Eye movements away from a new object (antisaccades) are slower than towards it (prosaccades). This finding is assumed to reflect the fact that prosaccades to new objects are made reflexively, and that for antisaccades, reflexive eye movements have to be inhibited and antisaccades are generated volitionally. Experiment 1 investigated the relative contribution of saccade inhibition by comparing the latency difference between pro- and antisaccades obtained in the traditional blocked paradigm and in a new paradigm in which oculomotor inhibition across pro- and antisaccades was matched. When inhibition was placed on the oculomotor system, the latency difference between pro- and antisaccades was significantly reduced. Experiment 2 examined the contribution of volitional saccade programming and execution by requiring both pro- and antisaccades to be programmed volitionally. This manipulation did not decrease further the difference between pro- and antisaccades. It is thus concluded that oculomotor inhibition is the main factor leading to long antisaccade latency. The remaining difference is attributed to the reallocation of covert attention from the target location towards the opposite antisaccade location.
It has been suggested that the frontal eye field (FEF), which is involved with the inhibition and generation of saccades, is engaged to a different degree in pro- and antisaccades. Pro- and antisaccades are often assessed in separate experimental blocks. In such cases, saccade inhibition is required for antisaccades but not for prosaccades. To more directly assess the role of the FEF in saccade inhibition and generation, a new paradigm was used in which inhibition was necessary on pro- and antisaccade trials. Participants looked in the direction indicated by a target ('<' or '>') that appeared in the left or right visual field. When the pointing direction and the location were congruent, prosaccades were executed; otherwise antisaccades were required. Saccadic latencies were measured in blocks without and with single pulse transcranial magnetic stimulation (TMS) to the right FEF or a right posterior control site. Results showed that antisaccades generated into the hemifield ipsilateral to the TMS were significantly delayed after TMS over the FEF, but not the posterior control site. This result is interpreted in terms of a modulation of saccade inhibition to the contralateral visual field due to disruption of processing in the FEF.
An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. Participants searched for a target among distractors on the countertop of a virtual kitchen. Target–distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. Reaction time was slower when target–distractor discriminability was low and when flankers were incongruent. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.
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