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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Main Authors: Caroline Garcia Forlim, Lukas Bittner, Fariba Mostajeran, Frank Steinicke, Jürgen Gallinat, Simone Kühn
Format: Article
Language:English
Published: Frontiers Media S.A. 2019-10-01
Series:Frontiers in Human Neuroscience
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fnhum.2019.00365/full
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spelling doaj-7845906f9e074bd39525f5bee64b53272020-11-25T04:03:23ZengFrontiers Media S.A.Frontiers in Human Neuroscience1662-51612019-10-011310.3389/fnhum.2019.00365484509Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality GamingCaroline Garcia Forlim0Lukas Bittner1Fariba Mostajeran2Frank Steinicke3Jürgen Gallinat4Simone Kühn5Simone Kühn6Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, GermanyDepartment of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, GermanyDepartment of Human-Computer-Interaction, University of Hamburg, Hamburg, GermanyDepartment of Human-Computer-Interaction, University of Hamburg, Hamburg, GermanyDepartment of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, GermanyDepartment of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, GermanyMax Planck Institute for Human Development, Lise-Meitner Group for Environmental Neuroscience, Berlin, GermanyVirtual 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.https://www.frontiersin.org/article/10.3389/fnhum.2019.00365/fullvirtual realitystereoscopic and monoscopic gogglesfMRIseed-based functional connectivityfractional amplitude of low-frequency fluctuationsresting-state networks
collection DOAJ
language English
format Article
sources DOAJ
author Caroline Garcia Forlim
Lukas Bittner
Fariba Mostajeran
Frank Steinicke
Jürgen Gallinat
Simone Kühn
Simone Kühn
spellingShingle Caroline Garcia Forlim
Lukas Bittner
Fariba Mostajeran
Frank Steinicke
Jürgen Gallinat
Simone Kühn
Simone Kühn
Stereoscopic Rendering via Goggles Elicits Higher Functional Connectivity During Virtual Reality Gaming
Frontiers in Human Neuroscience
virtual reality
stereoscopic and monoscopic goggles
fMRI
seed-based functional connectivity
fractional amplitude of low-frequency fluctuations
resting-state networks
author_facet Caroline Garcia Forlim
Lukas Bittner
Fariba Mostajeran
Frank Steinicke
Jürgen Gallinat
Simone Kühn
Simone Kühn
author_sort Caroline Garcia Forlim
title 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_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_sort stereoscopic rendering via goggles elicits higher functional connectivity during virtual reality gaming
publisher Frontiers Media S.A.
series Frontiers in Human Neuroscience
issn 1662-5161
publishDate 2019-10-01
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.
topic virtual reality
stereoscopic and monoscopic goggles
fMRI
seed-based functional connectivity
fractional amplitude of low-frequency fluctuations
resting-state networks
url https://www.frontiersin.org/article/10.3389/fnhum.2019.00365/full
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