| Literature DB >> 32267886 |
Michael Wiesing1, Gereon R Fink1,2, Ralph Weidner1.
Abstract
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).Entities:
Mesh:
Year: 2020 PMID: 32267886 PMCID: PMC7141612 DOI: 10.1371/journal.pone.0231152
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Presentation and measurement setup.
Fig 2Stimulus conditions.
Please note, the brightness of the illustrations was increased and does not represent the actual brightness presented.
Combined results across all conditions and computers (in ms).
| expected duration | mean | sd | min | max | mean duration white |
|---|---|---|---|---|---|
| 2010.58 | 0.116 | 2010.50 | 2010.75 | 996.05 | |
| 1005.29 | 0.091 | 1005.25 | 1005.50 | 493.41 | |
| 402.12 | 0.125 | 402.00 | 402.25 | 191.82 | |
| 201.06 | 0.105 | 201.00 | 201.25 | 91.29 | |
| 134.04 | 0.090 | 134.00 | 134.25 | 57.78 | |
| 67.02 | 0.067 | 67.00 | 67.25 | 24.27 | |
| 22.34 | 0.120 | 22.25 | 22.50 | 1.93 |
The first column represents the expected duration for the black and white stimulus cycles. The last column represents the measured durations of the white stimulus intervals.
Fig 3BBTK setup of the reaction time measurements.
Fig 4Example of one response schedule (left) and reaction time task of Experiment 2 (right).
Overview of measurement errors, standard deviation, minimum and maximum error for each software package (in ms).
| Software | Mean error | SD | Min | Max |
|---|---|---|---|---|
| 3.964 | 0.345 | 3.00 | 5.00 | |
| 4.337 | 0.483 | 3.00 | 6.00 | |
| 55.073 | 3.326 | 49.00 | 61.00 |
Fig 5Illustration of the response time logging procedure.
Comparison of the reaction time errors, standard deviation, the minimum and maximum error of UE4 together with the hook procedure and the previous results obtained with UE4 build-in timing functions (in ms).
| Software | Mean error | SD | Min | Max |
|---|---|---|---|---|
| 55.073 | 3.326 | 49.00 | 61.00 | |
| 49.030 | 0.381 | 48.00 | 50.00 |
Fig 6Basic illustration of the graphics pipeline.
Fig 7Illustration of the stimulus onset prediction.
Overview of mean reaction time errors, standard deviation, minimum and maximum error for each condition (in ms).
| Condition | Mean error | SD | Min | Max |
|---|---|---|---|---|
| 1.446 | 0.498 | 1.00 | 3.00 | |
| 1.443 | 0.497 | 1.00 | 2.00 | |
| 1.439 | 0.496 | 1.00 | 2.00 | |