Effects of immersive virtual environments on the performance of motor imagery brain-computer interfaces: A study on virtual environment, gamification and age relations.

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Immersive virtual environments with gamification significantly impacted motor imagery classification accuracy and cortical energy, with performance varying by age and environment type.

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This preprint studied how two immersive virtual reality environments (indoor vs outdoor) and gamification affect classification performance of motor imagery brain-computer interface signals and changes in motor-cortex energy, stratified by age groups, using event-related desynchronization (ERD) analyses and deep learning classifiers. In preliminary results, cortical energy increases differed significantly between gamified and non-gamified settings in the 32–43 age group, and for signal classification a recurrent neural network achieved the highest average accuracy (86.83%), with indoor recordings showing higher average performance and notable age-by-condition differences (e.g., 21–24 better in non-gamified; 32–43 better indoors, particularly gamified). The authors explicitly present the work as a preprint that has not been peer reviewed, which is an important limitation for interpreting findings. The paper does not explicitly discuss endometriosis or adenomyosis; it was included in the corpus via a keyword match in the upstream search index.

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Abstract

Abstract Objective: This study aims to investigate the influence of immersive virtual reality environments and gamification on the classification of motor imaginary (MI) signals and the associated increase in energy in the motor cortex region considering differences across age groups. Approach: Two immersive virtual environments, categorized as indoor and outdoor, were chosen, each encompassing gamified and non-gamified scenarios. Investigations into Event-Related Desynchronization (ERD) data were performed to determine the presence of significant discrepancies in ERD levels among varying age groups and to assess if Fully Immersive Virtual Reality (FIVR) environments prompted marked enhancements in energy levels. Main results: The preliminary analysis revealed a significant difference in cortical energy increase between gamified and non-gamified environments in the 32-43 age group (Group II). The study also explored the impact of environmental factors on MI signal classification using four deep learning algorithms. The Recurrent Neural Network (RNN) classifier exhibited the highest performance, with an average accuracy of 86.83%. Signals recorded indoors showed higher average classification performance, with a significant difference observed among age groups. The 21-24 age group (Group I) performed better in non-gamified environments (88.8%), whereas Group II performed well indoors, particularly in the gamified scenario (93.6%). Significance: The study is significant because it demonstrates how different immersive virtual environments and gamification affect performance in imaginary motor signal classification and cortical energy changes across age groups. This research holds importance as it showcases the impact of design variations within immersive virtual environments on enhancing the efficacy of brain-computer interface-driven systems. It underscores the necessity for further comprehensive investigations in this field.
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Effects of immersive virtual environments on the performance of motor imagery brain-computer interfaces: A study on virtual environment, gamification and age relations. | Research Square window.SnipcartSettings = { analytics: { enabled: false } }; (function() { var accessVector = localStorage.getItem('access_vector') || ''; window.dataLayer = window.dataLayer || []; if (accessVector) { window.dataLayer.push({ user: { profile: { profileInfo: { snid: accessVector } } } }); } })(); (function(w,d,s,l,i){w[l]=w[l]||[];w[l].push({'gtm.start':new Date().getTime(),event:'gtm.js'});var f=d.getElementsByTagName(s)[0],j=d.createElement(s),dl=l!='dataLayer'?'&l='+l:'';j.async=true;j.src='https://www.googletagmanager.com/gtm.js?id='+i+dl;f.parentNode.insertBefore(j,f);})(window,document,'script','dataLayer','GTM-K279D39R'); Browse Preprints In Review Journals COVID-19 Preprints AJE Video Bytes Research Tools Research Promotion AJE Professional Editing AJE Rubriq About Preprint Platform In Review Editorial Policies Our Team Advisory Board Help Center Sign In Submit a Preprint Cite Share Download PDF Research Article Effects of immersive virtual environments on the performance of motor imagery brain-computer interfaces: A study on virtual environment, gamification and age relations. Ulvi Baspinar, Yahya Tastan, Ahmet Hamurcu, Abdullah Bal, Burcu Bulut Okay, and 5 more This is a preprint; it has not been peer reviewed by a journal. https://doi.org/ 10.21203/rs.3.rs-4300783/v2 This work is licensed under a CC BY 4.0 License Status: Posted Version 2 posted You are reading this latest preprint version Show more versions Abstract Objective : This study aims to investigate the influence of immersive virtual reality environments and gamification on the classification of motor imaginary (MI) signals and the associated increase in energy in the motor cortex region considering differences across age groups. Approach: Two immersive virtual environments, categorized as indoor and outdoor, were chosen, each encompassing gamified and non-gamified scenarios. Investigations into Event-Related Desynchronization (ERD) data were performed to determine the presence of significant discrepancies in ERD levels among varying age groups and to assess if Fully Immersive Virtual Reality (FIVR) environments prompted marked enhancements in energy levels. Main results : The preliminary analysis revealed a significant difference in cortical energy increase between gamified and non-gamified environments in the 32-43 age group (Group II). The study also explored the impact of environmental factors on MI signal classification using four deep learning algorithms. The Recurrent Neural Network (RNN) classifier exhibited the highest performance, with an average accuracy of 86.83%. Signals recorded indoors showed higher average classification performance, with a significant difference observed among age groups. The 21-24 age group (Group I) performed better in non-gamified environments (88.8%), whereas Group II performed well indoors, particularly in the gamified scenario (93.6%). Significance : The study is significant because it demonstrates how different immersive virtual environments and gamification affect performance in imaginary motor signal classification and cortical energy changes across age groups. This research holds importance as it showcases the impact of design variations within immersive virtual environments on enhancing the efficacy of brain-computer interface-driven systems. It underscores the necessity for further comprehensive investigations in this field. Biomedical Engineering Brain-computer interfaces Immersive Virtual Reality Motor imagery signal classification Full Text Additional Declarations The authors declare no competing interests. Cite Share Download PDF Status: Posted Version 2 posted You are reading this latest preprint version Show more versions Research Square lets you share your work early, gain feedback from the community, and start making changes to your manuscript prior to peer review in a journal. As a division of Research Square Company, we’re committed to making research communication faster, fairer, and more useful. We do this by developing innovative software and high quality services for the global research community. Our growing team is made up of researchers and industry professionals working together to solve the most critical problems facing scientific publishing. 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