A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning. (February 2021)
- Record Type:
- Journal Article
- Title:
- A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning. (February 2021)
- Main Title:
- A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning
- Authors:
- Gumilar, Ihshan
Sareen, Ekansh
Bell, Reed
Stone, Augustus
Hayati, Ashkan
Mao, Jingwen
Barde, Amit
Gupta, Anubha
Dey, Arindam
Lee, Gun
Billinghurst, Mark - Abstract:
- Abstract : highlights: Virtual Reality (VR) can induce inter-brain synchrony. Conducting a collaborative task together in VR has increased inter-brain synchrony between people who involved in the task. Having a first-person perspective in VR has induced inter-brain synchrony in beta frequency while doing a collaborative task. Graphical abstract: Abstract: Researchers have employed hyperscanning, a technique used to simultaneously record neural activity from multiple participants, in real-world collaborations. However, to the best of our knowledge, there is no study that has used hyperscanning in Virtual Reality (VR). The aims of this study were; firstly, to replicate results of inter-brain synchrony reported in existing literature for a real world task and secondly, to explore whether the inter-brain synchrony could be elicited in a Virtual Environment (VE). This paper reports on three pilot-studies in two different settings (real-world and VR). Paired participants performed two sessions of a finger-pointing exercise separated by a finger-tracking exercise during which their neural activity was simultaneously recorded by electroencephalography (EEG) hardware. By using Phase Locking Value (PLV) analysis, VR was found to induce similar inter-brain synchrony as seen in the real-world. Further, it was observed that the finger-pointing exercise shared the same neurally activated area in both the real-world and VR. Based on these results, we infer that VR can be used to enhanceAbstract : highlights: Virtual Reality (VR) can induce inter-brain synchrony. Conducting a collaborative task together in VR has increased inter-brain synchrony between people who involved in the task. Having a first-person perspective in VR has induced inter-brain synchrony in beta frequency while doing a collaborative task. Graphical abstract: Abstract: Researchers have employed hyperscanning, a technique used to simultaneously record neural activity from multiple participants, in real-world collaborations. However, to the best of our knowledge, there is no study that has used hyperscanning in Virtual Reality (VR). The aims of this study were; firstly, to replicate results of inter-brain synchrony reported in existing literature for a real world task and secondly, to explore whether the inter-brain synchrony could be elicited in a Virtual Environment (VE). This paper reports on three pilot-studies in two different settings (real-world and VR). Paired participants performed two sessions of a finger-pointing exercise separated by a finger-tracking exercise during which their neural activity was simultaneously recorded by electroencephalography (EEG) hardware. By using Phase Locking Value (PLV) analysis, VR was found to induce similar inter-brain synchrony as seen in the real-world. Further, it was observed that the finger-pointing exercise shared the same neurally activated area in both the real-world and VR. Based on these results, we infer that VR can be used to enhance inter-brain synchrony in collaborative tasks carried out in a VE. In particular, we have been able to demonstrate that changing visual perspective in VR is capable of eliciting inter-brain synchrony. This demonstrates that VR could be an exciting platform to explore the phenomena of inter-brain synchrony further and provide a deeper understanding of the neuroscience of human communication. … (more)
- Is Part Of:
- Computers & graphics. Volume 94(2021)
- Journal:
- Computers & graphics
- Issue:
- Volume 94(2021)
- Issue Display:
- Volume 94, Issue 2021 (2021)
- Year:
- 2021
- Volume:
- 94
- Issue:
- 2021
- Issue Sort Value:
- 2021-0094-2021-0000
- Page Start:
- 62
- Page End:
- 75
- Publication Date:
- 2021-02
- Subjects:
- Hyperscanning -- Virtual Reality -- Brain synchronization -- Social neuroscience -- Remote collaboration -- Computer Supported Collaborative Work (CSCW)
Computer graphics -- Periodicals
006.6 - Journal URLs:
- http://www.elsevier.com/journals ↗
- DOI:
- 10.1016/j.cag.2020.10.003 ↗
- Languages:
- English
- ISSNs:
- 0097-8493
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.700000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 15851.xml