Described on this page are details related
to two media campaigns. The first (1) discusses a new
brain activity analysis tool developed at the University of
Victoria while the second (2) describes concepts related to
eye-tracking and PacMan
and how
eye-tracking can help us understand what the brain is
doing.
(1) UVic Gives
New Perspective On Brain Activities
A new brain activity analysis technology developed at
the University of Victoria called MOST-EEG (Multiple Origin Spatio-Temporal
–EEG) shows promise for helping us understand how our brains work. This is
described in more detail, beyond
what is given in the UVic press-release below, elsewhere on this
site. We are currently using MOST-EEG to analyze data collected in a
large study of spatial navigation and we expect the results of our study
will provide very strong evidence supporting the value of the MOST-EEG
algorithm. Applications
of this technology and a brief background are described in our document titled: Applications and Background of MOST-EEG.
From the University of Victoria Web Site: UVic researcher Phil
Zeman has developed a new and less expensive procedure for analyzing EEG (electroencephalogram)
data that identifies the location of special brain activities.
Traditionally, it is functional Magnetic Resonance Imaging (fMRI) that
is used to identify which areas of the brain are active during different
mental states. Zeman’s technology is an inexpensive alternative to
fMRI—$100,000 versus several million dollars. It also requires little
maintenance and can be used in an ordinary laboratory or office.
The EEG analysis tool is called “Multiple Origin Spatio-Temporal
modeling of EEG” (MOST-EEG). The
UVic invention uses the electrical activity obtained from a person’s scalp,
recorded while she or he plays a video game for example, to construct a
meaningful representation of the brain activity that takes place while a
person learns and uses the layout of the virtual environment. The tool
provides a 3-D representation of brain activity during different mental
states.
The procedure could be used to identify areas of the brain that aren’t
working properly or aren’t communicating well to other areas. It also has
the potential to track brain changes underlying the kind of
neuroplasticity—the capacity of the nervous system to modify its
organization—that may be a factor in recovery from stroke and brain injury.
“The MOST-EEG methodology is still being tested and evaluated,” says
Zeman, a recent UVic interdisciplinary grad who completed the research as
part of his doctoral thesis. “Brain activity and EEG are complex and
variable. Hence, the MOST-EEG needs to be examined in many contexts with
this complexity and variability in mind.”
Zeman, his supervisor Dr. Ron Skelton, and PhD student Sharon Lee are
currently using the method to analyze data collected in a study to
understand how people find their way around in the world and why people
with brain injuries have difficulty.
“This study provides an opportunity to obtain additional evidence,
beyond what is in my dissertation, showing successful application of the
MOST-EEG technique,” says Zeman.
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(2) Eye-Movement to Identify PacMan Strategy
A description of some fundamentals about eye-tracking and
how it is applied in our recent research. It is described in more detail, beyond what is given
below, elsewhere on this site.
In conjunction with our new brain activity analysis
method, we have employed eye-movement tracking methods to help us evaluate
our MOST-EEG (Multiple Origin Spatio-Temporal Modeling – EEG) analysis
methodology. By combining eye-tracking and MOST-EEG analysis we have been
able to obtain more detailed information about how the brain works while
navigating a virtual space. (See left-hand article discussing MOST-EEG and
spatial navigation in video games). It has also helped us understand the
strategies people employ while tacking particular gaming problems.
We have posted a simple eye-tracking demonstration using
PacMan on YouTube to illustrate
some typical characteristics of eye-movement and to show how eye-tracking
might be revealing of behavioural strategy. At first blush, the video
shows that the eyes are always pointing; this is indicated in the video by
a red-dot travelling all over the screen. This movement provides the
function of continually refreshing our perception of our visual
world. A narrow region of the visual field of each of our eyes, known
as our central vision, is important for obtaining the detail of the objects
that we look upon. The central vision maps to areas of our brain important
for language processing and our ability to name objects. The wider
region of our visual field, often referred to as our peripheral vision
(however it is better referred to as our non-central vision), is important
for obtaining information about movement and the location of objects in our
visual field. For example, it actually helps us find things that are
in front of us, directs our eyes to bring these things into our central
vision, and allows us to identify them.
Eye-tracking is very helpful when analyzing brain
activity related to visual tasks such as playing video games, or navigating
our environment. It provides hints as to what the brain is doing at varied
points in time and allows us to do analysis that could not be done otherwise.
For example, it provides an external measure of if the person who’s EEG we
are examining is actually looking at the visual stimulus we are using to
study their brain. It has helped us determine what sort of strategies
people are using when they are engaged in a task. For example, it has
helped us identify where people looking on the screen while playing a video
game and has allowed us to infer what objects or characters in a computer
game are important to the game-player.
***
More detail describing eye-tracking in the context of
PacMan and our spatial navigation research is provided in an article
titled: Brain and Vision: Video Games
Spatial Brain: MOST-EEG Analysis
Shows “How” We Use Our Brains To Play 3-D Videogames
In the
most recent study employing MOST-EEG to examine brain function
associated with navigating while playing videogames, participants
were asked to find a particular target in a virtual room in one of
two conditions.In the first condition
(guidance), participants had to go to a target that was visible on
the floor in front of them.In the second ...
more at http://www.spatialbrain.com