger Causality (TRGC), and compared with the imposed ground truth. Our results demonstrate that all considered factors significantly affect the connectivity estimation performance.
The built environment represents the stage surrounding our everyday life activities. To investigate how architectural design impacts individuals' affective states, we measured subjective judgments of perceived valence (pleasant and unpleasant) and arousal after the dynamic experience of a progressive change of macro visuospatial dimensions of virtual spaces. To this aim, we developed a parametric model that allowed us to create 54 virtual architectural designs characterized by a progressive change of sidewalls distance, ceiling and windows height, and color of the environment. Decreasing sidewalls distance, ceiling height variation, and increasing windows height significantly affected the participants' emotional state within virtual environments. Indeed, such architectural designs generated high arousing and unpleasant states according to subjective judgment. Overall, we observed that valence and arousal scores are affected by all the dynamic form factors which modulated the spaciousness of the surrounding. Showing that the dynamic experience of virtual environments enables the possibility of measuring the emotional impact of macro spatial architectural features, the present findings may lay the groundwork for future experiments investigating the effects that the architectural design has on individuals' mental state as a fundamental factor for the creation of future spaces.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with đź’™ for researchers
Part of the Research Solutions Family.