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1.
Psychophysiology ; 61(5): e14519, 2024 May.
Article in English | MEDLINE | ID: mdl-38219244

ABSTRACT

Human face perception is a specialized visual process with inherent social significance. The neural mechanisms reflecting this intricate cognitive process have evolved in spatially complex and emotionally rich environments. Previous research using VR to transfer an established face perception paradigm to realistic conditions has shown that the functional properties of face-sensitive neural correlates typically observed in the laboratory are attenuated outside the original modality. The present study builds on these results by comparing the perception of persons and objects under conventional laboratory (PC) and realistic conditions in VR. Adhering to established paradigms, the PC- and VR modalities both featured images of persons and cars alongside standard control images. To investigate the individual stages of realistic face processing, response times, the typical face-sensitive N170 component, and relevant subsequent components (L1, L2; pre-, post-response) were analyzed within and between modalities. The between-modality comparison of response times and component latencies revealed generally faster processing under realistic conditions. However, the obtained N170 latency and amplitude differences showed reduced discriminative capacity under realistic conditions during this early stage. These findings suggest that the effects commonly observed in the lab are specific to monitor-based presentations. Analyses of later and response-locked components showed specific neural mechanisms for identification and evaluation are employed when perceiving the stimuli under realistic conditions, reflected in discernible amplitude differences in response to faces and objects beyond the basic perceptual features. Conversely, the results do not provide evidence for comparable stimulus-specific perceptual processing pathways when viewing pictures of the stimuli under conventional laboratory conditions.


Subject(s)
Electroencephalography , Facial Recognition , Humans , Facial Recognition/physiology , Reaction Time , Mental Processes , Visual Perception/physiology , Photic Stimulation , Evoked Potentials/physiology
2.
Exp Brain Res ; 242(3): 525-541, 2024 Mar.
Article in English | MEDLINE | ID: mdl-38200371

ABSTRACT

In the human electroencephalogram (EEG), induced oscillatory responses in various frequency bands are regarded as valuable indices to examine the neural mechanisms underlying human memory. While the advent of virtual reality (VR) drives the investigation of mnemonic processing under more lifelike settings, the joint application of VR and EEG methods is still in its infancy (e.g., due to technical limitations impeding the signal acquisition). The objective of the present EEG study was twofold. First, we examined whether the investigation of induced oscillations under VR conditions yields equivalent results compared to standard paradigms. Second, we aimed at obtaining further insights into basic memory-related brain mechanisms in VR. To these ends, we relied on a standard implicit memory design, namely repetition priming, for which the to-be-expected effects are well-documented for conventional studies. Congruently, we replicated a suppression of the evoked potential after stimulus onset. Regarding the induced responses, we observed a modulation of induced alphaband in response to a repeated stimulus. Importantly, our results revealed a repetition-related suppression of the high-frequency induced gammaband response (>30 Hz), indicating the sharpening of a cortical object representation fostering behavioral priming effects. Noteworthy, the analysis of the induced gammaband responses required a number of measures to minimize the influence of external and internal sources of artefacts (i.e., the electrical shielding of the technical equipment and the control for miniature eye movements). In conclusion, joint VR-EEG studies with a particular focus on induced oscillatory responses offer a promising advanced understanding of mnemonic processing under lifelike conditions.


Subject(s)
Repetition Priming , Virtual Reality , Humans , Repetition Priming/physiology , Brain/physiology , Electroencephalography/methods , Evoked Potentials/physiology
3.
Appl Psychol Health Well Being ; 16(1): 338-355, 2024 Feb.
Article in English | MEDLINE | ID: mdl-37715543

