Interactive Entertainment, Virtual Motion Training and Brain Ergonomy
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.
Autore Pugliese
Tutti gli autori
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Invitto S. , Faggiano C. , Sammarco S. , De Luca V. , De Paolis L.
Titolo volume/Rivista
Non Disponibile
Anno di pubblicazione
2015
ISSN
Non Disponibile
ISBN
Non Disponibile
Numero di citazioni Wos
1
Ultimo Aggiornamento Citazioni
28/04/2018
Numero di citazioni Scopus
2
Ultimo Aggiornamento Citazioni
28/04/2018
Settori ERC
Non Disponibile
Codici ASJC
Non Disponibile
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