30 research outputs found

    The effects of video game play on the characteristics of saccadic eye movements

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    AbstractVideo game play has become a common leisure activity all around the world. To reveal possible effects of playing video games, we measured saccades elicited by video game players (VGPs) and non-players (NVGPs) in two oculomotor tasks. First, our subjects performed a double-step task. Second, we asked our subjects to move their gaze opposite to the appearance of a visual target, i.e. to perform anti-saccades. As expected on the basis of previous studies, VGPs had significantly shorter saccadic reaction times (SRTs) than NVGPs for all saccade types. However, the error rates in the anti-saccade task did not reveal any significant differences. In fact, the error rates of VGPs were actually slightly lower compared to NVGPs (34% versus 40%, respectively). In addition, VGPs showed significantly higher saccadic peak velocities in every saccade type compared to NVGP. Our results suggest that faster SRTs in VGPs were associated with a more efficient motor drive for saccades. Taken together, our results are in excellent agreement with earlier reports of beneficial video game effects through the general reduction in SRTs. Our data clearly provides additional experimental evidence for an higher efficiency of the VGPs on the one hand and refutes the notion of a reduced impulse control in VGPs on the other

    Visual Stability and the Motion Aftereffect: A Psychophysical Study Revealing Spatial Updating

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    Eye movements create an ever-changing image of the world on the retina. In particular, frequent saccades call for a compensatory mechanism to transform the changing visual information into a stable percept. To this end, the brain presumably uses internal copies of motor commands. Electrophysiological recordings of visual neurons in the primate lateral intraparietal cortex, the frontal eye fields, and the superior colliculus suggest that the receptive fields (RFs) of special neurons shift towards their post-saccadic positions before the onset of a saccade. However, the perceptual consequences of these shifts remain controversial. We wanted to test in humans whether a remapping of motion adaptation occurs in visual perception

    The role of areas MT and MST in coding of visual motion underlying the execution of smooth pursuit

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    AbstractWhat is the main purpose of visual motion processing? One very important aspect of motion processing is definitively the generation of smooth pursuit eye movements. These eye movements avoid motion blur of moving objects which would obstruct the analysis of the objects’ visual details. However, these eye movements can only be executed if there is a moving target. So there is a very close and inseparable relationship between smooth pursuit and motion processing. The hub for visual motion processing is situated in the middle temporal (MT) and medial superior temporal (MST) area. Despite the undoubted importance of these areas for the generation of smooth pursuit or goal-directed behavior in general, it is important to keep in mind that motion processing in addition serves perceptual purposes such as object recognition, structure-from-motion detection, scene segmentation, self-motion estimation and depth perception. This review focuses at the beginning on pursuit-related activity recorded from MT and MST, subsequently extends the view to goal-directed hand movements, and finally addresses the possible contributions of these areas to motion perception

    Eye movements of rhesus monkeys directed towards imaginary targets

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    Is the presence of foveal stimulation a necessary prerequisite for rhesus monkeys to perform visually guided eye movements? To answer this question, we trained two rhesus monkeys to direct their eyes towards imaginary targets defined by extrafoveal cues. Independent of the type of target, real or imaginary, the trajectory of target movement determined the type of eye movement produced: steps in target position resulted in saccades and ramps in target position resulted in smooth pursuit eye movements. There was a tendency for the latency of saccades as well as pursuit onset latency to be delayed in the case of an imaginary target in comparison to the real target. The initial eye acceleration during smooth pursuit initiation elicited by an imaginary target decreased in comparison to the acceleration elicited by a real target. The steady-state pursuit gain was quite similar during pursuit of an imaginary or a real target. Our results strengthen the notion that pursuit is not exclusively a foveal function. © 1999 Elsevie

    Initiation of smooth-pursuit eye movements by real and illusory contours

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    AbstractIt is well established that elementary motion detectors are only able to code for the movement of a contour perpendicular to its orientation. This shortcoming explains why the initial direction of smooth-pursuit eye movements is directed orthogonal to the orientation of a moving contour independent of its veridical direction of motion. Here, we replicated this finding and asked whether this directional error can be reduced by subjects’ prediction of upcoming target moving direction and whether this directional error also occurs during tracking of an illusory contour. Our results show that prediction did not abolish the directional error, it was only slightly reduced. On the other hand, the directional error was considerably diminished during pursuit initiation towards illusory contours and most likely reflected the amount of real stimulation defining the specific illusory contour. We conclude that pursuit initiation is driven by raw retinal image motion signals, which are not yet processed for figure completion
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