The increasing interest in Virtual Reality (VR) as a tool for neuroscientific research contrasts with the current lack of established toolboxes and standards. In several recent studies, game engines like Unity or Unreal Engine were used. It remains to be tested whether these software packages provide sufficiently precise and accurate stimulus timing and time measurements that allow inferring ongoing mental and neural processes. We here investigated the precision and accuracy of the timing mechanisms of Unreal Engine 4 and SteamVR in combination with the HTC Vive VR system. In a first experiment, objective external measures revealed that stimulus durations were highly accurate. In contrast, in a second experiment, the assessment of the precision of built-in timing procedures revealed highly variable reaction time measurements and inaccurate determination of stimulus onsets. Hence, we developed a new software-based method that allows precise and accurate reaction time measurements with Unreal Engine and SteamVR. Instead of using the standard timing procedures implemented within Unreal Engine, time acquisition was outsourced to a background application. Timing benchmarks revealed that the newly developed method allows reaction time measurements with a precision and accuracy in the millisecond range. Overall, the present results indicate that the HTC Vive together with Unreal Engine and SteamVR can achieve high levels of precision and accuracy both concerning stimulus duration and critical time measurements. The latter can be achieved using a newly developed routine that allows not only accurate reaction time measures but also provides precise timing parameters that can be used in combination with time-sensitive functional measures such as electroencephalography (EEG) or transcranial magnetic stimulation (TMS). OPEN ACCESSCitation: Wiesing M, Fink GR, Weidner R (2020) Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR. PLoS ONE 15(4): e0231152. https://doi.org/ 10.
BackgroundApart from a progressive decline of motor functions, Parkinson’s disease (PD) is also characterized by non-motor symptoms, including disturbed processing of emotions. This study aims at assessing emotional processing and its neurobiological correlates in PD with the focus on how medicated Parkinson patients may achieve normal emotional responsiveness despite basal ganglia dysfunction.MethodsNineteen medicated patients with mild to moderate PD (without dementia or depression) and 19 matched healthy controls passively viewed positive, negative, and neutral pictures in an event-related blood oxygen level-dependent functional magnetic resonance imaging study (BOLD-fMRI). Individual subjective ratings of valence and arousal levels for these pictures were obtained right after the scanning.ResultsParkinson patients showed similar valence and arousal ratings as controls, denoting intact emotional processing at the behavioral level. Yet, Parkinson patients showed decreased bilateral putaminal activation and increased activation in the right dorsomedial prefrontal cortex (PFC), compared to controls, both most pronounced for highly arousing emotional stimuli.ConclusionsOur findings revealed for the first time a possible compensatory neural mechanism in Parkinson patients during emotional processing. The increased medial PFC activity may have modulated emotional responsiveness in patients via top-down cognitive control, therewith restoring emotional processing at the behavioral level, despite striatal dysfunction. These results may impact upon current treatment strategies of affective disorders in PD as patients may benefit from this intact or even compensatory influence of prefrontal areas when therapeutic strategies are applied that rely on cognitive control to modulate disturbed processing of emotions.
Vision in depth is distorted. A similar distortion can be observed for pointing to visual targets in depth. It has been suggested that pointing errors in depth reflect the visual distortion. Alternatively, pointing in depth might be guided by a prior that biases movements toward the natural grasping distance at which object manipulation is usually performed. To dissociate whether pointing is guided by distorted vision only or whether it takes into account a natural grasping distance prior, we adapted pointing movements. Participants received visual feedback about the success of their pointing once the movement was finished. We distorted the feedback to signal either that pointing was not far enough or in separate sessions that pointing was too far. Participants adapted to this artificial error by either extending or shortening their pointing movements. The generalization of pointing adaptation revealed a bias in movement planning that is inconsistent with pointing being guided only by distorted vision but with the involvement of knowledge about the natural grasping distance. Adaptation was strongest for pointing movements to a middle position that corresponds to the natural grassing distance and it was weakest for movements leading away from it. It has been demonstrated that pointing adaptation in depth changes visual perception (Volcic et al., 2013). We also wondered how effects of pointing adaptation on visual space would generalize in depth. We found that adaptation changed visual space, but that this change was independent of the adaptation direction.
Complex, goal-directed and time-critical movements require the processing of temporal features in sensory information as well as the fine-tuned temporal interplay of several effectors. Temporal estimates used to produce such behavior may thus be obtained through perceptual or motor processes. To disentangle the two options, we tested whether adaptation to a temporal perturbation in an interval reproduction task transfers to interval reproduction tasks with varying sensory information (visual appearance of targets, modality, and virtual reality [VR] environment or real-world) or varying movement types (continuous arm movements or brief clicking movements). Halfway through the experiments we introduced a temporal perturbation, such that continuous pointing movements were artificially slowed down in VR, causing participants to adapt their behavior to sustain performance. In four experiments, we found that sensorimotor adaptation to temporal perturbations is independent of environment context and movement type, but modality specific. Our findings suggest that motor errors induced by temporal sensorimotor adaptation affect the modality specific perceptual processing of temporal estimates.
In recent years, virtual reality (VR) has gained increasing popularity as a neuroscience and experimental psychology research tool. However, whether the same cognitive processes are engaged in experiments conducted in front of a computer monitor or immersive VR is still an open question. For example, acting in a VR environment may demand particular cognitive effort, thereby reducing other processes’ capacities. Moreover, different findings may emerge due to basic technical differences regarding, e.g., visual stimulation. So far, studies directly comparing monitor-based and VR experiments remain scarce. We examined whether fundamental differences in stimulus generation of head-mounted displays (HMDs) compared to standard monitors affect early visual processing. A previously introduced experimental paradigm (Wiesing et al., 2020) investigating the early processing of prediction errors of basic visual features was replicated in both the original setup and a virtual replica of the experiment. The same group of participants was tested in both experimental setups in counterbalanced order. The results did not provide any evidence that the expectation-dependent processing of basic visual features differs when conducted in VR. However, we observed higher reaction times in the non-VR experiment, possibly indicating different attentional demands between experimental setups.
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