Embodied cognitionEmbodied cognition is the theory that many features of cognition, whether human or otherwise, are shaped by aspects of an organism's entire body. The cognitive features include high-level mental constructs (such as concepts and categories) and performance on various cognitive tasks (such as reasoning or judgment). The bodily aspects involve the motor system, the perceptual system, the bodily interactions with the environment (situatedness), and the assumptions about the world built the functional structure of organism's brain and body.
Embodied cognitive scienceEmbodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments.
ElectroencephalographyElectroencephalography (EEG) is a method to record an electrogram of the spontaneous electrical activity of the brain. The biosignals detected by EEG have been shown to represent the postsynaptic potentials of pyramidal neurons in the neocortex and allocortex. It is typically non-invasive, with the EEG electrodes placed along the scalp (commonly called "scalp EEG") using the International 10–20 system, or variations of it. Electrocorticography, involving surgical placement of electrodes, is sometimes called "intracranial EEG".
Embodied embedded cognitionEmbodied embedded cognition (EEC) is a philosophical theoretical position in cognitive science, closely related to situated cognition, embodied cognition, embodied cognitive science and dynamical systems theory. The theory states that intelligent behaviour emerges from the interplay between brain, body and world. The world is not just the 'play-ground' on which the brain is acting. Rather, brain, body and world are equally important factors in the explanation of how particular intelligent behaviours come about in practice.
NeurofeedbackNeurofeedback is a type of biofeedback that focuses on the neuronal activity of the brain. The training method is based on reward learning (operant conditioning) where a real-time feedback provided to the trainee is supposed to reinforce desired brain activity or inhibit unfavorable activity patterns. Different mental states (for example, concentration, relaxation, creativity, distractibility, rumination, etc.) are associated with different brain activities or brain states.
ElectrocorticographyElectrocorticography (ECoG), a type of intracranial electroencephalography (iEEG), is a type of electrophysiological monitoring that uses electrodes placed directly on the exposed surface of the brain to record electrical activity from the cerebral cortex. In contrast, conventional electroencephalography (EEG) electrodes monitor this activity from outside the skull. ECoG may be performed either in the operating room during surgery (intraoperative ECoG) or outside of surgery (extraoperative ECoG).
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
Gamma waveA gamma wave or gamma rhythm is a pattern of neural oscillation in humans with a frequency between 25 and 140 Hz, the 40 Hz point being of particular interest. Gamma rhythms are correlated with large scale brain network activity and cognitive phenomena such as working memory, attention, and perceptual grouping, and can be increased in amplitude via meditation or neurostimulation. Altered gamma activity has been observed in many mood and cognitive disorders such as Alzheimer's disease, epilepsy, and schizophrenia.
EnactivismEnactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active exercise of that organism's sensorimotor processes. "The key point, then, is that the species brings forth and specifies its own domain of problems ...this domain does not exist "out there" in an environment that acts as a landing pad for organisms that somehow drop or parachute into the world.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.