A method for creating and presenting video-recorded synchronized audiovisual stimuli at a high frame-rate, which is highly useful in psychophysical studies on for example JNDs and gating, is presented. Methods for accomplishing this comprise of recording audio and video separately using an exact synchronization signal, editing the recordings and finding exact synchronization points, and presenting the synchronized audiovisual stimuli with a desired frame-rate on a CRT display using Matlab and Psychophysics Toolbox 3. The methods from an empirical gating study (Moradi, Lidestam, & Rönnberg, 2013) are presented as an example of implementation of playback at 120 fps.Keywords: psychophysics, frame rate, audiovisual, synchronization, temporal resolution AUDIOVISUAL STIMULI AT HIGH FRAME-RATE 3
Audiovisual presentation of video-recorded stimuli at high frame-rateThis paper presents a new method for playback of synchronized audiovisual video-recorded stimuli at high frame-rate, which cannot be obtained with standard playback softwares and procedures.The problem is that standard frame rate of video is today low: 25 or 29,97 fps in television broadcasts and on DVD video, and 24 fps on BD (Bluray Disc) video and in cinemas. Most commercial softwares for psychological research (e.g., E-prime, Superlab, and Presentation) implement video playback by media player softwares (e.g., Windows Media Player and Quicktime), also at standard frame-rate. However, standard playback rate does not render very smooth and natural motion, which can for example readily be observed when watching camerasweeps on a high definition monitor-motion is jerky, which can be annoying.For research purposes, standard playback rate is potentially even more problematic, since ecological validity may be compromised. For example, in experiments on object tracking and detection of fast motion, motion should preferably be smooth and natural, not jerky. Another example is that high-enough frame rate is required in order to accurately present fast periodical events, such as fast blinks and oscillations. Artifacts such as the wagon-wheel effect (the illusion that a wheel appears to rotate in the opposite direction of its true rotation) should also be avoided for naturalistic presentation.It is also sometimes a problem that the temporal resolution of the stimuli do not permit manipulations and measurements with high-enough resolution. This is because the temporal resolution of video stimuli is discrete, and the standard frame rate of 25 fps, for example, means a resolution of 1 s / 25 = 40 ms. Audio stimuli, in comparison, are continuous and therefore have infinitely high time resolution, which allows much more exact manipulations and therefore also better possibilities to optimize research designs.
AUDIOVISUAL STIMULI AT HIGH FRAME-RATE 4The purpose was to accomplish higher frame-rate in visual and audiovisual video playback than present-day standard technology offers, on standard computer equipment that is available in most laboratories doing studies in ...