2020
DOI: 10.1162/jocn_a_01560
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Enhanced Attention Using Head-mounted Virtual Reality

Abstract: Some evidence suggests that experiencing a given scenario using virtual reality (VR) may engage greater attentional resources than experiencing the same scenario on a 2D computer monitor. However, the underlying neural processes associated with these VR-related effects, especially those pertaining to current consumer-friendly head-mounted displays of virtual reality (HMD-VR), remain unclear. Here, two experiments were conducted to compare task performance and EEG-based neural metrics captured during a perceptu… Show more

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Cited by 45 publications
(65 citation statements)
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References 48 publications
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“…Head-mounted-display devices with virtual reality environments extend SoP and attention, leaving behind 2D applications without immersion and user interaction (Li et al, 2020b). A recent work (Wan et al, 2021) also defends that, FIGURE 3 | Main predictors for identification of attention allocation, higher immersion states and higher cognitive load effects as found in the database.…”
Section: Discussionmentioning
confidence: 96%
See 1 more Smart Citation
“…Head-mounted-display devices with virtual reality environments extend SoP and attention, leaving behind 2D applications without immersion and user interaction (Li et al, 2020b). A recent work (Wan et al, 2021) also defends that, FIGURE 3 | Main predictors for identification of attention allocation, higher immersion states and higher cognitive load effects as found in the database.…”
Section: Discussionmentioning
confidence: 96%
“…Frequency band (Hz) Delta (δ ) 0.5-3.5 Hz (Cowley and Ravaja, 2014); 0-3.9 Hz (Hazarika et al, 2018); 0.1-3 Hz (Coenen et al, 2020); 0-5 Hz (Mathewson et al, 2012); 1-3 Hz (Wang Y. K. et al, 2015); 1-4 Hz (Wang Y. et al, 2020); 2-4 Hz (Heyselaar et al, 2018) Theta (θ ) 3-8 Hz (Jaquess et al, 2017);3.5-8 Hz (Cowley and Ravaja, 2014); 3.9-7.8 Hz (Hazarika et al, 2018); 4-8 Hz (Wang Q. et al, 2011;Matthews et al, 2015;Vortmann et al, 2019); 3-10 Hz (Savage et al, 2013); 4-7 Hz (Clemente et al, 2014;Jagannath and Balasubramanian, 2014;Wang Y. K. et al, 2015;Wang Y. et al, 2020;Fuentes-García et al, 2019;Coenen et al, 2020;Li et al, 2020b); 5-8 Hz (Heyselaar et al, 2018) Alpha (α ) 7-12 Hz (Mathewson et al, 2012);7.8-15.6 Hz (Hazarika et al, 2018); 8-12 Hz (Clemente et al, 2014;Jagannath and Balasubramanian, 2014;Berger and Davelaar, 2018;Coenen et al, 2020;Wang Y. et al, 2020); 8-13 Hz (Cowley and Ravaja, 2014;Wang Y. K. et al, 2015;Jaquess et al, 2017;Li et al, 2020b); 9-13 Hz (Matthews et al, 2015); 8-14 Hz (Heyselaar et al, 2018;Vortmann et al, 2019) Beta (β ) 12-30 Hz (Wang Q. et al, 2011); 13-25 Hz (Coenen et ...…”
Section: Brain Wavementioning
confidence: 99%
“…The use of 3D stimulation provides more realistic experiences (Riva et al., 2007), especially relevant for the study of looming motion effects. Also, 3D stimulation effectively limits the influence of external distraction, engaging selective attention more effectively than traditional 2D methodology (Li et al., 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Successful interventions have depended upon how effectively this demanding technology was targeted to engage and sustain the attention of participants during their tasks 30 , 31 . Importantly, using an HMD VR drives greater engagement and increased subsequent success for participants, relative to their performance on the same task using a flat-screen-monitor version 32 – 34 .
Figure 1 Illustrations of the virtual reality game in Experiment 2 (A) Via a head-mounted virtual reality display, participants had a first-person view of wayfinding trials.
…”
Section: Introductionmentioning
confidence: 99%
“…their tasks 30,31 . Importantly, using an HMD VR drives greater engagement and increased subsequent success for participants, relative to their performance on the same task using a flat-screen-monitor version [32][33][34] .…”
mentioning
confidence: 99%