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spatialbrain.com: MOST-EEG Analysis Shows "How" We Use Our Brain To Play 3D Videogames: what our brains do when we find our way around an environment
Brain Scan results generated from scalp-recorded electroencephalographic (EEG) data by applying Multiple Origin Spatio-Temporal Modeling (MOST-EEG) to EEG data acquired while people played a first person perspective videogame. Reveals right hemisphere activities associated with navigating in a 3D environment. What is significant about the method used is that it is entirely automated; data can be objectively mined in a day to reveal very detailed information about brain function.

MOST-EEG Analysis Shows "How" We Use Our Brain To Play 3D Videogames: what our brains do when we find our way around an environment

Description: Brain Scan results generated from scalp-recorded electroencephalographic (EEG) data by applying Multiple Origin Spatio-Temporal Modeling (MOST-EEG) to EEG data acquired while people played a first person perspective videogame. Reveals right hemisphere activities associated with navigating in a 3D environment. What is significant about the method used is that it is entirely automated; data can be objectively mined in a day to reveal very detailed information about brain function.

Keywords: brain scan videogame, brain videogame, spatial navigation, Pfizer research, data-driven brain model, pharmaceutical development, Canada, Victoria BC, University of Victoria Press-Release, first-person shooter, 1st-person shooter, UnReal, Doom, Quake, Half-Life, Descent, Wolfenstein 3D, brain scan, automated EEG analysis, pharmaco-eeg, development of pharmaceuticals, analysis of pharmaceuticals, pharmaceutical research, pharmaceutical development, EEG in novel paradigms, brain activity model, brain mapping, brain wave, Philip Michael Zeman,

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Spatialbrain.com

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Updated 03-Mar-2017
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