A comparative analysis of face and object perception in 2D laboratory and virtual reality settings: insights from induced oscillatory responses

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Bibliographic Details
Title: A comparative analysis of face and object perception in 2D laboratory and virtual reality settings: insights from induced oscillatory responses
Authors: Merle Sagehorn, Joanna Kisker, Marike Johnsdorf, Thomas Gruber, Benjamin Schöne
Source: Exp Brain Res
Experimental Brain Research
Publisher Information: Springer Science and Business Media LLC, 2024.
Publication Year: 2024
Subject Terms: Male, Adult, Realistic conditions, Female [MeSH], Attention/physiology [MeSH], Induced oscillations, Photic Stimulation/methods [MeSH], Adult [MeSH], Electroencephalography/methods [MeSH], Humans [MeSH], Facial Recognition/physiology [MeSH], EEG, Brain Waves/physiology [MeSH], Pattern Recognition, Visual/physiology [MeSH], Male [MeSH], Young Adult [MeSH], VR, Virtual Reality [MeSH], Research Article, Face perception, Virtual Reality, Electroencephalography, Brain Waves, Young Adult, Pattern Recognition, Visual, Humans, Female, Attention, Facial Recognition, Photic Stimulation
Description: In psychophysiological research, the use of Virtual Reality (VR) for stimulus presentation allows for the investigation of how perceptual processing adapts to varying degrees of realism. Previous time-domain studies have shown that perceptual processing involves modality-specific neural mechanisms, as evidenced by distinct stimulus-locked components. Analyzing induced oscillations across different frequency bands can provide further insights into neural processes that are not strictly phase-locked to stimulus onset. This study uses a simple perceptual paradigm presenting images of faces and cars on both a standard 2D monitor and in an immersive VR environment. To investigate potential modality-dependent differences in attention, cognitive load, and task-related post-movement processing, the induced alpha, theta and beta band responses are compared between the two modalities. No evidence was found for differences in stimulus-dependent attention or task-related post-movement processing between the 2D conditions and the realistic virtual conditions in electrode space, as posterior alpha suppression and re-synchronization of centro-parietal beta did not differ between conditions. However, source analysis revealed differences in the attention networks engaged during 2D and 3D perception. Midfrontal theta was significantly stronger in laboratory conditions, indicating higher cognitive load than in the VR environment. Exploratory analysis of posterior theta showed stronger responses in VR, possibly reflecting the processing of depth information provided only by the 3D material. In addition, the theta response seems to be generated by distinct neuronal sources under realistic virtual conditions indicating enhanced involvement of semantic information processing and social cognition.
Document Type: Article
Other literature type
File Description: application/pdf
Language: English
ISSN: 1432-1106
0014-4819
DOI: 10.1007/s00221-024-06935-3
Access URL: https://pubmed.ncbi.nlm.nih.gov/39395060
https://repository.publisso.de/resource/frl:6522240
https://hdl.handle.net/11250/3179149
Rights: CC BY
Accession Number: edsair.doi.dedup.....5a7bab9656a1d76d13a3c196a038d9b8
Database: OpenAIRE
Description
Abstract:In psychophysiological research, the use of Virtual Reality (VR) for stimulus presentation allows for the investigation of how perceptual processing adapts to varying degrees of realism. Previous time-domain studies have shown that perceptual processing involves modality-specific neural mechanisms, as evidenced by distinct stimulus-locked components. Analyzing induced oscillations across different frequency bands can provide further insights into neural processes that are not strictly phase-locked to stimulus onset. This study uses a simple perceptual paradigm presenting images of faces and cars on both a standard 2D monitor and in an immersive VR environment. To investigate potential modality-dependent differences in attention, cognitive load, and task-related post-movement processing, the induced alpha, theta and beta band responses are compared between the two modalities. No evidence was found for differences in stimulus-dependent attention or task-related post-movement processing between the 2D conditions and the realistic virtual conditions in electrode space, as posterior alpha suppression and re-synchronization of centro-parietal beta did not differ between conditions. However, source analysis revealed differences in the attention networks engaged during 2D and 3D perception. Midfrontal theta was significantly stronger in laboratory conditions, indicating higher cognitive load than in the VR environment. Exploratory analysis of posterior theta showed stronger responses in VR, possibly reflecting the processing of depth information provided only by the 3D material. In addition, the theta response seems to be generated by distinct neuronal sources under realistic virtual conditions indicating enhanced involvement of semantic information processing and social cognition.
ISSN:14321106
00144819
DOI:10.1007/s00221-024-06935-3