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A Brain Wave Research on VR (Virtual Reality) Usage: Comparison Between VR and 2D Video in EEG Measurement

  • Sang Hee KweonEmail author
  • Hea Ji Kweon
  • Se-jin Kim
  • Xuena Li
  • Xin Liu
  • Hea Lin Kweon
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 592)

Abstract

Focusing on virtual reality (VR) and human factors, this study is designed to observe the differences between the receivers’ cognition of VR and 2D videos through brainwave tests. The study will examine human computer interaction (HCI) trying to understand the characteristics and effects of VR by comparing the brainwave patterns of receivers when exposed to 2D and VR contents. The main purpose of this study is to grasp the differences in the human factors that affect the cognition of stereoscopic and flat images regarding their dimensional distinction by gathering concrete empirical data and comparing the alpha (α) and beta (β) wave patterns observed when watching VR and 2D videos. The study adopts a 2 × 3 experimental research design, statistically processed from 20 subjects. The 2D and VR materials used in this study is divided into three categories: sports, news, and advertisements. The participants viewed the videos in random order and the differences in brainwaves according to the genre and dimension were recorded. The results showed that β-wave vibrations observed when subjects were exposed to VR videos were statistically significant compared to when subjects watched 2D videos. The study also tested HCI factors on subjects that showed stronger in the frontal lobe when watching images with higher degree of VR stereoscopic effect and dynamic feeling. Electroencephalography (EEG) oscillations indicated that β-waves when watching VR were statistically significant compared to the brainwaves of viewing 2D videos. It was found that there were differences in β-waves according to program genre. Videos that were fast pace and more dynamic were more likely to show stronger β-waves. There was especially high β-wave activity in the frontal lobe for the sports VR category.

Keywords

VR VRTV VR content Laboratory study Human factors Brain waves Alpha (α) wave Beta (β) wave 

Notes

Acknowledgements

This research is supported by SungKyun Research Fund 2016–2017.

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Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  • Sang Hee Kweon
    • 1
    Email author
  • Hea Ji Kweon
    • 2
  • Se-jin Kim
    • 3
  • Xuena Li
    • 1
  • Xin Liu
    • 4
  • Hea Lin Kweon
    • 5
  1. 1.Graduate School of Journalism and Mass CommunicationSKKUSeoulKorea
  2. 2.Graduate School of BusinessSeoul National UniversitySeoulKorea
  3. 3.Graduate School of Journalism and Mass CommunicationKorea UniversitySeoulKorea
  4. 4.Department of Journalism and Mass CommunicationSKKUSeoulKorea
  5. 5.Department of Journalism and Mass CommunicationKyung Hee UniversitySeoulKorea

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