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Donovan, I.

Publications and source records attributed to Donovan, I..

3 recordsLinked to original sources

Attention rhythmically shapes sensory tuning

Attention is key to perception and human behavior, and evidence shows that it periodically samples sensory information (<20Hz). However, this view has been recently challenged due to methodological concerns and gaps in our understanding of the function and mechanism of rhythmic attention. Here we used an intensive [~]22-hour psychophysical protocol combined with reverse correlation analyses to infer the neural representation underlying these rhythms. Participants performed a task in which covert spatial (sustained and exploratory) attention was manipulated, and then probed at various delays. Our results show that sustained and exploratory attention periodically modulate perception via different neural computations. While sustained attention suppresses distracting stimulus features at the alpha ([~]12Hz) frequency, exploratory attention increases the gain around task-relevant stimulus feature at the theta ([~]6Hz) frequency. These findings reveal that both modes of rhythmic attention differentially shape sensory tuning, expanding the current understanding of the rhythmic sampling theory of attention. Significance statementFor the past decade, low-frequency rhythms were described in attentional performance. Here, we go beyond description and assess the underlying neural computations in the sensory system. We used an intensive psychophysical protocol combined with reverse correlation analysis to infer the systems sensitivity to and selectivity for stimulus feature (orientation) across time, and for two attention modes, i.e., sustained and exploratory attention. Our results show that signal enhancement as well as suppression occurred rhythmically, depending on the attentional state, leading to enhanced and improved performance phases - sustained and exploratory attention modes differentially shape the sensory tuning to stimulus feature.

neuroscience↗

Assessment of Human Expertise in First-Person Shooter Games

Contrary to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a players skill and ability. To begin to address this, we assessed the performance of professional-level players in Aim Lab, a first-person shooter training and assessment game, within two separate target-shooting tasks. These tasks differed primarily in the relative incentive for fast and imprecise shots versus slow and precise shots. Each players motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot frequency and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; and 2) individual differences in motor acuity were significantly correlated with both kinematics and the number of movements needed to hit a target. We demonstrate the importance of transforming from orientation in the virtual environment to centimeters on the mouse pad, as well as accounting for differences in mouse sensitivity across players, for characterizing human performance in first-person shooter games. This approach to measuring motor acuity has widespread application not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research.

neuroscience↗

Effects of TeaCrine(R) (theacrine), Dynamine™ (methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario

PurposeTo compare the effects of purported cognitive enhancing dietary bioactive ingredients on subjective and objective measures of cognitive and motor performance during a first-person shooter video game. MethodsUsing a placebo-controlled crossover design, nine healthy men (23.4{+/-}5.7 yr, 178.9{+/-}5.8cm, 86.0{+/-}17.1kg) completed four 20-minute gaming sessions designed to assess cognitive, motor, and perceptual skills via artificial intelligence-driven battery of tasks (Aim Lab). Participants ingested either a placebo (PL), caffeine (CAFF), or caffeine + methylliberine (Dynamine) + theacrine (TeaCrine(R)) (CMT). Before and after each gaming session participants rated various feelings of affect. Data were analyzed using mixed factorial ANOVA, bootstrapping post-hoc tests with 95% confidence intervals, and effect sizes. ResultsCompared to PL, self-assessed performance was significantly increased in CMT vs. PL (p=0.035) and self-assessed jitteriness was increased by CAFF vs. PL (p=0.043). CMT was associated with a greater improvement of participants visuo-spatial working memory from baseline vs. PL (p=0.04) and CAFF (p=0.033). CAFF had a greater decrease in reaction time for false alarms (indicating diminished cognitive control) from baseline vs. PL (p=0.002) and CMT (p=0.001) and a greater increase for time on target tracking vs. PL (p=0.008) and CMT (p=0.047). Compared to PL, CMT was associated with a greater decrease in median kill time (indicating improved speed) (p=0.017). Compared to PL, systolic blood pressure was significantly increased by CAFF (p=0.025) and CMT (p=0.020) but remained within normal limits. ConclusionsAcute CMT supplementation improved cognitive and motor abilities in recreational gamers. The addition of theacrine and methylliberine to caffeine may lessen some undesirable effects of isolated caffeine ingestion on cognitive control and jitteriness.

physiology↗