Brain and Vision: Media Campaign

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Dr. Philip Michael Zeman, BEng (BSc), PhD

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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MOST-EEG is described in more detail in the context of our latest research in an article titled: EEG Data to Build Automated Models of Brain Function

For a discussion of why automated methods are helpful in understanding brain function in multiple non-traditional contexts, see our article: Automated EEG Analysis is Good (pharmaceuticals, marketing, brain dysfunction, videogame design)

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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.

 

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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