scholarly journals The Effect of Task Complexity on Time Estimation in the Virtual Reality Environment: An EEG Study

2021 ◽  
Vol 11 (20) ◽  
pp. 9779
Author(s):  
Jiaxin Li ◽  
Ji-Eun Kim

This paper investigated the effect of task complexity on time estimation in the virtual reality environment (VRE) using behavioral, subjective, and physiological measurements. Virtual reality (VR) is not a perfect copy of the real world, and individuals perceive time duration differently in the VRE than they do in reality. Though many researchers have found a connection between task complexity and time estimation under non-VR conditions, the influence of task complexity on time estimation in the VRE is yet unknown. In this study, twenty-nine participants performed a VR jigsaw puzzle task at two levels of task complexity. We observed that as task complexity increased, participants showed larger time estimation errors, reduced relative beta-band power at Fz and Pz, and higher NASA-Task Load Index scores. Our findings indicate the importance of controlling task complexity in the VRE and demonstrate the potential of using electroencephalography (EEG) as real-time indicators of complexity level.

2021 ◽  
Vol 11 ◽  
Author(s):  
Marco Iosa ◽  
Merve Aydin ◽  
Carolina Candelise ◽  
Natascia Coda ◽  
Giovanni Morone ◽  
...  

The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a virtual canvas, to have the illusion of painting some art masterpieces, such as The Creation of Adam of Michelangelo or The birth of Venus of Botticelli. Twenty healthy subjects (experiment 1) and four patients with stroke (experiment 2) performed this task and a control one in which they simply colored the virtual canvas. Results from User Satisfaction Evaluation Questionnaire and the NASA Task Load Index highlighted an appropriate level of usability. Moreover, despite the motor task was the same for art and control stimuli, the art condition was performed by healthy subjects with shorter trajectories (p = 0.001) and with a lower perception of physical demand (p = 0.049). In experiment 2, only the patients treated with artistic stimuli showed a reduction in the erroneous movements performed orthogonally to the canvas (p < 0.05). This finding reminds the so-called Mozart effect that improves the performance of subjects when they listen to classic music. Thus, we called this improvement in the performance when interacting with an artistic stimulus as Michelangelo effect.


2019 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Samuel James Vine

Background: Virtual reality (VR) simulation offers significant potential for human factors training as it provides a novel approach which enables training in environments that are otherwise dangerous, impractical or expensive to simulate. While VR training has been adopted in many environments, such as heavy industry, surgery and aviation, there remains an inadequate understanding of how virtual simulations impact cognitive factors. One such factor, which needs careful consideration during the design of VR simulations, is the degree of mental or cognitive load experienced during training. Objective: This study aimed to validate a newly developed measure of workload, based on existing instruments (e.g. the NASA-TLX), but tailored to the specific demands placed on users of simulated environments. Method: While participants completed a VR puzzle game, a series of experimental manipulations of workload were used to assess the sensitivity of the new instrument. Results: The manipulations affected the questionnaire subscales (mental demands; physical demands; temporal demands; frustration; task complexity; situational stress; distraction; perceptual strain; task control; presence) as predicted in all cases (ps<.05), except for presence, which displayed little relationship with other aspects of task load. Conclusions: The scale was also found to have good convergent validity with an alternate index of task load. The findings support the sensitivity of the new instrument for assessing task load in virtual reality. Application: Overall, this study contributes to the understanding of mental workload in simulated environments and provides a practical tool for use in both future research and applications in the field.


2019 ◽  
Vol 24 (4) ◽  
pp. 557-566 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Samuel Vine

AbstractVirtual reality (VR) simulation offers significant potential for human factors training as it provides a novel approach which enables training in environments that are otherwise dangerous, impractical or expensive to simulate. While VR training has been adopted in many environments, such as heavy industry, surgery and aviation, there remains an inadequate understanding of how virtual simulations impact cognitive factors. One such factor, which needs careful consideration during the design of VR simulations, is the degree of mental or cognitive load experienced during training. This study aimed to validate a newly developed measure of workload, based on existing instruments (e.g. the NASA-TLX), but tailored to the specific demands placed on users of simulated environments. While participants completed a VR puzzle game, a series of experimental manipulations of workload were used to assess the sensitivity of the new instrument. The manipulations affected the questionnaire subscales (mental demands; physical demands; temporal demands; frustration; task complexity; situational stress; distraction; perceptual strain; task control; presence) as predicted in all cases (ps < .05), except for presence, which displayed little relationship with other aspects of task load. The scale was also found to have good convergent validity with an alternate index of task load. The findings support the sensitivity of the new instrument for assessing task load in virtual reality. Overall, this study contributes to the understanding of mental workload in simulated environments and provides a practical tool for use in both future research and applications in the field.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Matteo Marucci ◽  
Gianluca Di Flumeri ◽  
Gianluca Borghini ◽  
Nicolina Sciaraffa ◽  
Michele Scandola ◽  
...  

AbstractReal-world experience is typically multimodal. Evidence indicates that the facilitation in the detection of multisensory stimuli is modulated by the perceptual load, the amount of information involved in the processing of the stimuli. Here, we used a realistic virtual reality environment while concomitantly acquiring Electroencephalography (EEG) and Galvanic Skin Response (GSR) to investigate how multisensory signals impact target detection in two conditions, high and low perceptual load. Different multimodal stimuli (auditory and vibrotactile) were presented, alone or in combination with the visual target. Results showed that only in the high load condition, multisensory stimuli significantly improve performance, compared to visual stimulation alone. Multisensory stimulation also decreases the EEG-based workload. Instead, the perceived workload, according to the “NASA Task Load Index” questionnaire, was reduced only by the trimodal condition (i.e., visual, auditory, tactile). This trimodal stimulation was more effective in enhancing the sense of presence, that is the feeling of being in the virtual environment, compared to the bimodal or unimodal stimulation. Also, we show that in the high load task, the GSR components are higher compared to the low load condition. Finally, the multimodal stimulation (Visual-Audio-Tactile—VAT and Visual-Audio—VA) induced a significant decrease in latency, and a significant increase in the amplitude of the P300 potentials with respect to the unimodal (visual) and visual and tactile bimodal stimulation, suggesting a faster and more effective processing and detection of stimuli if auditory stimulation is included. Overall, these findings provide insights into the relationship between multisensory integration and human behavior and cognition.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


2017 ◽  
Vol 5 (3) ◽  
pp. 15
Author(s):  
GANDOTRA SANDEEP ◽  
Pungotra Harish ◽  
Moudgil Prince Kumar ◽  
◽  
◽  
...  

Sign in / Sign up

Export Citation Format

Share Document