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Game controller modification for fMRI hyperscanning experiments in a cooperative virtual reality environment
Jason Trees1, Joseph Snider1, Maryam Falahpour2
1Institute for Neural Computation, University of California San Diego, 9500 Gilman Drive - 0523, La Jolla, CA 92093-0523, United States.
Methodsx
|July 8, 2015
Summary
This study introduces a novel virtual reality (VR) hyperscanning method for realistic brain interaction studies. The technique enables simultaneous brain recording during cooperative tasks in a virtual environment.
Area of Science:
- Neuroscience
- Cognitive Science
- Human-Computer Interaction
Background:
- Hyperscanning allows simultaneous brain recording of interacting individuals.
- Previous fMRI hyperscanning studies were limited to abstract social interactions.
- There is a need for methods enabling realistic interactive scenarios for hyperscanning.
Purpose of the Study:
- To develop a novel fMRI hyperscanning method using a virtual reality (VR) environment.
- To enable the study of realistic avatar-avatar interactions and cooperative tasks.
- To overcome limitations of previous hyperscanning paradigms.
Main Methods:
- Utilized the Virtual Battlespace 2 (VBS2) VR environment for realistic avatar interactions.
- Modified a Playstation 3 game controller for MRI compatibility.
- Developed a VBS2 plugin to synchronize two MRI scanners for simultaneous data acquisition.
Main Results:
- Successfully created an MRI-compatible VR hyperscanning setup.
- Enabled realistic cooperative tasks within the VBS2 environment.
- Achieved synchronized fMRI data recording from multiple interacting subjects.
Conclusions:
- The developed VR hyperscanning method facilitates the study of complex social cognition in realistic interactive contexts.
- This approach expands the possibilities for fMRI hyperscanning research.
- Future studies can leverage this technique to investigate neural mechanisms of cooperation and social interaction.

