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@ARTICLE{Wiesing:874975,
      author       = {Wiesing, Michael and Fink, Gereon R. and Weidner, Ralph},
      title        = {{A}ccuracy and precision of stimulus timing and reaction
                      times with {U}nreal {E}ngine and {S}team{VR}},
      journal      = {PLOS ONE},
      volume       = {15},
      number       = {4},
      issn         = {1932-6203},
      address      = {San Francisco, California, US},
      publisher    = {PLOS},
      reportid     = {FZJ-2020-01740},
      pages        = {e0231152 -},
      year         = {2020},
      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).},
      cin          = {INM-3},
      ddc          = {610},
      cid          = {I:(DE-Juel1)INM-3-20090406},
      pnm          = {572 - (Dys-)function and Plasticity (POF3-572)},
      pid          = {G:(DE-HGF)POF3-572},
      typ          = {PUB:(DE-HGF)16},
      pubmed       = {pmid:32267886},
      UT           = {WOS:000535967600030},
      doi          = {10.1371/journal.pone.0231152},
      url          = {https://juser.fz-juelich.de/record/874975},
}