Virtual environment(VE) offers a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen, but are active participants within a computer-generated three-dimensional virtual world. Th...
Virtual environment(VE) offers a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen, but are active participants within a computer-generated three-dimensional virtual world. The purpose of this dissertation was intended to examine the effects of VE mediated attention promotion program and compare EEG biofeedback with cognitive training within the VE.
The subjects in this study were 45 adolescents with low-attention. The Coding, Digit Span, Arithmetic, and Picture Completion subtests of the Korean Wechsler Intelligence Scale, self-report questionnaires, and the Continuous Performance Task(CPT) were administered pre and post intervention. Seventeen of the subjects received 8 sessions of EEG biofeedback with or without a VE, nineteen of the subjects received 8 sessions of the computer-assisted cognitive training with or without a VE, and nine of the subjects were assigned to control group.
The Hypotheses were as follows: 1) VE training group would show more attention or persistence and less variability of attention, impulsiveness, and inattention than non-VE training or control group. 2) EEG biofeedback group with VE would show more attention or persistence and less variability of attention, impulsiveness, and inattention than cognitive training group with VE.
Conclusions of this study imply that a EEG biofeedback training is more effectively to enhance the attention processes and perceptual sensitivity than cognitive training. Especially, the use of 3D displays improved the outcome of EEG biofeedback on attention processes. But the EEG biofeedback training with VE is not effective to reduce the commission error or impulsiveness. Therefore, an immersive HMD-delivered VR approach possesses the capacity to systematically provide attention challenges and persistence within an ecologically valid scenario(classroom) and would offer better predictive information regarding performance in the real environment.