Embodiment Is Related to Better Performance on a Brain–Computer Interface in Immersive Virtual Reality: A Pilot Study
Julia M. Juliano,
Ryan P. Spicer,
Athanasios Vourvopoulos,
Stephanie Lefebvre,
Kay Jann,
Tyler Ard,
Emiliano Santarnecchi,
David M. Krum,
Sook-Lei Liew
Affiliations
Julia M. Juliano
Neural Plasticity and Neurorehabilitation Laboratory, Neuroscience Graduate Program, University of Southern California, Los Angeles, CA 90089, USA
Ryan P. Spicer
Institute for Creative Technologies, University of Southern California, Playa Vista, CA 90094, USA
Athanasios Vourvopoulos
Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA 90089, USA
Stephanie Lefebvre
Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA 90089, USA
Kay Jann
USC Stevens Neuroimaging and Informatics Institute, Department of Neurology, University of Southern California, Los Angeles, CA 90033, USA
Tyler Ard
USC Stevens Neuroimaging and Informatics Institute, Department of Neurology, University of Southern California, Los Angeles, CA 90033, USA
Emiliano Santarnecchi
Berenson-Allen Center for Non-Invasive Brain Stimulation and Division of Cognitive Neurology, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA 02215, USA
David M. Krum
Institute for Creative Technologies, University of Southern California, Playa Vista, CA 90094, USA
Sook-Lei Liew
Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA 90089, USA
Electroencephalography (EEG)-based brain−computer interfaces (BCIs) for motor rehabilitation aim to “close the loop” between attempted motor commands and sensory feedback by providing supplemental information when individuals successfully achieve specific brain patterns. Existing EEG-based BCIs use various displays to provide feedback, ranging from displays considered more immersive (e.g., head-mounted display virtual reality (HMD-VR)) to displays considered less immersive (e.g., computer screens). However, it is not clear whether more immersive displays improve neurofeedback performance and whether there are individual performance differences in HMD-VR versus screen-based neurofeedback. In this pilot study, we compared neurofeedback performance in HMD-VR versus a computer screen in 12 healthy individuals and examined whether individual differences on two measures (i.e., presence, embodiment) were related to neurofeedback performance in either environment. We found that, while participants’ performance on the BCI was similar between display conditions, the participants’ reported levels of embodiment were significantly different. Specifically, participants experienced higher levels of embodiment in HMD-VR compared to a computer screen. We further found that reported levels of embodiment positively correlated with neurofeedback performance only in HMD-VR. Overall, these preliminary results suggest that embodiment may relate to better performance on EEG-based BCIs and that HMD-VR may increase embodiment compared to computer screens.