Traditional steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) systems offer stability and simplicity in evoking brain responses, but their practical utility is limited by immovable screens for visual stimuli. Virtual Reality (VR) technology provides a more natural and immersive environment to evoke SSVEP signals. However, the design methods for visual stimuli in VR environments remain to be explored, especially under the stereoscopic vision conditions. This study investigated the effects of 3D stimuli with frequency ranges, patterns, and shapes on the performance and user experiences of VR-SSVEP. There were four patterns including three-dimensional (3D) flicker, two-dimensional (2D) flicker, 3D checkerboard, and 3D quick response (QR) code with four shapes comprising cube, sphere, cylinder, and cone at low (9-15Hz), medium (18-24Hz), and high frequencies (30-36Hz). Both offline and online experiments were conducted to analyze the effects of different parameter combinations on SSVEP-BCI performance, and a questionnaire was exploited to evaluate user experiences. Compared to high frequency range, the low and medium frequency ranges had better performance and lower user experiences. 3D checkerboard and 3D QR code patterns showed significantly better user experiences than 3D and 2D flickers for all frequency ranges. With a high level of classification performance, 3D checkerboard and 3D QR code patterns in medium frequency range could synthetically enhance the system performance and user experiences. These results could provide significant value for SSVEP-BCI application in VR environments.
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http://dx.doi.org/10.1109/TNSRE.2025.3544308 | DOI Listing |
Mult Scler Relat Disord
March 2025
Faculty of Information Technology and Electrical Engineering, University of Oulu, Oulu, Finland. Electronic address:
Background: Fatigue is the most debilitating and prevalent symptom of multiple sclerosis (MS), affecting up to 80 % of patients and significantly impairing quality of life (QoL). Managing MS fatigue is challenging due to its multifactorial nature, encompassing physical, cognitive, and psychosocial components. Mobile health (mHealth) tools offer promising approaches for self-management, but most lack personalization and rigorous validation.
View Article and Find Full Text PDFJMIR Hum Factors
March 2025
Department of Internal Medicine, Seoul National University Bundang Hospital, Seoul National University College of Medicine, 82, Gumi-ro 173 Beon-gil, Bundang-gu, Gyeonggi-do, Seongnam-si, 13620, Republic of Korea, 82 317877085.
Background: Ward rounds are an essential component of inpatient care. Patient participation in rounds is increasingly encouraged, despite the occasional complicated circumstances, especially in acute care settings.
Objective: This study aimed to evaluate the effect of real-time ward round notifications using SMS text messaging on the satisfaction of inpatients in an acute medical ward.
IEEE Trans Vis Comput Graph
March 2025
Distractions in mixed reality (MR) environments can significantly influence user experience, affecting key factors such as presence, reaction time, cognitive load, and Break in Presence (BIP). Presence measures immersion, reaction time captures user responsiveness, cognitive load reflects mental effort, and BIP represents moments when attention shifts from the virtual to the real world, breaking immersion. While prior work has established that distractions impact these factors individually, the relationship between these constructs remains underexplored, particularly in MR environments where users engage with both real and virtual stimuli.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
March 2025
In Augmented Reality (AR), virtual content enhances user experience by providing additional information. However, improperly positioned or designed virtual content can be detrimental to task performance, as it can impair users' ability to accurately interpret real-world information. In this paper we examine two types of task-detrimental virtual content: obstruction attacks, in which virtual content prevents users from seeing real-world objects, and information manipulation attacks, in which virtual content interferes with users' ability to accurately interpret real-world information.
View Article and Find Full Text PDFDisabil Rehabil Assist Technol
March 2025
Faculty of Physiotherapy and Nursing. Department of Nursing, Physiotherapy and Occupational Therapy, Universidad de Castilla-La Mancha, Toledo, Spain.
Purpose: To describe the experiences of parents who used powered mobility in children with Spinal Muscular Atrophy, SMA type I,at an early age in the natural context like a family-centered program, using inductive qualitative content analysis.
Materials And Methods: This qualitative study was embedded within a single-blinded randomized waiting list controlled clinical trial, which involved 16 children with SMA type I. This study specifically explores the experiences of the 9 parents whose children participated in the intervention group and completed the training.
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