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Innehåll tillhandahållet av Kai Kunze. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Kai Kunze eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.
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ISMAR 2024: “As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement

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Manage episode 448468045 series 3605621
Innehåll tillhandahållet av Kai Kunze. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Kai Kunze eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

S. Cheng, Y. Liu, Y. Gao and Z. Dong, "“As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 7086-7096, Nov. 2024, doi: 10.1109/TVCG.2024.3456147

Brain-computer interfaces (BCI) are widely used in the field of disability assistance and rehabilitation, and virtual reality (VR) is increasingly used for visual guidance of BCI-MI (motor imagery). Therefore, how to improve the quality of electroencephalogram (EEG) signals for MI in VR has emerged as a critical issue. People can perform MI more easily when they visualize the hand used for visual guidance as their own, and the Rubber Hand Illusion (RHI) can increase people's ownership of the prosthetic hand. We proposed to induce RHI in VR to enhance participants' MI ability and designed five methods of inducing RHI, namely active movement, haptic stimulation, passive movement, active movement mixed with haptic stimulation, and passive movement mixed with haptic stimulation, respectively. We constructed a first-person training scenario to train participants' MI ability through the five induction methods. The experimental results showed that through the training, the participants' feeling of ownership of the virtual hand in VR was enhanced, and the MI ability was improved. Among them, the method of mixing active movement and tactile stimulation proved to have a good effect on enhancing MI. Finally, we developed a BCI system in VR utilizing the above training method, and the performance of the participants improved after the training. This also suggests that our proposed method is promising for future application in BCI rehabilitation systems.

https://ieeexplore.ieee.org/document/10669780

  continue reading

40 episoder

Artwork
iconDela
 
Manage episode 448468045 series 3605621
Innehåll tillhandahållet av Kai Kunze. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Kai Kunze eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

S. Cheng, Y. Liu, Y. Gao and Z. Dong, "“As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 7086-7096, Nov. 2024, doi: 10.1109/TVCG.2024.3456147

Brain-computer interfaces (BCI) are widely used in the field of disability assistance and rehabilitation, and virtual reality (VR) is increasingly used for visual guidance of BCI-MI (motor imagery). Therefore, how to improve the quality of electroencephalogram (EEG) signals for MI in VR has emerged as a critical issue. People can perform MI more easily when they visualize the hand used for visual guidance as their own, and the Rubber Hand Illusion (RHI) can increase people's ownership of the prosthetic hand. We proposed to induce RHI in VR to enhance participants' MI ability and designed five methods of inducing RHI, namely active movement, haptic stimulation, passive movement, active movement mixed with haptic stimulation, and passive movement mixed with haptic stimulation, respectively. We constructed a first-person training scenario to train participants' MI ability through the five induction methods. The experimental results showed that through the training, the participants' feeling of ownership of the virtual hand in VR was enhanced, and the MI ability was improved. Among them, the method of mixing active movement and tactile stimulation proved to have a good effect on enhancing MI. Finally, we developed a BCI system in VR utilizing the above training method, and the performance of the participants improved after the training. This also suggests that our proposed method is promising for future application in BCI rehabilitation systems.

https://ieeexplore.ieee.org/document/10669780

  continue reading

40 episoder

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