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Browsing by Subject "eye movements"

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  • Huovilainen, Tatu (2016)
    Background and aims. Most of the knowledge about neurocognitive processes of reading is based on artificial reading paradigms, such as serial presentation of isolated words or linguistic violation paradigms. The main aim of this thesis was to develop a novel approach to study the neural processes of reading. Specifically, a naturalistic reading task was employed due to concerns for ecological validity, that have been raised about the effects of task on the reading processes. A combination of methods was used to overcome difficulties introduced by this unconstrained reading approach. The second aim was to apply this novel paradigm to test if early differences in the neurocognitive processing of words from different word classes can be found during naturalistic reading. Early processing differences between word classes have been observed before, but they might be task-specific or due to processing related to linguistic violations. Methods. Magnetoencephalography (MEG) and eye movements were recorded simultaneously while participants (8, 4 males) silently read a biographical novel presented on a computer screen. The eye movement recording was used to relate the MEG recording to specific word fixation events during reading. Independent component analysis (ICA) was used to remove eye movement artifacts from the MEG recording and to extract activations of individual cortical areas. An automatic parser was used to extract word class information for all the words in the reading material. Event-related fields (ERFs) evoked by fixations on nouns and verbs were compared using nonparametric cluster-based permutation tests in time window of 0–250 ms after the fixation onset. Results and conclusions. The novel combination of methods used in this study proved to be a promising approach to examine neural processes of reading. In comparison to mainstream methodology of cognitive neuroscience of reading, the present approach has several theoretical and practical advantages. Statistically significant differences between nouns and verbs were found in the sensors above the left temporal cortex, in the 138–164 ms and 184–206 ms time windows after the fixation onset. The results confirm some of the earlier findings that were based on non-naturalistic reading settings and suggests that syntactic and/or semantic information is accessed remarkably early in the course of normal reading.
  • Alén, Hannu (2015)
    Action video games have been found to improve many cognitive skills. Most established findings are related to faster information processing speed and improved attentional capabilities. Many of the same cognitive processes are better on elite athletes of interceptive sports compared to non-elites. This study aimed to find some preliminary evidence whether the improvements in cognitive processes gained from action video gaming might be beneficial in ball sports. This was done by comparing the performance of action video game players and nonaction-video players on an anticipation of coincidence test. Anticipation of coincidence is a laboratory test, where the task is to anticipate when a moving object arrives at a certain point and to coincide a button press with it. Performance on the task is thought to depend on information processing speed and attentional capabilities. When the speeds and possible speed changes are similar to those encountered in real ball sports, elite athletes of these sports are generally more accurate in the task compared to non-elites. Elite athletes differ from non-elites in their gaze patterns as well. For example, athletes fixate to the target quicker and their quiet eye, meaning the last fixation or tracking gaze before a motor action on a specific target lasting at least 100 ms, is longer. Thus, it was studied whether action video gamers fare better on the anticipation of coincidence task in different constant speeds and in deceleration conditions, and whether their gaze patterns are different compared to non-gamers. 10 action video game players and 9 nonaction-video game players participated in the experiment. The results show that action video game players are more accurate in the task in most constant speed conditions and in a deceleration condition with slow speeds. There was some variation in gaze patters, including that action video gamers had quiet eye more often in fast speeds. The results suggest that action video game players can program more accurate motor responses based on the speed of the target and reprogram wrong motor actions better than nonaction-video game players. In addition action video game players are better able to track fast moving targets. As these skills are important in ball sports, this possible linkage between action video games and ball sports performance should be studied further.