dc.contributor.author |
Gumilar, Ihshan |
|
dc.contributor.author |
Sareen, Ekansh |
|
dc.contributor.author |
Bell, Reed |
|
dc.contributor.author |
Stone, Augustus |
|
dc.contributor.author |
Hayati, Ashkan |
|
dc.contributor.author |
Mao, Jingwen |
|
dc.contributor.author |
Barde, Amit |
|
dc.contributor.author |
Gupta, Anubha |
|
dc.contributor.author |
Dey, Arindam |
|
dc.contributor.author |
Lee, Gun |
|
dc.contributor.author |
Billinghurst, Mark |
|
dc.date.accessioned |
2020-12-08T23:52:45Z |
|
dc.date.available |
2020-12-08T23:52:45Z |
|
dc.date.issued |
2021-2 |
|
dc.identifier.issn |
0097-8493 |
|
dc.identifier.uri |
http://hdl.handle.net/2292/53946 |
|
dc.description.abstract |
© 2020 Elsevier Ltd Researchers have employed hyperscanning, a technique used to simultaneously record neural activity from multiple participants, in real-world collaborations. However, to the best of our knowledge, there is no study that has used hyperscanning in Virtual Reality (VR). The aims of this study were; firstly, to replicate results of inter-brain synchrony reported in existing literature for a real world task and secondly, to explore whether the inter-brain synchrony could be elicited in a Virtual Environment (VE). This paper reports on three pilot-studies in two different settings (real-world and VR). Paired participants performed two sessions of a finger-pointing exercise separated by a finger-tracking exercise during which their neural activity was simultaneously recorded by electroencephalography (EEG) hardware. By using Phase Locking Value (PLV) analysis, VR was found to induce similar inter-brain synchrony as seen in the real-world. Further, it was observed that the finger-pointing exercise shared the same neurally activated area in both the real-world and VR. Based on these results, we infer that VR can be used to enhance inter-brain synchrony in collaborative tasks carried out in a VE. In particular, we have been able to demonstrate that changing visual perspective in VR is capable of eliciting inter-brain synchrony. This demonstrates that VR could be an exciting platform to explore the phenomena of inter-brain synchrony further and provide a deeper understanding of the neuroscience of human communication. |
|
dc.language |
en |
|
dc.publisher |
Elsevier BV |
|
dc.relation.ispartofseries |
Computers & Graphics |
|
dc.rights |
Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. |
|
dc.rights.uri |
https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm |
|
dc.subject |
0801 Artificial Intelligence and Image Processing |
|
dc.subject |
0803 Computer Software |
|
dc.title |
A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning |
|
dc.type |
Journal Article |
|
dc.identifier.doi |
10.1016/j.cag.2020.10.003 |
|
pubs.begin-page |
62 |
|
pubs.volume |
94 |
|
dc.date.updated |
2020-11-19T12:48:07Z |
|
dc.rights.holder |
Copyright: The author |
en |
pubs.end-page |
75 |
|
pubs.publication-status |
Accepted |
|
dc.rights.accessrights |
http://purl.org/eprint/accessRights/RestrictedAccess |
en |
pubs.subtype |
Journal Article |
|
pubs.elements-id |
827303 |
|