Theses and Dissertations
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- Creators: Harrington Bioengineering Program
Following a study conducted in 1991 supporting that kinesthetic information affects visual processing information when moving an arm in extrapersonal space, this research aims to suggest utilizing virtual-reality (VR) technology will lead to more accurate and faster data acquisition (Helms Tillery, et al.) [1]. The previous methods for conducting such research used ultrasonic systems of ultrasound emitters and microphones to track distance from the speed of sound. This method made the experimentation process long and spatial data difficult to synthesize. The purpose of this paper is to show the progress I have made in the efforts to capture spatial data using VR technology to enhance the previous research that has been done in the field of neuroscience. The experimental setup was completed using the Oculus Quest 2 VR headset and included hand controllers. The experiment simulation was created using Unity game engine to build a 3D VR world which can be used interactively with the Oculus. The result of this simulation allows the user to interact with a ball in the VR environment without seeing the body of the user. The VR simulation is able to be used in combination with real-time motion capture cameras to capture live spatial data of the user during trials, though spatial data from the VR environment has not been able to be collected.
From previous research, it has been observed that neural summation can be observed from reaction time tasks. This is observed through race models, as proposed by J.O. Miller. These models are referred to as “race models” as different stimuli “race” to extract a response during tasks. The race model is augmented by the Race Model Inequality, which claims the probability that two simultaneous signals will have a faster reaction time than the summation of the probabilities of two individual signals. When this inequality expression is violated, it indicates neural summation is occurring. In another study, researchers studied how the location of visual stimuli influences neural summation with tactile information, observing the visual stimuli from different distances and a mirrored reflection condition. However, results of the mirror condition did not follow the other visual conditions, offering unique properties. The mirrored case is examined more closely in this project, attempting to answer if the presence of a mirrored representation of the hand will affect reaction time during timed tasks, suggesting the occurrence of neural summation, and suggesting that a mirrored reflection of self is interpreted as an independent channel of information. This was measured by evaluating participants’ response time while manipulating the presence of a reflection and checking if they violate the race model. However, the results of this study indicated that the presence of a mirror does not have an effect in reaction time and therefore did not present the occurrence of neural summation