{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,14]],"date-time":"2026-07-14T09:11:28Z","timestamp":1784020288032,"version":"3.55.0"},"reference-count":58,"publisher":"MIT Press - Journals","issue":"8","content-domain":{"domain":["direct.mit.edu"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2020,8,1]]},"abstract":"<jats:title>Abstract<\/jats:title>\n               <jats:p>Some evidence suggests that experiencing a given scenario using virtual reality (VR) may engage greater attentional resources than experiencing the same scenario on a 2D computer monitor. However, the underlying neural processes associated with these VR-related effects, especially those pertaining to current consumer-friendly head-mounted displays of virtual reality (HMD-VR), remain unclear. Here, two experiments were conducted to compare task performance and EEG-based neural metrics captured during a perceptual discrimination task presented on two different viewing platforms. Forty participants (20\u201325 years old) completed this task using both an HMD-VR and traditional computer monitor in a within-group, randomized design. Although Experiment I (n = 20) was solely behavioral in design, Experiment II (n = 20) utilized combined EEG recordings to interrogate the neural correlates underlying potential performance differences across platforms. These experiments revealed that (1) there was no significant difference in the amount of arousal measured between platforms and (2) selective attention abilities in HMD-VR environment were enhanced from both a behavioral and neural perspective. These findings suggest that the allocation of attentional resources in HMD-VR may be superior to approaches more typically used to assess these abilities (e.g., desktop\/laptop\/tablet computers with 2D screens).<\/jats:p>","DOI":"10.1162\/jocn_a_01560","type":"journal-article","created":{"date-parts":[[2020,4,14]],"date-time":"2020-04-14T13:55:46Z","timestamp":1586872546000},"page":"1438-1454","update-policy":"https:\/\/doi.org\/10.1162\/mitpressjournals.corrections.policy","source":"Crossref","is-referenced-by-count":79,"title":["Enhanced Attention Using Head-mounted Virtual Reality"],"prefix":"10.1162","volume":"32","author":[{"given":"Gang","family":"Li","sequence":"first","affiliation":[{"name":"Shanghai Jiao Tong University"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Joaquin A.","family":"Anguera","sequence":"additional","affiliation":[{"name":"University of California, San Francisco"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Samirah V.","family":"Javed","sequence":"additional","affiliation":[{"name":"University of California, San Francisco"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Mu\u1e25ammad Adeel","family":"Khan","sequence":"additional","affiliation":[{"name":"Shanghai Jiao Tong University"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Guoxing","family":"Wang","sequence":"additional","affiliation":[{"name":"Shanghai Jiao Tong University"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Adam","family":"Gazzaley","sequence":"additional","affiliation":[{"name":"University of California, San Francisco"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"281","published-online":{"date-parts":[[2020,8,1]]},"reference":[{"key":"2022042815230985500_bib1","doi-asserted-by":"crossref","unstructured":"Abromavicius,  V., Gedminas,  A., & Serackis,  A. (2017). Detecting sense of presence changes in EEG spectrum during perception of immersive audiovisual content. In Proceedings of International Conference on Electrical, Electronic and Information Sciences (EStream) (pp. 1\u20134). Vilnius, Lithuania: IEEE.","DOI":"10.1109\/eStream.2017.7950309"},{"key":"2022042815230985500_bib2","doi-asserted-by":"crossref","unstructured":"Anguera,  J. A., Boccanfuso,  J., Rintoul,  J. L., Al-Hashimi,  O., Faraji,  F., Janowich,  J., et al (2013). Video game training enhances cognitive control in older adults. Nature, 501, 97\u2013101.","DOI":"10.1038\/nature12486"},{"key":"2022042815230985500_bib3","doi-asserted-by":"crossref","unstructured":"Anguera,  J. A., Brandes-Aitken,  A. N., Rolle,  C. E., Skinner,  S. N., Desai,  S. S., Bower,  J. D., et al (2016). Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive \u2018video game\u2019 technology: A pilot study. 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ADJUST: An automatic EEG artifact detector based on the joint use of spatial and temporal features. Psychophysiology, 48, 229\u2013240.","DOI":"10.1111\/j.1469-8986.2010.01061.x"},{"key":"2022042815230985500_bib36","doi-asserted-by":"crossref","unstructured":"Nakajima,  M., & Halassa,  M. M. (2017). Thalamic control of functional cortical connectivity. Current Opinion in Neurobiology, 44, 127\u2013131.","DOI":"10.1016\/j.conb.2017.04.001"},{"key":"2022042815230985500_bib37","doi-asserted-by":"crossref","unstructured":"Pausch,  R., Proffitt,  D., & Williams,  G. (1997). Quantifying immersion in virtual reality. Paper presented at the 24th annual conference on Computer graphics and interactive techniques (SIGGRAPH '97). (pp. 187\u2013194). Los Angeles, CA: ACM Digital Library.","DOI":"10.1145\/258734.258744"},{"key":"2022042815230985500_bib38","doi-asserted-by":"crossref","unstructured":"Polich,  J.\n           (2007). Updating P300: An integrative theory of P3a and P3b. Clinical Neurophysiology, 118, 2128\u20132148.","DOI":"10.1016\/j.clinph.2007.04.019"},{"key":"2022042815230985500_bib39","doi-asserted-by":"crossref","unstructured":"Posner,  M. I.\n           (1980). Orienting of attention. Quarterly Journal of Experimental Psychology, 32, 3\u201325.","DOI":"10.1080\/00335558008248231"},{"key":"2022042815230985500_bib40","doi-asserted-by":"crossref","unstructured":"Posner,  M. I., Snyder,  C. R., & Davidson,  B. J. (1980). Attention and the detection of signals. Journal of Experimental Psychology, 109, 160\u2013174.","DOI":"10.1037\/0096-3445.109.2.160"},{"key":"2022042815230985500_bib41","doi-asserted-by":"crossref","unstructured":"Regenbrecht,  H., & Schubert,  T. (2002). Real and illusory interactions enhance presence in virtual environments. Presence: Teleoperators and Virtual Environments, 11, 425\u2013434.","DOI":"10.1162\/105474602760204318"},{"key":"2022042815230985500_bib42","doi-asserted-by":"crossref","unstructured":"Robertson,  G. G., Card,  S. K., & Mackinlay,  J. D. (1993). Three views of virtual reality: Nonimmersive virtual reality. Computer, 26, 81.","DOI":"10.1109\/2.192002"},{"key":"2022042815230985500_bib43","doi-asserted-by":"crossref","unstructured":"Rolle,  C. E., Anguera,  J. A., Skinner,  S. N., Voytek,  B., & Gazzaley,  A. (2017). Enhancing spatial attention and working memory in younger and older adults. Journal of Cognitive Neuroscience, 29, 1483\u20131497.","DOI":"10.1162\/jocn_a_01159"},{"key":"2022042815230985500_bib44","doi-asserted-by":"crossref","unstructured":"Rolle,  C. E., Voytek,  B., & Gazzaley,  A. (2015). Exploring the potential of the iPad and Xbox kinect for cognitive science research. Games for Health Journal, 4, 221\u2013224.","DOI":"10.1089\/g4h.2014.0094"},{"key":"2022042815230985500_bib45","doi-asserted-by":"crossref","unstructured":"Sherman,  S. M.\n           (2016). Thalamus plays a central role in ongoing cortical functioning. 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