scholarly journals Forced-choice decision-making in modified trolley dilemma situations: a virtual reality and eye tracking study

Author(s):  
Alexander Skulmowski ◽  
Andreas Bunge ◽  
Kai Kaspar ◽  
Gordon Pipa
Author(s):  
Abner Cardoso da Silva ◽  
Cesar A. Sierra-Franco ◽  
Greis Francy M. Silva-Calpa ◽  
Felipe Carvalho ◽  
Alberto Barbosa Raposo

2014 ◽  
Author(s):  
Maikel Hengstler ◽  
Rob W. Holland ◽  
Ad van Knippenberg

2019 ◽  
Author(s):  
Alex Roxin

The canonical computational model for the cognitive process underlying two-alternative forced-choice decision making is the so-called drift-diffusion model (DDM). In this model, a decision variable keeps track of the integrated difference in sensory evidence for two competing alternatives. Here I extend the notion of a drift-diffusion process to multiple alternatives. The competition between n alternatives takes place in a linear subspace of n-1 dimensions; that is, there are n-1 decision variables, which are coupled through correlated noise sources. I derive the multiple-alternative DDM starting from a system of coupled, linear firing rate equations. If the original neuronal system is nonlinear, one can once again derive a model describing a lower dimensional diffusion process. The dynamics of the nonlinear DDM can be recast as the motion of a particle on a potential, the general form of which is given analytically for an arbitrary number of alternatives.


2009 ◽  
Author(s):  
Milica Milosavljevic ◽  
Alexander Huth ◽  
Antonio Rangel ◽  
Christof Koch

Author(s):  
Elena Reutskaja ◽  
Johannes Pulst-Korenberg ◽  
Rosemarie Nagel ◽  
Colin F. Camerer ◽  
Antonio Rangel

2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


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