9 research outputs found

    Evaluating Virtual Reality Mood Induction Procedures with Portable EEG Devices

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    [EN] Virtual Environments (VEs) have been used as mood induction procedures. In this context, it is necessary to have instruments to analyze the emotional state during VE exposure. Objective techniques such as EEG should be evaluated for this purpose. The aim in this work was to study the changes in the brain activity with a portable EEG device during a negative mood induction based on a VE. A virtual park was used to induce a negative mood (sadness) in ten participants. Changes in the brain activity of subjects were compared between two moments (before and after emotional induction). Obtained results were in accordance with previous scientific literature regarding frontal EEG asymmetry, which supports the possibility of using the portable EEG as a reliable instrument to measure emotions in VE.This study was funded by Vicerrectorado de Investigación de la Universitat Politècnica de València, Spain, PAID-06-2011, R.N. 1984; by Ministerio de Educación y Ciencia, Spain, Project Game Teen (TIN2010-20187) and partially by projects Consolider-C (SEJ2006-14301/PSIC), “CIBER of Physiopathology of Obesity and Nutrition, an initiative of ISCIII” and Excellence Research Program PROMETEO (Generalitat Valenciana. Consellería de Educación, 2008-157). The work of Alejandro Rodríguez was supported by the Spanish MEC under an FPI Grant BES-2011-043316.Rodríguez Ortega, A.; Rey Solaz, B.; Alcañiz Raya, ML. (2013). Evaluating Virtual Reality Mood Induction Procedures with Portable EEG Devices. Annual Review of Cybertherapy and Telemedicine. 11:131-135. http://hdl.handle.net/10251/78725S1311351

    Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG

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    [EN] In the virtual reality field, presence refers to the sense of being there in the virtual world. Our aim in this work is to evaluate the usefulness of the Emotiv EPOC EEG device to measure brain activations due to the sense of presence in a virtual environment (VE), using for the analysis the sLORETA tool. We compare between three experimental conditions: photographs, video and free navigation through a VE. We also compare the differences in the sense of presence due to the visualization of the VE in different screens: a common desktop screen and a high-resolution power wall screen. We monitored 20 healthy subjects, obtaining significant differences between the navigation and video conditions in the activity of the right Insula for the Theta band. We also found a higher activation of the Insula for the Alpha and Theta bands while navigating, when comparing the two screen types. The Insula activation is related to stimulus attention and self-awareness processes, directly related with the sense of presence.This study was funded by Vicerrectorado de Investigacion de la Universitat Politecnica de Valencia, Spain, PAID-06-2011, R.N. 1984; by Ministerio de Educacion y Ciencia Spain, Project Game Teen (TIN2010-20187) and partially by projects Consolider-C (SEJ2006-14301/PSIC), "CIBER of Physiopathology of Obesity and Nutrition, an initiative of ISCIII", the Excellence Research Program PROMETEO (Generalitat Valenciana. Conselleria de Educacion, 2008-157) and the Consolider INGENIO program (CSD2007-00012). The work of Miriam Clemente was supported by the Generalitat Valenciana under a VALi+d Grant. The work of Alejandro Rodriguez was supported by the Spanish MEC under an FPI Grant BES-2011-043316.Clemente Bellido, M.; Rodríguez Ortega, A.; Rey, B.; Alcañiz Raya, ML. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications. 41(4):1584-1592. https://doi.org/10.1016/j.eswa.2013.08.055S1584159241

    How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

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    The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and regulation processes was measured using questionnaires and electroencephalogram data. The results show that observing an avatar that is physically similar to the participant has a significantly greater impact on emotional valence and arousal in participants and also induces emotional states that are significantly more intense than when observing a neutral avatar. The results seem to indicate significantly greater activation of specific brain regions that are related to these processes and greater identification with the avatar in terms of both subjective and objective measures in participants that observed an avatar that was physically similar to them. However, there were no significant differences in the sense of presence or the appeal (i.e., satisfaction) to participants regarding the virtual environment. The use of avatars in mental health applications is relatively new and its specific influence is still unknown. We consider this study to be a first step forward in better understanding the use of avatars in mental health applications for youth. This research brings new guidelines to the design of different types of applications in this field in order to achieve greater behavioral changes in youth.Wrzesien, M.; Rodriguez Ortega, A.; Rey, B.; Alcañiz Raya, ML.; Banos, R.; Vara, M. (2015). How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers. Computers in Human Behavior. 43:101-111. doi:10.1016/j.chb.2014.09.024S1011114

