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Interactive entertainment, virtual motion training and brain ergonomy

机译:互动娱乐,虚拟运动训练和脑脂组合

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Aim of this work was to study the perception of affordances in VR according to a cognitive neuroscience. In order to investigate this topic we focused our analysis on the perception of affordances during a game, the Leap Motion Controller (LM). The sample was composed of 10 university students matched by age and sex. The subjects performed in Thinking training and in Immersive Affordance Condition (a virtual training with LM and a Real training). After each training the subject had to perform a recognition task. During the task ERP components were measured through EEG. The results highlighted that, during the LM training, attentional components changed. In the occipital lobes, which is entrusted to visual sensory, we got increased latencies; on the contrary, in frontal lobe, where the brain mainly activates for attention and action planning, we got decreased latencies.
机译:这项工作的目的是根据认知神经科学研究VR的可带来的看法。为了调查本主题,我们将分析在游戏期间对广泛旅行,LEAP运动控制器(LM)的看法分析。该样本由10名符合年龄和性别匹配的大学生组成。在思维训练和沉浸性的可用性条件下进行的受试者(具有LM的虚拟培训和实际培训)。在每次培训后,主题必须执行识别任务。在任务期间,ERP组件通过EEG测量。结果强调,在LM训练期间,会注意力成分发生变化。在贫困视觉感觉的枕叶中,我们得到了增加的延迟;相反,在前叶中,大脑主要激活注意力和行动规划,我们减少了延迟。

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