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@PHDTHESIS{Wiesing:1005102,
      author       = {Wiesing, Michael},
      title        = {{O}bject-based attentional expectancies in virtual reality},
      school       = {University of Cologne},
      type         = {Dissertation},
      reportid     = {FZJ-2023-01301},
      pages        = {100 p.},
      year         = {2022},
      note         = {Dissertation, University of Cologne, 2022},
      abstract     = {Modern virtual reality (VR) technology has the promise to
                      enable neuroscientists and psychologists to conduct
                      ecologically valid experiments, while maintaining precise
                      experimental control. However, in recent studies, game
                      engines like Unreal Engine or Unity, are used for stimulus
                      creation and data collection. Yet game engines do not
                      provide the underlying architecture to measure the time of
                      stimulus events and behavioral input with the accuracy or
                      precision required by many experiments. Furthermore, it is
                      currently not well understood, if VR and the underlying
                      technology engages the same cognitive processes as a
                      comparable real-world situation. Similarly, not much is
                      known, if experimental findings obtained in a standard
                      monitor-based experiment, are comparable to those obtained
                      in VR by using a head-mounted display (HMD) or if the
                      different stimulus devices also engage different cognitive
                      processes.The aim of my thesis was to investigate if modern
                      HMDs affect the early processing of basic visual features
                      differently than a standard computer monitor.In the first
                      project (chapter 1), I developed a new behavioral paradigm,
                      to investigate how prediction errors of basic object
                      features are processed. In a series of four experiments, the
                      results consistently indicated that simultaneous prediction
                      errors for unexpected colors and orientations are processed
                      independently on an early level of processing, before object
                      binding comes into play.My second project (chapter 2)
                      examined the accuracy and precision of stimulus timing and
                      reaction time measurements, when using Unreal Engine 4 (UE4)
                      in combination with a modern HMD system. My results
                      demonstrate that stimulus durations can be defined and
                      controlled with high precision and accuracy. However,
                      reaction time measurements turned out to be highly imprecise
                      and inaccurate, when using UE4’s standard application
                      programming interface (API). Instead, I proposed a new
                      software-based approach to circumvent these limitations.
                      Timings benchmarks confirmed that the method can measure
                      reaction times with a precision and accuracy in the
                      millisecond range.In the third project (chapter 3), I
                      directly compared the task performance in the paradigm
                      developed in chapter 1 between the original experimental
                      setup and a virtual reality simulation of this experiment.
                      To establish two identical experimental setups, I recreated
                      the entire physical environment in which the experiments
                      took place within VR and blended the virtual replica over
                      the physical lab. As a result, the virtual environment (VE)
                      corresponded not only visually with the physical laboratory
                      but also provided accurate sensory properties of other
                      modalities, such as haptic or acoustic feedback. The results
                      showed a comparable task performance in both the non-VR and
                      the VR experiments, suggesting that modern HMDs do not
                      affect early processing of basic visual features differently
                      than a typical computer monitor.},
      cin          = {INM-3},
      cid          = {I:(DE-Juel1)INM-3-20090406},
      pnm          = {5251 - Multilevel Brain Organization and Variability
                      (POF4-525)},
      pid          = {G:(DE-HGF)POF4-5251},
      typ          = {PUB:(DE-HGF)11},
      url          = {https://juser.fz-juelich.de/record/1005102},
}