    Assessing brain activations associated with emotional regulation during virtual reality mood induction procedures

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    Emotional regulation strategies are used by people to influence their emotional responses to external or internal emotional stimuli. The aim of this study is to evaluate the brain activations that are associated with the application of two different emotional regulation strategies (cognitive reappraisal and expressive suppression) during virtual reality mood induction procedures. We used Emotiv EPOC to measure the brain electrical activity of participants while sadness is induced using a virtual reality environment. We monitored 24 participants, who were distributed among three experimental groups: a control group, a cognitive reappraisal group and an expressive suppression group. In the control group, we found significant activations in several right frontal regions that are related to the induction of negative emotions . We also found significant activations in the limbic, occipital, and parietal regions in the emotional regulation groups. These regions are related to the application of emotional regulation strategies. The results are consistent with those shown in the literature, which were obtained through clinical neuroimaging systems.The work of A. Rodriguez was funded by the Spanish MEC under an FPI Grant BES-2011-043316. The work of Miriam Clemente was funded by the Generalitat Valenciana under a VALi+d Grant.Rodríguez Ortega, A.; Rey, B.; Clemente Bellido, M.; Wrzesien, M.; Alcañiz Raya, ML. (2015). Assessing brain activations associated with emotional regulation during virtual reality mood induction procedures. Expert Systems with Applications. 42(3):1699-1709. https://doi.org/10.1016/j.eswa.2014.10.006S1699170942

    Aportaciones de las nuevas tecnologías combinadas con monitorización fisiológica en el campo de la regulación emocional

