2,065 research outputs found

    Exploring the cognitive processes of map users employing eye tracking and EEG

    Get PDF

    Neural tracking and integration of 'self' and 'other' in improvised interpersonal coordination

    Get PDF
    Humans coordinate their movements with one another in a range of everyday activities and skill domains. Optimal joint performance requires the continuous anticipation of and adaptation to each other's movements, especially when actions are spontaneous rather than pre-planned. Here we employ dual-EEG and frequency-tagging techniques to investigate how the neural tracking of self- and other-generated movements supports interpersonal coordination during improvised motion. LEDs flickering at 5.7 and 7.7 Hz were attached to participants’ index fingers in 28 dyads as they produced novel patterns of synchronous horizontal forearm movements. EEG responses at these frequencies revealed enhanced neural tracking of self-generated movement when leading and of other-generated movements when following. A marker of self-other integration at 13.4 Hz (inter-modulation frequency of 5.7 and 7.7 Hz) peaked when no leader was designated, and mutual adaptation and movement synchrony were maximal. Furthermore, the amplitude of EEG responses reflected differences in the capacity of dyads to synchronize their movements, offering a neurophysiologically grounded perspective for understanding perceptual-motor mechanisms underlying joint action. © 2019 Elsevier Inc

    Rehabilitative devices for a top-down approach

    Get PDF
    In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies

    Precision is in the Eye of the Beholder: Application of Eye Fixation-Related Potentials to Information Systems Research

    Get PDF
    This paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP method allows one to synchronize eye tracking with electroencephalographic (EEG) recording to precisely capture users’ neural activity at the exact time at which they start to cognitively process a stimulus (e.g., event on the screen). This complements and overcomes some of the shortcomings of the traditional event related potential (ERP) method, which can only stamp the time at which a stimulus is presented to a user. Thus, we propose a method conjecture of the superiority of EFRP over ERP for capturing the cognitive processing of a stimulus when such cognitive processing is not necessarily synchronized with the time at which the stimulus appears. We illustrate the EFRP method with an experiment in a natural IS use context in which we asked users to read an industry report while email pop-up notifications arrived on their screen. The results support our proposed hypotheses and show three distinct neural processes associated with 1) the attentional reaction to email pop-up notification, 2) the cognitive processing of the email pop-up notification, and 3) the motor planning activity involved in opening or not the email. Furthermore, further analyses of the data gathered in the experiment serve to validate our method conjecture about the superiority of the EFRP method over the ERP in natural IS use contexts. In addition to the experiment, our study discusses important IS research questions that could be pursued with the aid of EFRP, and describes a set of guidelines to help IS researchers use this method

    Precision is in the Eye of the Beholder: Application of Eye Fixation-Related Potentials to Information Systems Research

    Get PDF
    This is the final version. Available from Association for Information Systems via the DOI in this recordThis paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP method allows one to synchronize eye tracking with electroencephalographic (EEG) recording to precisely capture users’ neural activity at the exact time at which they start to cognitively process a stimulus (e.g., event on the screen). This complements and overcomes some of the shortcomings of the traditional event related potential (ERP) method, which can only stamp the time at which a stimulus is presented to a user. Thus, we propose a method conjecture of the superiority of EFRP over ERP for capturing the cognitive processing of a stimulus when such cognitive processing is not necessarily synchronized with the time at which the stimulus appears. We illustrate the EFRP method with an experiment in a natural IS use context in which we asked users to read an industry report while email pop-up notifications arrived on their screen. The results support our proposed hypotheses and show three distinct neural processes associated with 1) the attentional reaction to email pop-up notification, 2) the cognitive processing of the email pop-up notification, and 3) the motor planning activity involved in opening or not the email. Furthermore, further analyses of the data gathered in the experiment serve to validate our method conjecture about the superiority of the EFRP method over the ERP in natural IS use contexts. In addition to the experiment, our study discusses important IS research questions that could be pursued with the aid of EFRP, and describes a set of guidelines to help IS researchers use this method.Social Sciences and Humanities Research Council of Canada (SSHRC)Natural Sciences and Engineering Research Council of CanadaFonds QuĂ©bĂ©cois pour la Recherche sur la SociĂ©tĂ© et la Culture (FQRSC)Fonds de recherche Nature et Technologies (FQRNT

    The effect of media professionalization on cognitive neurodynamics during audiovisual cuts

    Get PDF
    Experts apply their experience to the proper development of their routine activities. Their acquired expertise or professionalization is expected to help in the development of those recurring tasks. Media professionals spend their daily work watching narrative contents on screens, so learning how they manage visual perception of those contents could be of interest in an increasingly audiovisual society. Media works require not only the understanding of the storytelling, but also the decoding of the formal rules and presentations. We recorded electroencephalographic (EEG) signals from 36 participants (18 media professionals and 18 non-media professionals) while they were watching audiovisual contents, and compared their eyeblink rate and their brain activity and connectivity. We found that media professionals decreased their blink rate after the cuts, suggesting that they can better manage the loss of visual information that blinks entail by sparing them when new visual information is being presented. Cuts triggered similar activation of basic brain processing in the visual cortex of the two groups, but different processing in medial and frontal cortical areas, where media professionals showed a lower activity. Effective brain connectivity occurred in a more organized way in media professionals-possibly due to a better communication between cortical areas that are coordinated for decoding new visual content after cuts

    A Human-Centric Metaverse Enabled by Brain-Computer Interface: A Survey

    Full text link
    The growing interest in the Metaverse has generated momentum for members of academia and industry to innovate toward realizing the Metaverse world. The Metaverse is a unique, continuous, and shared virtual world where humans embody a digital form within an online platform. Through a digital avatar, Metaverse users should have a perceptual presence within the environment and can interact and control the virtual world around them. Thus, a human-centric design is a crucial element of the Metaverse. The human users are not only the central entity but also the source of multi-sensory data that can be used to enrich the Metaverse ecosystem. In this survey, we study the potential applications of Brain-Computer Interface (BCI) technologies that can enhance the experience of Metaverse users. By directly communicating with the human brain, the most complex organ in the human body, BCI technologies hold the potential for the most intuitive human-machine system operating at the speed of thought. BCI technologies can enable various innovative applications for the Metaverse through this neural pathway, such as user cognitive state monitoring, digital avatar control, virtual interactions, and imagined speech communications. This survey first outlines the fundamental background of the Metaverse and BCI technologies. We then discuss the current challenges of the Metaverse that can potentially be addressed by BCI, such as motion sickness when users experience virtual environments or the negative emotional states of users in immersive virtual applications. After that, we propose and discuss a new research direction called Human Digital Twin, in which digital twins can create an intelligent and interactable avatar from the user's brain signals. We also present the challenges and potential solutions in synchronizing and communicating between virtual and physical entities in the Metaverse
    • 

    corecore