ABSTRACT

Acupressure mats are promoted as stress management tools for easy and effective self-application, promising reduced stress and increased well-being. However, the scientific evidence for these effects is based on few experimental studies and lacks the examination of acupressure mats as a solitary relaxation tool. Our study aimed to examine which changes in stress and well-being can be expected from the use of acupressure mats by healthy young people on the subjective and psychophysiological level. Unexperienced participants practiced relaxation for three weeks either with an acupressure mat or without any tools (active control group [CG]). As a results, subjective well-being and stress decreased, while sleep quality and concentration endurance increased across groups. Blood pressure (BP), heart rate (HR), pain threshold and pain tolerance did not change significantly from pre- to post-training measurements. Most importantly, no significant differences were found between groups, indicating that training with an acupressure mat yielded no superior effects compared with an active control condition in healthy young students. As a conclusion, taking time to relax has some but limited beneficial effects on the subjective levels independent of the specific method for healthy students. Potential beneficial effects of acupressure mats might be bound to specific impairments, such as tension pain.


Subject(s)
Acupressure , Humans , Adolescent , Acupressure/methods , Pain , Relaxation Therapy , Relaxation , Stress, Psychological/therapy
4.
Int J Eat Disord ; 56(9): 1752-1763, 2023 09.
Article in English | MEDLINE | ID: mdl-37272205

ABSTRACT

OBJECTIVE: Research has found evidence that women with anorexia nervosa (AN) and bulimia nervosa (BN) apply different standards for themselves than for others when evaluating bodies, an aspect of a disturbed body image. This study investigates whether women with binge-eating disorder (BED) likewise show self-deprecating double standards (DS). METHODS: Women with BED (n = 40), women with higher weight (n = 40) and women with average weight (n = 40) viewed a presentation of different builds, including their individual ideal body, which were presented once with participants' own and once with an unknown woman's face. After each presentation, participants rated their emotional response regarding arousal and valence, and evaluated the body's attractiveness, body fat and muscle mass. DS were defined as the difference in ratings of the same body with one's own and the unknown face. RESULTS: Women with BED showed a higher degree of negative emotions in response to a thin and a high-weight build, rated lower levels of body attractiveness for an athletic build, and displayed more arousal for almost all builds presented with their own compared to with another face. While women with BED showed a higher burden on measures of eating pathology and body image than the other groups, DS were not more pronounced in women with BED. DISCUSSION: The findings contradict DS as a characteristic feature of BED, but underline "normative" DS for higher-weight/high-weight builds, reflecting weight stigmatization. Psychoeducation on these DS might complement cognitive-behavioral therapy in BED in order to reduce negative emotions. PUBLIC SIGNIFICANCE: A bias in body evaluation has been proven in women with anorexia and BN, but no research has examined this in women with BED. This study provides evidence of DS in body evaluation in women with BED, compares the extent of DS between women with BED, higher weight, and average weight, and investigates individual body ideals in women with BED and higher weight.


Subject(s)
Anorexia Nervosa , Binge-Eating Disorder , Bulimia Nervosa , Female , Humans , Binge-Eating Disorder/psychology , Bulimia Nervosa/psychology , Overweight , Anorexia Nervosa/psychology , Body Image/psychology
5.
Front Psychol ; 14: 1050892, 2023.
Article in English | MEDLINE | ID: mdl-37057177

ABSTRACT

The perception of faces is one of the most specialized visual processes in the human brain and has been investigated by means of the early event-related potential component N170. However, face perception has mostly been studied in the conventional laboratory, i.e., monitor setups, offering rather distal presentation of faces as planar 2D-images. Increasing spatial proximity through Virtual Reality (VR) allows to present 3D, real-life-sized persons at personal distance to participants, thus creating a feeling of social involvement and adding a self-relevant value to the presented faces. The present study compared the perception of persons under conventional laboratory conditions (PC) with realistic conditions in VR. Paralleling standard designs, pictures of unknown persons and standard control images were presented in a PC- and a VR-modality. To investigate how the mechanisms of face perception differ under realistic conditions from those under conventional laboratory conditions, the typical face-specific N170 and subsequent components were analyzed in both modalities. Consistent with previous laboratory research, the N170 lost discriminatory power when translated to realistic conditions, as it only discriminated faces and controls under laboratory conditions. Most interestingly, analysis of the later component [230-420 ms] revealed more differentiated face-specific processing in VR, as indicated by distinctive, stimulus-specific topographies. Complemented by source analysis, the results on later latencies show that face-specific neural mechanisms are applied only under realistic conditions (A video abstract is available in the Supplementary material and via YouTube: https://youtu.be/TF8wiPUrpSY).

