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Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment

Published:10 April 2010Publication History

ABSTRACT

The combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activity is measured for a mental rotation task, using functional MRI (fMRI). A mental rotation network of brain areas is identified, matching previous results. The addition of interactivity increases the activation in core areas of this network, with more profound effects in frontal and preparatory motor areas. The increases from 3d-motion are restricted to primarily visual areas. We relate these effects to emerging theories of cognition and potential applications for brain-computer interfaces (BCIs). Our results demonstrate one way to provoke increased activity in task-relevant areas, making it easier to detect and use for adaptation and development of HCI.

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  1. Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment

        Recommendations

        Reviews

        Jeanine M. Meyer

        Sj?lie et al. describe in this paper the examination of brain scans produced by functional magnetic resonance imaging (fMRI) on subjects solving puzzles. They discuss their work within the context of building virtual reality applications, prior studies using brain scanning, and theories of how the brain operates. While in the fMRI unit, each subject is fitted with glasses and shown a computer-generated three-dimensional (3D) scene. The task is to determine if two sets of connected blocks represent the same or different physical objects-that is, if one object can be rotated and translated to match the other. The puzzle is presented in three different ways: the still condition displays a static picture, the auto condition has the objects rotated by the application, and the interactive condition provides buttons for the subject to rotate the objects. For each of these three conditions, the puzzle is presented using standard and stereo projections. Puzzles are presented in random order and the time between tasks is used as the baseline. The scans reveal what part of the brain is active during each task. The pictures produced by the fMRI are encoded in such a way as to determine if and how scans made under different conditions and of different subjects are distinct. The analysis omits the cases when a subject made a mistake. Sj?lie et al. describe the encoding and the statistical analysis involved in making these determinations, but more explanation would have been helpful. The authors report that there were no significant effects for different conditions; this was confirmed by post-scan interviews-after all, mental rotation probably occurs for all three conditions. They do imply that the scans for all ten subjects were similar enough to make generalizations. They also note that their findings were consistent with prior work on 3D rotation tasks. The strongest effect appears to be the effect of interactivity. Anyone who builds virtual reality systems or is interested in concepts of cognitive theories such as presence, prediction, and mental workload will benefit from a careful study of this paper and by reading the many articles referenced. Online Computing Reviews Service

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        • Published in

          cover image ACM Conferences
          CHI '10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
          April 2010
          2690 pages
          ISBN:9781605589299
          DOI:10.1145/1753326

          Copyright © 2010 ACM

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          Publication History

          • Published: 10 April 2010

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