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  1. Abstract

    Objective.Reorienting is central to how humans direct attention to different stimuli in their environment. Previous studies typically employ well-controlled paradigms with limited eye and head movements to study the neural and physiological processes underlying attention reorienting. Here, we aim to better understand the relationship between gaze and attention reorienting using a naturalistic virtual reality (VR)-based target detection paradigm.Approach.Subjects were navigated through a city and instructed to count the number of targets that appeared on the street. Subjects performed the task in a fixed condition with no head movement and in a free condition where head movements were allowed. Electroencephalography (EEG), gaze and pupil data were collected. To investigate how neural and physiological reorienting signals are distributed across different gaze events, we used hierarchical discriminant component analysis (HDCA) to identify EEG and pupil-based discriminating components. Mixed-effects general linear models (GLM) were used to determine the correlation between these discriminating components and the different gaze events time. HDCA was also used to combine EEG, pupil and dwell time signals to classify reorienting events.Main results.In both EEG and pupil, dwell time contributes most significantly to the reorienting signals. However, when dwell times were orthogonalized against other gaze events, the distributions of the reorienting signals were different across the two modalities, with EEG reorienting signals leading that of the pupil reorienting signals. We also found that the hybrid classifier that integrates EEG, pupil and dwell time features detects the reorienting signals in both the fixed (AUC = 0.79) and the free (AUC = 0.77) condition.Significance.We show that the neural and ocular reorienting signals are distributed differently across gaze events when a subject is immersed in VR, but nevertheless can be captured and integrated to classify target vs. distractor objects to which the human subject orients.

     
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  2. null (Ed.)
    There is increasing interest in how the pupil dynamics of the eye reflect underlying cognitive processes and brain states. Problematic, however, is that pupil changes can be due to non-cognitive factors, for example luminance changes in the environment, accommodation and movement. In this paper we consider how by modeling the response of the pupil in real-world environments we can capture the non-cognitive related changes and remove these to extract a residual signal which is a better index of cognition and performance. Specifically, we utilize sequence measures such as fixation position, duration, saccades, and blink-related information as inputs to a deep recurrent neural network (RNN) model for predicting subsequent pupil diameter. We build and evaluate the model for a task where subjects are watching educational videos and subsequently asked questions based on the content. Compared to commonly-used models for this task, the RNN had the lowest errors rates in predicting subsequent pupil dilation given sequence data. Most importantly was how the model output related to subjects' cognitive performance as assessed by a post-viewing test. Consistent with our hypothesis that the model captures non-cognitive pupil dynamics, we found (1) the model's root-mean square error was less for lower performing subjects than for those having better performance on the post-viewing test, (2) the residuals of the RNN (LSTM) model had the highest correlation with subject post-viewing test scores and (3) the residuals had the highest discriminability (assessed via area under the ROC curve, AUC) for classifying high and low test performers, compared to the true pupil size or the RNN model predictions. This suggests that deep learning sequence models may be good for separating components of pupil responses that are linked to luminance and accommodation from those that are linked to cognition and arousal. 
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  3. null (Ed.)
    Virtual reality (VR) offers the potential to study brain function in complex, ecologically realistic environments. However, the additional degrees of freedom make analysis more challenging, particularly with respect to evoked neural responses. In this paper we designed a target detection task in VR where we varied the visual angle of targets as subjects moved through a three dimensional maze. We investigated how the latency and shape of the classic P300 evoked response varied as a function of locking the electroencephalogram data to the target image onset, the target-saccade intersection, and the first fixation on the target. We found, as expected, a systematic shift in the timing of the evoked responses as a function of the type of response locking, as well as a difference in the shape of the waveforms. Interestingly, single-trial analysis showed that the peak discriminability of the evoked responses does not differ between image locked and saccade locked analysis, though it decreases significantly when fixation locked. These results suggest that there is a spread in the perception of visual information in VR environments across time and visual space. Our results point to the importance of considering how information may be perceived in naturalistic environments, specifically those that have more complexity and higher degrees of freedom than in traditional laboratory paradigms. 
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