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    Tesis por compendio[EN] Emotional regulation strategies determine the way in which people feel, express and regulate their emotions. These regulation strategies affect all aspects of life. Currently, numerous scientific studies indicate the role that these regulation strategies play in the development and maintenance of adaptive and healthy behavior. On the other hand, deficiencies or deficits in emotional regulation are considered to be relevant factors in the origin and maintenance of numerous behavioral and emotional disorders. There are different instruments that have been traditionally used to train and evaluate emotional regulation capabilities. They are usually based on subjective questionnaires. Although these questionnaires have proven to be useful, they present some limitations that make them little suitable for certain groups who are especially reluctant to be assessed, such as adolescents. Currently, new systems based on man-machine interfaces, such as virtual reality and physiological sensors, are starting to be used for training emotional regulation strategies. The purpose of the research reported in this thesis is to address the issues related to the instruments used to train and evaluate the emotional regulation strategies. Specifically, the aim of this work is to study the combined use of virtual reality and serious games with non-invasive physiological monitoring in the emotional regulation field in adolescent population. For this reason, this document shows the results obtained from three studies, with three different virtual environments where participant were able to train different emotional regulation strategies while their cardiac signal or brain activation were recorded. The aim of this thesis is to make a contribution to the emotional regulation field providing a new research framework through the use of new technologies, such as virtual reality, and through more objective assessment instruments such as physiological signals.[ES] Las estrategias de regulación emocional determinan la forma en que las personas sienten, expresan y regulan sus emociones. Estas estrategias influyen prácticamente en todos los aspectos de la vida. En la actualidad existen numerosas investigaciones que destacan el papel que juegan estas estrategias de regulación emocional en el desarrollo y el mantenimiento de una conducta sana y adaptativa. Por el contrario, carencias o déficits en dichas estrategias de regulación pueden ser consideradas como un factor relevante en el origen y mantenimiento de numerosos trastornos emocionales y de comportamiento. Existen diversos instrumentos que se han utilizado tradicionalmente para evaluar las capacidades de regulación emocional y que están basados en cuestionarios subjetivos. Estos cuestionarios, aunque son muy útiles y prácticos, presentan algunas limitaciones que los hacen poco apropiados, sobre todo para ciertos colectivos que son especialmente reacios a ser evaluados, como podrían ser los adolescentes. Actualmente están empezando a usarse nuevos sistemas basados en tecnologías hombre-máquina, como pueden ser la realidad virtual y los sensores fisiológicos, para el entrenamiento de las estrategias de regulación emocional. La investigación presentada en esta tesis tiene como propósito abordar los aspectos relacionados con los instrumentos utilizados en el entrenamiento y en la evaluación de las estrategias de regulación emocional. Concretamente, el objetivo del presente trabajo es estudiar el uso combinado de la realidad virtual y los juegos serios con la monitorización fisiológica no invasiva en el campo de la regulación emocional en población adolescente. Para ello se presentan y se detallan los resultados obtenidos de tres estudios realizados, con tres entornos virtuales diferentes, donde los participantes pudieron entrenar diferentes estrategias de regulación emocional mientras se les registraban la señal cardíaca o la activación cerebral. Con la presente Tesis Doctoral se pretende hacer una contribución al campo de la regulación emocional, proporcionando un nuevo marco de investigación a través del uso de nuevas tecnologías como la realidad virtual y a través de instrumentos de evaluación más objetivos, como son las señales fisiológicas.[CA] Les estratègies de regulació emocional determinen la manera en què les persones senten, expressen i regulen les seves emocions. Aquestes estratègies influeixen pràcticament en tots els aspectes de la vida. En l'actualitat existeixen nombroses recerques que destaquen el paper que juguen aquestes estratègies de regulació emocional en el desenvolupament i el manteniment d'una conducta sana i adaptativa. Per contra, mancances o dèficits en aquestes estratègies de regulació poden ser considerats com un factor rellevant en l'origen i manteniment de nombrosos trastorns emocionals i de comportament. Existeixen diversos instruments que s'han utilitzat tradicionalment per avaluar les capacitats de regulació emocional i que estan basats en qüestionaris subjectius. Aquests qüestionaris, encara que són molt útils i pràctics, presenten algunes limitacions que els fan poc apropiats, sobretot per a certs col¿lectius que són especialment poc inclinats a ser avaluats, com podrien ser els adolescents. Actualment, estan començant a usar-se nous sistemes basats en tecnologies home-màquina, com pot ser la realitat virtual i els sensors fisiològics, per a l'entrenament de les estratègies de regulació emocional. La investigació presentada en aquesta tesi té com a propòsit abordar els aspectes relacionats amb els instruments utilitzats en l'entrenament i en l'avaluació de les estratègies de regulació emocional. Concretament, l'objectiu del present treball és estudiar l'ús combinat de la realitat virtual i els jocs seriosos amb el monitoratge fisiològic no invasiu en el camp de la regulació emocional en població adolescent. Per a això, es presenten i es detallen els resultats obtinguts de tres estudis realitzats, amb tres entorns virtuals diferents, on els participants van poder entrenar diferents estratègies de regulació emocional mentre se'ls registraven el senyal cardíac o l'activació cerebral. Amb la present Tesi Doctoral es pretén fer una contribució al camp de la regulació emocional, proporcionant un nou marc de investigació a través de l'ús de noves tecnologies com la realitat virtual i a través d'instruments d'avaluació més objectius, com són els senyals fisiològics.Rodríguez Ortega, A. (2015). Aportaciones de las nuevas tecnologías combinadas con monitorización fisiológica en el campo de la regulación emocional [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/51588TESISCompendi

    Contributions to Neuropsychotherapy of the Combined Use of Neuroimaging and Virtual Exposure for Assessment in Psychological Treatments

