Literature DB >> 27015795

Cross-species 3D virtual reality toolbox for visual and cognitive experiments.

Guillaume Doucet1, Roberto A Gulli2, Julio C Martinez-Trujillo3.   

Abstract

BACKGROUND: Although simplified visual stimuli, such as dots or gratings presented on homogeneous backgrounds, provide strict control over the stimulus parameters during visual experiments, they fail to approximate visual stimulation in natural conditions. Adoption of virtual reality (VR) in neuroscience research has been proposed to circumvent this problem, by combining strict control of experimental variables and behavioral monitoring within complex and realistic environments. NEW
METHOD: We have created a VR toolbox that maximizes experimental flexibility while minimizing implementation costs. A free VR engine (Unreal 3) has been customized to interface with any control software via text commands, allowing seamless introduction into pre-existing laboratory data acquisition frameworks. Furthermore, control functions are provided for the two most common programming languages used in visual neuroscience: Matlab and Python.
RESULTS: The toolbox offers milliseconds time resolution necessary for electrophysiological recordings and is flexible enough to support cross-species usage across a wide range of paradigms. COMPARISON WITH EXISTING
METHODS: Unlike previously proposed VR solutions whose implementation is complex and time-consuming, our toolbox requires minimal customization or technical expertise to interface with pre-existing data acquisition frameworks as it relies on already familiar programming environments. Moreover, as it is compatible with a variety of display and input devices, identical VR testing paradigms can be used across species, from rodents to humans.
CONCLUSIONS: This toolbox facilitates the addition of VR capabilities to any laboratory without perturbing pre-existing data acquisition frameworks, or requiring any major hardware changes.
Copyright © 2016 Z. All rights reserved.

Entities:  

Keywords:  3D; Cognitive testing; Stimulus presentation; Virtual environment; Virtual reality

Mesh:

Year:  2016        PMID: 27015795     DOI: 10.1016/j.jneumeth.2016.03.009

Source DB:  PubMed          Journal:  J Neurosci Methods        ISSN: 0165-0270            Impact factor:   2.390


  5 in total

1.  A parameterized digital 3D model of the Rhesus macaque face for investigating the visual processing of social cues.

Authors:  Aidan P Murphy; David A Leopold
Journal:  J Neurosci Methods       Date:  2019-06-20       Impact factor: 2.390

Review 2.  Studying the visual brain in its natural rhythm.

Authors:  David A Leopold; Soo Hyun Park
Journal:  Neuroimage       Date:  2020-04-08       Impact factor: 6.556

3.  Context-dependent representations of objects and space in the primate hippocampus during virtual navigation.

Authors:  Roberto A Gulli; Lyndon R Duong; Benjamin W Corrigan; Guillaume Doucet; Sylvain Williams; Stefano Fusi; Julio C Martinez-Trujillo
Journal:  Nat Neurosci       Date:  2019-12-23       Impact factor: 24.884

4.  Technology advancing the study of animal cognition: using virtual reality to present virtually simulated environments to investigate nonhuman primate spatial cognition.

Authors:  Francine L Dolins; Kenneth Schweller; Scott Milne
Journal:  Curr Zool       Date:  2017-01-06       Impact factor: 2.624

5.  Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR.

Authors:  Michael Wiesing; Gereon R Fink; Ralph Weidner
Journal:  PLoS One       Date:  2020-04-08       Impact factor: 3.240

  5 in total

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