A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning
| dc.contributor.author | Gumilar, I. | |
| dc.contributor.author | Sareen, E. | |
| dc.contributor.author | Bell, R. | |
| dc.contributor.author | Stone, A. | |
| dc.contributor.author | Hayati, A. | |
| dc.contributor.author | Mao, J. | |
| dc.contributor.author | Barde, A. | |
| dc.contributor.author | Gupta, A. | |
| dc.contributor.author | Dey, A. | |
| dc.contributor.author | Lee, G. | |
| dc.contributor.author | Billinghurst, M. | |
| dc.date.issued | 2021 | |
| dc.description.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. | |
| dc.identifier.citation | Computers & graphics, 2021; 94:62-75 | |
| dc.identifier.doi | 10.1016/j.cag.2020.10.003 | |
| dc.identifier.issn | 0097-8493 | |
| dc.identifier.issn | 1873-7684 | |
| dc.identifier.orcid | Lee, G. [0000-0002-1644-6934] | |
| dc.identifier.uri | https://hdl.handle.net/11541.2/145263 | |
| dc.language.iso | en | |
| dc.publisher | PERGAMON-ELSEVIER SCIENCE LTD | |
| dc.rights | Copyright 2020 Elsevier | |
| dc.source.uri | https://doi.org/10.1016/j.cag.2020.10.003 | |
| dc.subject | hyperscanning | |
| dc.subject | virtual reality | |
| dc.subject | brain synchronization | |
| dc.subject | social neuroscience | |
| dc.subject | remote collaboration | |
| dc.subject | computer supported collaborative work (CSCW) | |
| dc.title | A comparative study on inter-brain synchrony in real and virtual environments using hyperscanning | |
| dc.type | Journal article | |
| pubs.publication-status | Published | |
| ror.mmsid | 9916460905201831 |