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    Neuropsychotherapy is a new philosophy in the treatment of mental disorders that bases its principles in the application of the information we have about the brain activations and brain functioning to adjust the therapy to them, in order to center the process in how the brain evolves to its normal activations. New tools in the field of neuroimaging have helped in this process, providing accurate and detailed information about how the particular brain of each patient works. Between the many neuroimaging techniques available nowadays, the functional magnetic resonance (fMRI) stands out by its high spatial resolution, which allows a better knowledge of which brain area is activated before each stimulus or while performing each activity. The disadvantages this technique presents in terms of size of the scanner and restriction of movements give light to another technique, more suitable in certain domains: the electroencephalography (EEG), which provides a greater freedom of movement and higher temporal resolution. For the purposes of this PhD Thesis, both techniques will be compared, in order to find which one better suits our interests. For doing so, another factor will be taken into account. Due to the limitations the neuroimaging techniques have in terms of presentation of the stimuli, we are not able to expose the subject to certain kinds of real life situations. There is where the virtual reality (VR) enters the scene. With VR we are able to move the subject to a virtual world where any kind of stimulus is possible. In the case of neuropsychotherapy, it will allow the exposition of the patient to a situation related to his disorder, in a safer and more controlled environment. In fact, virtual reality has been widely used for the treatment of psychological disorders; but, until now, it has not been applied during the assessment of the disease. For the aims of this Thesis, virtual environments will be used for the assessment of subjects before and after undergoing a psychological treatment for a specific disorder, using neuroimaging techniques to find useful information that could help during the therapeutic process. As an example of disorder, the phobia to small animals (spiders and cockroaches) has been chosen, although the conclusions of this study could be extended to other kinds of psychological disorders. Before being able to assure that the brain activations obtained are related to the disorder and not to other issues, it is needed to measure the sense of presence the subjects felt during the virtual experience. This is why before the assessment of a psychological disorder, a study of the sense of presence in a virtual environment was introduced. This study also helped in the decision of which neuroimaging technique apply in the second part of the Thesis. EEG and fMRI were used for the measure of presence in the same virtual environments, and the results in terms of brain activations were compared. Presence was also measured by means of questionnaires, the traditional subjective way of measuring it. As a result of this study it is expected to check if VR could effectively stimulate presence and which neuroimaging technique is more appropriate for the targets of this Thesis. To sum up, the initial hypotheses of this Thesis are that: 1- The new neuroimaging techniques can provide of useful information to use during neuropsychotherapy. 2- Virtual reality would help in the assessment of the disorder, improving the accuracy in the way the subjects are exposed to the stimuli. 3- The environments used would be immersive enough so the patient will feel present in them and feel them as real. For fulfilling these objectives, each of the two courses of work (study of presence and assessment of a mental disorder) was divided in two parts. In total, four studies were developed: 1- Study of the sense of presence in a virtual environment using fMRI: the aim of this part of the Thesis was to check if the environments were able to stimulate the sense of presence, correlating the results with those given to questionnaires. 2- Study of the sense of presence in a virtual environment using EEG: the aim here was to compare the brain activations obtained with EEG with those from the previous study, and if the responses of the questionnaires were equivalent despite being in a less intrusive scanner. As a result of these two studies, it was decided that the environments were immersive enough to induce the sense of presence, and that the best neuroimaging technique for the next part of the Thesis was the fMRI, due to the higher spatial resolution it brought. 3- Assessment of a psychological disorder, pre-treatment: once decided the study will continue with fMRI, the areas related to a specific disorder (small animals¿ phobia) were studied using VR as stimulus. Until now, the assessment has been done using real animals as stimuli but not using VR, which here is hypothesized to allow a better approach to the phobic experience than the view of photographs or videos of real animals. 4- Assessment of the state of subjects with a psychological disorder, post-treatment: once the patients had underwent a treatment to cure the disorder, they were assessed again to check if the brain areas related to the phobia stopped being activated after it. As a result of this second part of the Thesis, the brain areas related to the phobia (that stopped being activated after the treatment) were obtained, and this information is hoped to be useful in future neuropsychotherapeutic works, for the better adjustment of the disorder. In conclusion, this PhD Thesis studies the advantages that the new neuroimaging techniques and virtual reality could bring to the study of neuropsychotherapy.Clemente Bellido, M. (2014). Contributions to Neuropsychotherapy of the Combined Use of Neuroimaging and Virtual Exposure for Assessment in Psychological Treatments [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/37234TESI

    Embodied responses to the public realm: Applying embodied cognition to people’s experience of public space

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    Public space plays a critical role in facilitating people coming together to participate in public life. This thesis brings together a new mix of theories and new mix of methods to gain improved insights into how people experience and respond to the design of public space. Embodied cognition theory posits that our understanding is shaped by our bodily experience of the world around us and draws on cognitive science technologies to explore this phenomenon. Embodied cognition offers an avenue that addresses the shortcomings of existing urban theory that draws on phenomenological approaches to understand the people–place relationship. The practical applications of embodied cognition are demonstrated by a new mix of methods that combines measuring conscious responses to design through surveys and walking interviews while using an electroencephalography (EEG) headset that records the wearer’s brainwaves. This research involved 20 randomly selected participants wearing an EEG headset as they experienced two plazas, World Square and Darling Square, in the central business district of Sydney, Australia. Participants were asked to respond to survey questions that rated their positive attraction, stimulation, stress and relaxation when presented with key urban design elements in World Square and Darling Square. The approach was undertaken to capture both a conscious response through the survey to contrast with the unconscious response from the EEG headset. The range of key design elements at World Square and Darling Square were expected to elicit different responses from participants; however, the data collected does not always show participants responding as anticipated. The findings of this experiment demonstrate there is a promising foundation to apply embodied cognition theory and EEG into urban studies. EEG may be especially useful in understanding design elements that elicit stress and bodily stimulation, but, further study is needed to understand other responses

