Cognitive neuroscience researchers have identified relationships between cognitive load and eye movement behavior that are consistent with oculomotor biomarkers for neurological disorders. We develop an adaptive visual search paradigm that manipulates task difficulty and examine the effect of cognitive load on oculomotor behavior in healthy young adults. Participants (N = 30) free-viewed a sequence of 100 natural scenes for 10 s each, while their eye movements were recorded. After each image, participants completed a 4 alternative forced choice task in which they selected a target object from one of the previously viewed scenes, among 3 distracters of the same object type but from alternate scenes. Following two correct responses, the target object was selected from an image increasingly farther back (N-back) in the image stream; following an incorrect response, N decreased by 1. N-back thus quantifies and individualizes cognitive load. The results show that response latencies increased as N-back increased, and pupil diameter increased with N-back, before decreasing at very high N-back. These findings are consistent with previous studies and confirm that this paradigm was successful in actively engaging working memory, and successfully adapts task difficulty to individual subject’s skill levels. We hypothesized that oculomotor behavior would covary with cognitive load. We found that as cognitive load increased, there was a significant decrease in the number of fixations and saccades. Furthermore, the total duration of saccades decreased with the number of events, while the total duration of fixations remained constant, suggesting that as cognitive load increased, subjects made fewer, longer fixations. These results suggest that cognitive load can be tracked with an adaptive visual search task, and that oculomotor strategies are affected as a result of greater cognitive demand in healthy adults.
Growing evidence links eye movements and cognitive functioning, however there is debate concerning what image content is fixated in natural scenes. Competing approaches have argued that low-level/feedforward and high-level/feedback factors contribute to gaze-guidance. We used one low-level model (Graph Based Visual Salience, GBVS) and a novel language-based high-level model (Global Vectors for Word Representation, GloVe) to predict gaze locations in a natural image search task, and we examined how fixated locations during this task vary under increasing levels of cognitive load. Participants (N = 30) freely viewed a series of 100 natural scenes for 10 seconds each. Between scenes, subjects identified a target object from the scene a specified number of trials (N) back among three distracter objects of the same type but from alternate scenes. The N-back was adaptive: N-back increased following two correct trials and decreased following one incorrect trial. Receiver operating characteristic (ROC) analysis of gaze locations showed that as cognitive load increased, there was a significant increase in prediction power for GBVS, but not for GloVe. Similarly, there was no significant difference in the area under the ROC between the minimum and maximum N-back achieved across subjects for GloVe (t(29) = -1.062, p = 0.297), while there was a cohesive upwards trend for GBVS (t(29) = -1.975, p = .058), although not significant. A permutation analysis showed that gaze locations were correlated with GBVS indicating that salient features were more likely to be fixated. However, gaze locations were anti-correlated with GloVe, indicating that objects with low semantic consistency with the scene were more likely to be fixated. These results suggest that fixations are drawn towards salient low-level image features and this bias increases with cognitive load. Additionally, there is a bias towards fixating improbable objects that does not vary under increasing levels of cognitive load.
Object-based warping is a powerful visual illusion wherein space between features within figural regions is regularly overestimated compared with those within ground regions. Originally, the effect was only examined in displays of two-dimensional (2D) stimuli. The present study sought to examine whether object-based warping persists in more naturalistic viewing conditions, where additional contextual cues are present. Stimuli were presented with either three-dimensional (3D) printed objects (Experiment 1) or 3D objects in virtual reality (Experiments 2-4). The testing metric was actual distance of features (dots) compared with estimated distances made by participants. Responses for the 3D printed stimuli were measured with replica dots on a slide ruler device. The virtual reality experiments collected responses either with a computer mouse or motion-tracked controller and included manipulations of object type, spatial separation, viewing distance of stimuli, and head motion. A standard warping effect in 3D was observed in all experiments, although the effect was not present in one condition that elicits warping in 2D (Occluded Rectangle). The final experiment resolves this discrepancy by reducing the multicomponent object (Occluded Rectangle) to a single component figure, while demonstrating the influence of depth cues on the warping effect under occlusion. Collectively, these experiments reveal that object-based warping is a powerful effect, even in naturalistic settings.
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