Literature DB >> 31351974

USE: An integrative suite for temporally-precise psychophysical experiments in virtual environments for human, nonhuman, and artificially intelligent agents.

Marcus R Watson1, Benjamin Voloh2, Christopher Thomas2, Asif Hasan3, Thilo Womelsdorf4.   

Abstract

BACKGROUND: There is a growing interest in complex, active, and immersive behavioral neuroscience tasks. However, the development and control of such tasks present unique challenges. NEW
METHOD: The Unified Suite for Experiments (USE) is an integrated set of hardware and software tools for the design and control of behavioral neuroscience experiments. The software, developed using the Unity video game engine, supports both active tasks in immersive 3D environments and static 2D tasks used in more traditional visual experiments. The custom USE SyncBox hardware, based around an Arduino Mega2560 board, integrates and synchronizes multiple data streams from different pieces of experimental hardware. The suite addresses three key issues with developing cognitive neuroscience experiments in Unity: tight experimental control, accurate sub-ms timing, and accurate gaze target identification.
RESULTS: USE is a flexible framework to realize experiments, enabling (i) nested control over complex tasks, (ii) flexible use of 3D or 2D scenes and objects, (iii) touchscreen-, button-, joystick- and gaze-based interaction, and (v) complete offline reconstruction of experiments for post-processing and temporal alignment of data streams. COMPARISON WITH EXISTING
METHODS: Most existing experiment-creation tools are not designed to support the development of video-game-like tasks. Those that do use older or less popular video game engines as their base, and are not as feature-rich or enable as precise control over timing as USE.
CONCLUSIONS: USE provides an integrated, open source framework for a wide variety of active behavioral neuroscience experiments using human and nonhuman participants, and artificially-intelligent agents.
Copyright © 2019. Published by Elsevier B.V.

Entities:  

Keywords:  3D; Behavioral control; Cognition; Experimental design; Psychophysics; Software; Stimulus presentation; Translational neuroscience; Unity 3D; Video games; Virtual environment; Virtual reality; Vision

Year:  2019        PMID: 31351974     DOI: 10.1016/j.jneumeth.2019.108374

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


  6 in total

1.  Gaze During Locomotion in Virtual Reality and the Real World.

Authors:  Jan Drewes; Sascha Feder; Wolfgang Einhäuser
Journal:  Front Neurosci       Date:  2021-05-24       Impact factor: 4.677

2.  MAD saccade: statistically robust saccade threshold estimation via the median absolute deviation.

Authors:  Benjamin Voloh; Marcus R Watson; Seth König; Thilo Womelsdorf
Journal:  J Eye Mov Res       Date:  2020-05-12       Impact factor: 0.957

3.  A Case for Studying Naturalistic Eye and Head Movements in Virtual Environments.

Authors:  Chloe Callahan-Flintoft; Christian Barentine; Jonathan Touryan; Anthony J Ries
Journal:  Front Psychol       Date:  2021-12-31

4.  Anterior cingulate cortex causally supports flexible learning under motivationally challenging and cognitively demanding conditions.

Authors:  Kianoush Banaie Boroujeni; Michelle K Sigona; Robert Louie Treuting; Thomas J Manuel; Charles F Caskey; Thilo Womelsdorf
Journal:  PLoS Biol       Date:  2022-09-06       Impact factor: 9.593

5.  bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond.

Authors:  Adam O Bebko; Nikolaus F Troje
Journal:  Iperception       Date:  2020-07-17

6.  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

  6 in total

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