TY - JOUR
T1 - Different Markov chains modulate visual stimuli processing in a Go-Go experiment in 2D, 3D, and augmented reality
AU - Mugruza-Vassallo, Carlos Andrés
AU - Granados-Domínguez, José L.
AU - Flores-Benites, Victor
AU - Córdova-Berríos, Luz
N1 - Publisher Copyright:
Copyright © 2022 Mugruza-Vassallo, Granados-Domínguez, Flores-Benites and Córdova-Berríos.
PY - 2022/11/21
Y1 - 2022/11/21
N2 - The introduction of Augmented Reality (AR) has attracted several developments, although the people’s experience of AR has not been clearly studied or contrasted with the human experience in 2D and 3D environments. Here, the directional task was applied in 2D, 3D, and AR using simplified stimulus in video games to determine whether there is a difference in human answer reaction time prediction using context stimulus. Testing of the directional task adapted was also done. Research question: Are the main differences between 2D, 3D, and AR able to be predicted using Markov chains? Methods: A computer was fitted with a digital acquisition card in order to record, test and validate the reaction time (RT) of participants attached to the arranged RT for the theory of Markov chain probability. A Markov chain analysis was performed on the participants’ data. Subsequently, the way certain factors influenced participants RT amongst the three tasks time on the accuracy of the participants was sought in the three tasks (environments) were statistically tested using ANOVA. Results: Markov chains of order 1 and 2 successfully reproduced the average reaction time by participants in 3D and AR tasks, having only 2D tasks with the variance predicted with the current state. Moreover, a clear explanation of delayed RT in every environment was done. Mood and coffee did not show significant differences in RTs on a simplified videogame. Gender differences were found in 3D, where endogenous directional goals are in 3D, but no gender differences appeared in AR where exogenous AR buttons can explain the larger RT that compensate for the gender difference. Our results suggest that unconscious preparation of selective choices is not restricted to current motor preparation. Instead, decisions in different environments and gender evolve from the dynamics of preceding cognitive activity can fit and improve neurocomputational models.
AB - The introduction of Augmented Reality (AR) has attracted several developments, although the people’s experience of AR has not been clearly studied or contrasted with the human experience in 2D and 3D environments. Here, the directional task was applied in 2D, 3D, and AR using simplified stimulus in video games to determine whether there is a difference in human answer reaction time prediction using context stimulus. Testing of the directional task adapted was also done. Research question: Are the main differences between 2D, 3D, and AR able to be predicted using Markov chains? Methods: A computer was fitted with a digital acquisition card in order to record, test and validate the reaction time (RT) of participants attached to the arranged RT for the theory of Markov chain probability. A Markov chain analysis was performed on the participants’ data. Subsequently, the way certain factors influenced participants RT amongst the three tasks time on the accuracy of the participants was sought in the three tasks (environments) were statistically tested using ANOVA. Results: Markov chains of order 1 and 2 successfully reproduced the average reaction time by participants in 3D and AR tasks, having only 2D tasks with the variance predicted with the current state. Moreover, a clear explanation of delayed RT in every environment was done. Mood and coffee did not show significant differences in RTs on a simplified videogame. Gender differences were found in 3D, where endogenous directional goals are in 3D, but no gender differences appeared in AR where exogenous AR buttons can explain the larger RT that compensate for the gender difference. Our results suggest that unconscious preparation of selective choices is not restricted to current motor preparation. Instead, decisions in different environments and gender evolve from the dynamics of preceding cognitive activity can fit and improve neurocomputational models.
KW - augmented reality
KW - cognitive neuroscience
KW - decision task
KW - environment design
KW - Go-Go task
KW - Markov chain
KW - neurocomputational models
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85143351768&partnerID=8YFLogxK
U2 - 10.3389/fnhum.2022.955534
DO - 10.3389/fnhum.2022.955534
M3 - Article
AN - SCOPUS:85143351768
SN - 1662-5161
VL - 16
JO - Frontiers in Human Neuroscience
JF - Frontiers in Human Neuroscience
M1 - 955534
ER -