    Measuring prefrontal cortex response to virtual reality exposure therapy in freely moving participants

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    Virtual Reality Exposure Therapy has demonstrated efficacy in the treatment of phobias; yet little is known about its underlying neural mechanisms. Neuroimaging studies have demonstrated that both traditional exposure therapy and virtual reality exposure therapy normalise brain activity within a prefrontal - amygdalar fear circuit after the treatment. However, the previous studies employed technologies that perhaps impact on ecological validity and naturalness of experience. Moreover, there are no studies investigating what is happening in the brain within a virtual reality session. This PhD takes a multidisciplinary approach and draws upon research areas of cognitive neuroscience, neuropsychology, and virtual reality. The approach is twofold - developmental and experimental. A key methodological objective was to maximise ecological validity by allowing freedom of movement and sight of one’s own body. This was approached by combining wearable fNIRS within Immersive Projection Technology (IPT). The stimulus was adapted from a classic VR experiment - Pit Room. The scope of this PhD includes three experiments. The first pilot experiment tested the potential of combining the wearable Functional Near-Infrared Spectroscopy (fNIRS) device – NIRSport, with virtual reality (VR) display - CAVE-like Immersive Projection Technology (IPT) system – Octave. The aim was to test the feasibility of the protocol in terms of the design, integration of technology, and signal to noise ratio in the Pit Room study, which involved measuring brain response during exposure to heights in virtual reality. The study demonstrated that brain activity could be measured in IPT without a significant signal interference. Although there was no significant change in brain activity during exposure to virtual heights, the study found trends toward increased HbO in the prefrontal cortex. The second study investigated the brain activity indicative of fear inhibition and cognitive reappraisal within a single session of VRET in healthy controls. The heart rate was also measured as an indicator of emotional arousal (fear response) during the VRET session. 27 healthy volunteers were exposed to heights in virtual reality. Changes in oxygenated haemoglobin concentration in the prefrontal cortex were measured in three blocks using a wireless fNIRS, and heart rate was measured using a wireless psychophysiological monitor. Results revealed increased HbO concentration in the DLPFC and MPFC during exposure to the fear-evoking VR, consistent with fear inhibition and cognitive reappraisal measured in previous neuroimaging studies that had not used VR. Within-session brain activity was measured at much higher temporal resolution than in previous studies. Consistent with previous studies, a trend showed an increase of brain activity in the DLPFC indicative of cognitive reappraisal at the beginning of the session. Then additionally the MPFC was activated consistent with fear inhibition. The heart rate showed a trend towards a gradual decrease within a session. The aim of the third study was to investigate the neural basis of VRET in an acrophobic population. In particular, the study focused on measuring functional brain activity associated with both within- and between-session learning. Psychophysiological monitoring was also employed to measure levels of emotional arousal within- and between sessions. 13 acrophobic volunteers took part in three-session VRET for a fear of heights. Changes in HbO in the prefrontal cortex were measured in three blocks to investigate within–session brain activity and across three sessions to investigate between-session inhibitory learning. Results demonstrated that phobic participants have decreased activity in the DLPFC and MPFC at the beginning, however, after three sessions of VRET, activity in these brain areas increased towards normal (measured in healthy controls). Although there was no within-session learning during the first and second session, the study found a significant increase in the DLPFC at the beginning of a session. During the second block, additionally, the MPFC was activated. The magnitude of brain activity in those regions was negatively correlated with the initial level of acrophobia. Due to the technical difficulties, no significant results were found in psychophysiological measures. However, subjective fear ratings decreased significantly within- and between sessions. Moreover, participants who felt more present demonstrated stronger results in brain activity at the end of VRET. This is the first project that investigated the neural correlates of fear inhibition and inhibitory learning by combining a VR display in which people can move around and see their body, with wearable neural imaging that gave a reasonable compromise between spatial and temporal resolution. This project has an application in widening access to immersive neuroimaging across understanding, diagnosis, assessment, and treatment of, a range of mental disorders such as phobia, anxiety or post-traumatic stress disorder. An application that is receiving an interest in the clinical community is repeatable, direct and quantifiable assessment within clinics, to diagnose, steer treatment and measure treatment outcome
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