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Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming

Virtual reality (VR) simulates real-world scenarios by creating a sense of presence in its users. Such immersive scenarios lead to behavior that is more similar to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to similar real world si...

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Autores principales: Forlim, Caroline Garcia, Bittner, Lukas, Mostajeran, Fariba, Steinicke, Frank, Gallinat, Jürgen, Kühn, Simone
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6823517/
https://www.ncbi.nlm.nih.gov/pubmed/31708759
http://dx.doi.org/10.3389/fnhum.2019.00365
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author Forlim, Caroline Garcia
Bittner, Lukas
Mostajeran, Fariba
Steinicke, Frank
Gallinat, Jürgen
Kühn, Simone
author_facet Forlim, Caroline Garcia
Bittner, Lukas
Mostajeran, Fariba
Steinicke, Frank
Gallinat, Jürgen
Kühn, Simone
author_sort Forlim, Caroline Garcia
collection PubMed
description Virtual reality (VR) simulates real-world scenarios by creating a sense of presence in its users. Such immersive scenarios lead to behavior that is more similar to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to similar real world situations. VR has already been used in education, psychotherapy, rehabilitation and it comes as an appealing choice for training intervention purposes. The aim of the present study was to investigate to what extent VR technology for games presented via goggles can be used in a magnetic resonance imaging scanner (MRI), addressing the question of whether brain connectivity differs between VR stimulation via goggles and a presentation from a screen via mirror projection. Moreover, we wanted to investigate whether stereoscopic goggle stimulation, where both eyes receive different visual input, would elicit stronger brain connectivity than a stimulation in which both eyes receive the same visual input (monoscopic). To our knowledge, there is no previous research using games and functional connectivity (FC) in MRI to address this question. Multiple analyses approaches were taken so that different aspects of brain connectivity could be covered: fractional low-frequency fluctuation, independent component analysis (ICA), seed-based FC (SeedFC) and graph analysis. In goggle presentation (mono and stereoscopic) as contrasted to screen, we found differences in brain activation in left cerebellum and postcentral gyrus as well as differences in connectivity in the visual cortex and frontal inferior cortex [when focusing on the visual and default mode network (DMN)]. When considering connectivity in specific areas of interest, we found higher connectivity between bilateral superior frontal cortex and the temporal lobe, as well as bilateral inferior parietal cortex with right calcarine and right lingual cortex. Furthermore, we found superior frontal cortex and insula/putamen to be more strongly connected in goggle stereoscopic vs. goggle monoscopic, in line with our hypothesis. We assume that the condition that elicits higher brain connectivity values should be most suited for long-term brain training interventions given that, extended training under these conditions could permanently improve brain connectivity on a functional as well as on a structural level.
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spelling pubmed-68235172019-11-08 Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming Forlim, Caroline Garcia Bittner, Lukas Mostajeran, Fariba Steinicke, Frank Gallinat, Jürgen Kühn, Simone Front Hum Neurosci Human Neuroscience Virtual reality (VR) simulates real-world scenarios by creating a sense of presence in its users. Such immersive scenarios lead to behavior that is more similar to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to similar real world situations. VR has already been used in education, psychotherapy, rehabilitation and it comes as an appealing choice for training intervention purposes. The aim of the present study was to investigate to what extent VR technology for games presented via goggles can be used in a magnetic resonance imaging scanner (MRI), addressing the question of whether brain connectivity differs between VR stimulation via goggles and a presentation from a screen via mirror projection. Moreover, we wanted to investigate whether stereoscopic goggle stimulation, where both eyes receive different visual input, would elicit stronger brain connectivity than a stimulation in which both eyes receive the same visual input (monoscopic). To our knowledge, there is no previous research using games and functional connectivity (FC) in MRI to address this question. Multiple analyses approaches were taken so that different aspects of brain connectivity could be covered: fractional low-frequency fluctuation, independent component analysis (ICA), seed-based FC (SeedFC) and graph analysis. In goggle presentation (mono and stereoscopic) as contrasted to screen, we found differences in brain activation in left cerebellum and postcentral gyrus as well as differences in connectivity in the visual cortex and frontal inferior cortex [when focusing on the visual and default mode network (DMN)]. When considering connectivity in specific areas of interest, we found higher connectivity between bilateral superior frontal cortex and the temporal lobe, as well as bilateral inferior parietal cortex with right calcarine and right lingual cortex. Furthermore, we found superior frontal cortex and insula/putamen to be more strongly connected in goggle stereoscopic vs. goggle monoscopic, in line with our hypothesis. We assume that the condition that elicits higher brain connectivity values should be most suited for long-term brain training interventions given that, extended training under these conditions could permanently improve brain connectivity on a functional as well as on a structural level. Frontiers Media S.A. 2019-10-25 /pmc/articles/PMC6823517/ /pubmed/31708759 http://dx.doi.org/10.3389/fnhum.2019.00365 Text en Copyright © 2019 Forlim, Bittner, Mostajeran, Steinicke, Gallinat and Kühn. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Human Neuroscience
Forlim, Caroline Garcia
Bittner, Lukas
Mostajeran, Fariba
Steinicke, Frank
Gallinat, Jürgen
Kühn, Simone
Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title_full Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title_fullStr Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title_full_unstemmed Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title_short Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
title_sort stereoscopic rendering via goggles elicits higher functional connectivity during virtual reality gaming
topic Human Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6823517/
https://www.ncbi.nlm.nih.gov/pubmed/31708759
http://dx.doi.org/10.3389/fnhum.2019.00365
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