Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London, UK.
Cognitive and Affective Neuroscience Unit, University of Zurich, Zürich, Switzerland.
Behav Res Methods. 2024 Aug;56(5):5040-5054. doi: 10.3758/s13428-023-02241-y. Epub 2023 Oct 4.
All animals have to respond to immediate threats in order to survive. In non-human animals, a diversity of sophisticated behaviours has been observed, but research in humans is hampered by ethical considerations. Here, we present a novel immersive VR toolkit for the Unity engine that allows assessing threat-related behaviour in single, semi-interactive, and semi-realistic threat encounters. The toolkit contains a suite of fully modelled naturalistic environments, interactive objects, animated threats, and scripted systems. These are arranged together by the researcher as a means of creating an experimental manipulation, to form a series of independent "episodes" in immersive VR. Several specifically designed tools aid the design of these episodes, including a system to allow for pre-sequencing the movement plans of animal threats. Episodes can be built with the assets included in the toolkit, but also easily extended with custom scripts, threats, and environments if required. During the experiments, the software stores behavioural, movement, and eye tracking data. With this software, we aim to facilitate the use of immersive VR in human threat avoidance research and thus to close a gap in the understanding of human behaviour under threat.
所有动物都必须对即时威胁做出反应才能生存。在非人类动物中,观察到了多种复杂的行为,但由于伦理考虑,人类的研究受到了阻碍。在这里,我们提出了一个新的用于 Unity 引擎的沉浸式虚拟现实工具包,该工具包允许在单一、半交互和半现实的威胁遭遇中评估与威胁相关的行为。该工具包包含一整套完全建模的自然环境、交互对象、动画威胁和脚本系统。研究人员可以将这些系统组合在一起,形成一系列独立的沉浸式虚拟现实“情节”,以进行实验操作。几个专门设计的工具可以帮助设计这些情节,包括一个允许对动物威胁的运动计划进行预排序的系统。情节可以使用工具包中包含的资产构建,也可以根据需要轻松扩展自定义脚本、威胁和环境。在实验过程中,软件会存储行为、运动和眼动追踪数据。有了这个软件,我们希望促进沉浸式虚拟现实在人类回避威胁研究中的应用,从而弥合对人类在威胁下行为理解的差距。