6.
Front Psychol ; 14: 1093014, 2023.
Article in English | MEDLINE | ID: mdl-36874824

ABSTRACT

Virtual reality (VR) has become a popular tool for investigating human behavior and brain functions. Nevertheless, it is unclear whether VR constitutes an actual form of reality or is more like an advanced simulation. Determining the nature of VR has been mostly achieved by self-reported presence measurements, defined as the feeling of being submerged in the experience. However, subjective measurements might be prone to bias and, most importantly, do not allow for a comparison with real-life experiences. Here, we show that real-life and VR height exposures using 3D-360° videos are mostly indistinguishable on a psychophysiological level (EEG and HRV), while both differ from a conventional 2D laboratory setting. Using a fire truck, three groups of participants experienced a real-life (N = 25), a virtual (N = 24), or a 2D laboratory (N = 25) height exposure. Behavioral and psychophysiological results suggest that identical exogenous and endogenous cognitive as well as emotional mechanisms are deployed to process the real-life and virtual experience. Specifically, alpha- and theta-band oscillations in line with heart rate variability, indexing vigilance, and anxiety were barely indistinguishable between those two conditions, while they differed significantly from the laboratory setup. Sensory processing, as reflected by beta-band oscillations, exhibits a different pattern for all conditions, indicating further room for improving VR on a haptic level. In conclusion, the study shows that contemporary photorealistic VR setups are technologically capable of mimicking reality, thus paving the way for the investigation of real-world cognitive and emotional processes under controlled laboratory conditions. For a video summary, see https://youtu.be/fPIrIajpfiA.

7.
Front Psychol ; 14: 1089725, 2023.
Article in English | MEDLINE | ID: mdl-36874863

ABSTRACT

Integrating new technologies such as Virtual Reality (VR) can contribute to increasing efficiency in several areas relevant to society. VR can be applied in various contexts and has the potential to improve mnemonic processes and memory performance. However, the specific conditions under which VR is more beneficial than conventional learning methods remain unclear. To further investigate the value of VR for mnemonic processing, participants performed a memory task under three different conditions. For that task, they were presented with rules regarding the spatial arrangement of building blocks with a written text or a video in 2D on a screen or in 3D/360° with a head-mounted display. Following the learning session, memory performance was measured by a recognition test involving a multiple-choice questionnaire, in which participants had to mark the correct arrangement of building blocks, and a construction test, in which they had to arrange five different building blocks according to the rules learned. Additionally, participants had to arrange 38 building blocks according to the rules in a free recall test the following day. Surprisingly, results revealed no superiority effect for learning in VR. Instead, learning the rules with the text yielded the best memory performance results, indicating that prior experience with conventional learning methods facilitates declarative knowledge acquisition. Considering previous findings regarding cognitive processing in VR, our results suggest that in passive learning, processing the more salient and personally relevant virtual stimuli in the surrounding VR environment requires more attentional resources. Therefore, VR impairs focusing on the relevant declarative information and impedes the transfer of the learned knowledge to different contexts. When considering to implement VR, the value to the particular domain and specific learning task should be taken into consideration: For learning basic declarative information without actively involving the students, conventional learning methods seem sufficient and more efficient for mnemonic processing compared to new technologies.

