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Sensors 2016, 16(3), 394; doi:10.3390/s16030394

Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

1
Human Anatomy and Neuroscience Laboratory, Department of Biological and Environmental Science and Technologies, University of Salento, Campus Ecotekne, Via per Monteroni, Lecce 73100, Italy
2
University of Salento, Campus Ecotekne, Via per Monteroni, Lecce 73100, Italy
3
Augmented and Virtual Reality Laboratory (AVR Lab), Department of Engineering for Innovation, University of Salento, Campus Ecotekne, Via per Monteroni, Lecce 73100, Italy
These authors contributed equally to this work.
*
Author to whom correspondence should be addressed.
Academic Editors: Fabrizio Lamberti, Andrea Sanna and Jon Rokne
Received: 24 December 2015 / Revised: 4 March 2016 / Accepted: 14 March 2016 / Published: 18 March 2016
(This article belongs to the Special Issue Sensors for Entertainment)
View Full-Text   |   Download PDF [7622 KB, uploaded 18 March 2016]   |  

Abstract

In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning. View Full-Text
Keywords: virtual training; event-related potentials; interactive entertainment virtual training; event-related potentials; interactive entertainment
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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MDPI and ACS Style

Invitto, S.; Faggiano, C.; Sammarco, S.; De Luca, V.; De Paolis, L.T. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing. Sensors 2016, 16, 394.

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