Uploaded by pmzeman on Dec 9, 2009
Our preliminary results from the investigation of how we use our brains to navigate when we play 3D video games are illustrated in this video. We just made the algorithms available via web portal: http://www.abvsciences.com/technology/
See also http://www.spatialbrain.com This representation of brain function was created from a data set of 32 participants using the MOST-EEG brain activity analysis algorithm. The algorithm takes raw scalp-recorded EEG data and calculates a brain-model representation of the data showing what areas of the brain it found to be active during data collection and how these areas of the brain were coordinated with each other. What is significant about the method used is that it is entirely automated; data can be objectively mined in a day to reveal very detailed information about brain function. These data that are represented in the video were acquired while study participants played a first person perspective videogame.
The MOST-EEG analysis methodology provided meaningful (easily interpretable) results associated with navigating in a 3D environment. Results show activation of multiple low-level (sensory) and high-level areas of the brain. In addition, the analysis revealed coordinated activation among high-level processing areas. Results also show that when participants were asked to find their way to a hidden target location in the 3D game environment (a common video game task) they used their right hemisphere as they navigated.
The results represented in the video were calculated as a difference between two experimental conditions.... For more information visit our website www.spatialbrain.com
USING MOST-EEG IN OTHER APPLICATIONS: COMPLEX COGNITIVE TASKS, PHARMACEUTICAL DEVELOPMENT
As indicated by the figure on the right side of this page and the video below, the primary goal of the MOST-EEG algorithm is to discover "how" we use our brains given a task that we are actively involved with. By asking this question, and applying MOST-EEG analysis we can identify how our brains work under a variety of circumstances. For example, in addition to seeing how we use our brains to play video games, we can use MOST-EEG to see how we use our brains for other activities like writing essays, singing, playing the piano, taking a quiz, or solving a Rubik's Cube puzzle. We can also see how the activities of our brains change when we consume a pharmaceutical such as a treatment for depression or a treatment for Parkinson's Disease . In the case of pharmaceuticals, we might find expected changes (i.e., that the activity of expected areas diminishes) or we might find that other areas of the brain or complete 'brain systems' become significantly more active, suggesting that people do tasks differently depending on whether or not they are receiving a particular pharmaceutical treatment.
Category:
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- MOST-EEG
- brain scan
- spatial navigation
- Philip Michael Zeman
- University of Victoria
- eye-tracking
- eeg analysis
- videogames eeg
- eeg videogames
- eeg videogame videogame eeg
- serious games
- pharmaceutical eeg
- eeg pharmaceutical
- pharmaceutical development
- pharmaco-eeg
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