DocumentCode
3689689
Title
Interactive entertainment, virtual motion training and brain ergonomy
Author
Sara Invitto;Chiara Faggiano;Silvia Sammarco;Valerio De Luca;Lucio T. De Paolis
Author_Institution
Human Anatomy and Neuroscience Lab Department of Biological and, Environmental Science and Technology, University of Salento, Lecce, Italy
fYear
2015
fDate
6/1/2015 12:00:00 AM
Firstpage
88
Lastpage
94
Abstract
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.
Keywords
"Training","Electroencephalography","Grasping","Apertures","Virtual reality","Color","Software"
Publisher
ieee
Conference_Titel
Intelligent Technologies for Interactive Entertainment (INTETAIN), 2015 7th International Conference on
Type
conf
Filename
7325491
Link To Document