Purpose: The objective of this work is to evaluate the performances of a novel integrated device, based on passive head-mounted display (HMD), for the pattern reversal visual evoked potential (PR-VEP) clinical test.
Methods: Google Cardboard® is used as passive HMD to generate the checkerboard pattern stimuli through an Android® application. Electroencephalographic signals are retrieved and processed over 20 subjects, 12 females and 8 males between 20 and 26 years. Morphological PR-VEPs and frequency response were compared with previous literature results, to test the reproducibility and the efficacy of the proposed solution.
Results: PR-VEPs evoked by our novel prototype showed typical triphasic waveforms in moderate agreement with those obtained with other more expensive HMDs and standard commercial devices. Statistical analysis did not highlight strong differences among the systems over the features analyzed except for the P100 amplitude and peak time (**p < 0.005).
Conclusion: The proposed solution opens the door for a new generation of non-invasive first-level diagnostic devices of optic nerve pathologies inexpensive and easy to access.
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http://dx.doi.org/10.1007/s10633-021-09856-6 | DOI Listing |
Nat Methods
January 2025
Department of Brain and Cognitive Sciences, MIT, Cambridge, MA, USA.
Behavioral neuroscience faces two conflicting demands: long-duration recordings from large neural populations and unimpeded animal behavior. To meet this challenge we developed ONIX, an open-source data acquisition system with high data throughput (2 GB s) and low closed-loop latencies (<1 ms) that uses a 0.3-mm thin tether to minimize behavioral impact.
View Article and Find Full Text PDFVirtual Real
October 2024
KITE Research Institute, Toronto Rehabilitation Institute-University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada.
Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence ("being there") in the virtual world may contribute to the severity of cybersickness; however, results have been contradictory, with some studies reporting a negative and some reporting a positive relationship between the two.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
November 2023
Department of Psychology, Clinical Psychology & Psychotherapy, University of Tübingen, Tübingen, Germany.
Multisens Res
October 2023
6851University of Nevada, Reno, Department of Psychology, Reno, NV 89557, USA.
Head movement relative to the stationary environment gives rise to congruent vestibular and visual optic-flow signals. The resulting perception of a stationary visual environment, referred to herein as stationarity perception, depends on mechanisms that compare visual and vestibular signals to evaluate their congruence. Here we investigate the functioning of these mechanisms and their dependence on fixation behavior as well as on the active versus passive nature of the head movement.
View Article and Find Full Text PDFNeuroreport
December 2023
National Research Council Canada, Boucherville, Quebec.
The virtual reality (VR) environment is claimed to be highly immersive. Participants may thus be potentially unaware of their real, external world. The present study presented irrelevant auditory stimuli while participants were engaged in an easy or difficult visual working memory (WM) task within the VR environment.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!