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The Immersive Virtual Reality Assay (IVRA) is a virtual reality paradigm designed to engage three self-regulation targets (self-focused reflection, affect, and cognition) and four corresponding brain circuits in a fixed order: (1) default mode circuit (related to self-focused reflection), (2) the negative affect circuit, (3) the positive affect circuit, and (4) the cognitive control circuit. Participants undergo different virtual environments using the Oculus Rift DK2 (virtual reality headset developed and manufactured by Oculus VR). This paradigm is intended to assess a participant’s regulation of self-reflection.

Definition contributed by JShaw
Phenotypes associated with Immersive Virtual Reality Assay for Target: Regulation of Self-Reflection (Behavioral and Self-Report)

Disorders

No associations have been added.

Traits

No associations have been added.

Behaviors

No associations have been added.


IMPLEMENTATIONS of Immersive Virtual Reality Assay for Target: Regulation of Self-Reflection (Behavioral and Self-Report)
No implementations have been added.
EXTERNAL DATASETS for Immersive Virtual Reality Assay for Target: Regulation of Self-Reflection (Behavioral and Self-Report)
No implementations have been added.
CONDITIONS

Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.

CONTRASTS

In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.

INDICATORS

No indicators have yet been associated.

An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).

Term BIBLIOGRAPHY