Here's an interesting experiment summarized in the New Scientist. By tracking eye movements, the study's authors presented new objects in areas that were not being attended to. The relevance to FPS video games is obvious, but this approach also gives us a way to study how we allocate attention.
Maybe this will inspire some of you in the lab to think of experiments that could form the basis of a thesis ... The New Scientist article gives a link to the authors' website at McGill where you can find the articles.
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The idea of collecting players' information during the game play, and using the information to generate the game elements (e.g., positions of enemies) is very creative and interesting. Most of the recent studies have focused on what kind of target can capture your attention, while ignoring the state of your fixation, or top-down influence. After reading their paper, it seems like the allocation of attention is influenced by the complexity of the stimuli at your fixation point, or the direction of your eye pursuit. It would be a good paradigm to use, and I will be glad to know whether there is interaction between the target feature and fixation position on attentional allocation.
This also reminds me the topic that we had during the lab meeting, that whether top-down processing would conflict with bottom-up information during attentional allocation, which result in a slower response.
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