利用事件相关脑电位评估虚拟现实中的运动-听觉潜伏期

Sascha Feder, Jochen Miksch, S. Grimm, J. Krems, A. Bendixen
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引用次数: 0

摘要

现实世界中的行为具有直接的感官后果。在数字环境中模拟这些是可以实现的,但是技术限制通常会在用户操作和系统响应之间施加一定的延迟(延迟)。评估这种延迟对用户的影响非常重要,最好使用不干扰用户数字体验的测量技术。脑电图(EEG)就是这样一种不引人注目的技术,它可以通过从连续的脑电图记录中提取事件相关电位(ERPs)来捕捉用户与运动反应和感觉事件相关的大脑活动。这里我们利用这一事实的振幅感官ERP组件(具体来说,N1和P2)的程度反映了感官的活动被认为是一个预期的结果自己的行动(自己生殖效应)。参与者(N = 24)通过在虚拟键盘上输入密码来打开门,从而在虚拟现实(VR)环境中引出听觉事件。在within-participant设计中,用户输入和声音表现之间的延迟是操纵在街区。有时,虚拟键盘是由模拟机器人相反,收益率与外部控制条件生成的声音。结果表明,相对于外界产生的声音,自生声音的N1(而非P2)幅度减小,P2(而非N1)幅度受声音呈现延迟的渐变调制。这种N1和P2效应之间的分离可以追溯到声音自我产生的基础研究。我们建议将P2振幅作为候选读出值,以评估数字环境在系统延迟方面的质量和沉浸性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using event-related brain potentials to evaluate motor-auditory latencies in virtual reality
Actions in the real world have immediate sensory consequences. Mimicking these in digital environments is within reach, but technical constraints usually impose a certain latency (delay) between user actions and system responses. It is important to assess the impact of this latency on the users, ideally with measurement techniques that do not interfere with their digital experience. One such unobtrusive technique is electroencephalography (EEG), which can capture the users' brain activity associated with motor responses and sensory events by extracting event-related potentials (ERPs) from the continuous EEG recording. Here we exploit the fact that the amplitude of sensory ERP components (specifically, N1 and P2) reflects the degree to which the sensory event was perceived as an expected consequence of an own action (self-generation effect). Participants (N = 24) elicit auditory events in a virtual-reality (VR) setting by entering codes on virtual keypads to open doors. In a within-participant design, the delay between user input and sound presentation is manipulated across blocks. Occasionally, the virtual keypad is operated by a simulated robot instead, yielding a control condition with externally generated sounds. Results show that N1 (but not P2) amplitude is reduced for self-generated relative to externally generated sounds, and P2 (but not N1) amplitude is modulated by delay of sound presentation in a graded manner. This dissociation between N1 and P2 effects maps back to basic research on self-generation of sounds. We suggest P2 amplitude as a candidate read-out to assess the quality and immersiveness of digital environments with respect to system latency.
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