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.


Tutti gli autori

  • 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