8.
Front Psychol ; 14: 1051938, 2023.
Article in English | MEDLINE | ID: mdl-36777234

ABSTRACT

Although the human brain is adapted to function within three-dimensional environments, conventional laboratory research commonly investigates cognitive mechanisms in a reductionist approach using two-dimensional stimuli. However, findings regarding mnemonic processes indicate that realistic experiences in Virtual Reality (VR) are stored in richer and more intertwined engrams than those obtained from the conventional laboratory. Our study aimed to further investigate the generalizability of laboratory findings and to differentiate whether the processes underlying memory formation differ between VR and the conventional laboratory already in early encoding stages. Therefore, we investigated the Repetition Suppression (RS) effect as a correlate of the earliest instance of mnemonic processes under conventional laboratory conditions and in a realistic virtual environment. Analyses of event-related potentials (ERPs) indicate that the ERP deflections at several electrode clusters were lower in VR compared to the PC condition. These results indicate an optimized distribution of cognitive resources in realistic contexts. The typical RS effect was replicated under both conditions at most electrode clusters for a late time window. Additionally, a specific RS effect was found in VR at anterior electrodes for a later time window, indicating more extensive encoding processes in VR compared to the laboratory. Specifically, electrotomographic results (VARETA) indicate multimodal integration involving a broad cortical network and higher cognitive processes during the encoding of realistic objects. Our data suggest that object perception under realistic conditions, in contrast to the conventional laboratory, requires multisensory integration involving an interconnected functional system, facilitating the formation of intertwined memory traces in realistic environments.

9.
Psychol Res ; 85(1): 68-81, 2021 Feb.
Article in English | MEDLINE | ID: mdl-31520144

ABSTRACT

Virtual reality (VR) is increasingly gaining importance as a valuable methodical tool for psychological research. The greatest benefit of using VR is generating rich, complex and vivid, but still highly controllable settings. As VR has been found to elicit lifelike psychophysiological and emotional responses, we examined by means of a height exposure whether VR resembles physical reality to the necessary degree to constitute a suitable framework for investigating real-life behavior in a controlled experimental context. As hypothesized, participants behaved in VR exactly as would be appropriate in a real environment: Being exposed to great height, participants walked significantly slower across a virtual steel girder construction protruding from a high-rise building as compared to participants who traversed the very same construction on the ground level. In the height condition, this realistic behavior could be predicted on basis of the participants' trait anxiety. Aligned with the behavioral responses, they showed realistic psychophysiological responses, i.e., an elevated heart rate when exposed to height. Interestingly, participants of the height condition reported a greater sense of presence, which indicates that emotions have an elevating effect on presence. As a conclusion, our findings provide further evidence that VR evokes lifelike responses at both behavioral and psychophysiological level and therefore increases ecological validity of psychological experiments.


Subject(s)
Augmented Reality , Behavior/physiology , Emotions/physiology , Fear/psychology , Students/psychology , Virtual Reality , Walking/physiology , Adult , Female , Germany , Humans , Male , Universities , Young Adult
10.
Psychol Res ; 85(7): 2485-2501, 2021 Oct.
Article in English | MEDLINE | ID: mdl-32930880

ABSTRACT

Recent advancements in memory research indicate that virtual reality (VR) experiences are more vividly memorized as compared to conventional laboratory events. In contrast to the latter, VR experiences are highly immersive, simulating the multimodality, vividness and inclusiveness of real-life experiences. Therefore, VR might enable researchers to identify memory processes underlying events which participants have actually experienced, in contrast to conventional on-screen experiences. To differentiate the electrophysiological correlates of memory processes underlying VR experiences as compared to conventional laboratory experiences, participants watched videos either in a PC condition or in a VR condition, followed by an unannounced recognition memory test. As hypothesized, we replicated the well-established theta old/new effect for the PC condition, but remarkably, this effect was absent in the VR condition. Additionally, the latter was accompanied by significantly lower alpha activity as compared to the PC condition. As increases in theta-band responses are related to top-down control on, and memory load during retrieval, the observed theta responses might rather relate to retrieval effort than to retrieval success per se. Congruently, higher alpha activity measured over occipital sensor areas in the PC condition reflect visually guided search processes within episodic memory. The VR condition comes in with lower alpha activity, reflecting immediate and effortless memory access. Hence, our findings indicate that the retrieval of VR experiences promotes autobiographical  retrieval mechanisms, whereas recalling conventional laboratory events comes in with higher effort, which might not reflect the mechanisms of everyday memory.


Subject(s)
Memory, Episodic , Virtual Reality , Humans , Laboratories , Mental Recall
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