In this demo, participants follow the Iowa Gambling Task, a classic experiment in which participants choose between decks of cards with different payoffs. The skin conductance response before and after making a choice can be easily analyzed due to the marking of events from the experiment in the physiological record. In addition, the appearance of the decks, assigned probabilities of winning and losing, can be modified.
Usage Guidelines
This demo is also intended to serve as a tutorial on how to construct a virtual reality experiment. It can be fully modified and has been designed in a modular format with extensive comments to allow reuse of parts in other experiments. Code is written in the Python programming language and extensive support on programming with Python is provided in the software package and user forums. 3D models from the demo can be reused within the VR platform (only).
See More...Objectives
Overview
Quote and graph taken from Bechara et al (2005):
‚The participants are given four decks of cards, a loan of $2000 facsimile US bills, and asked to play so as to win the most money. Turning each card carries an immediate reward ($100 in decks A and B and $50 in decks C and D). Unpredictably, however, the turning of some cards also carries a penalty (which is large in decks A and B and small in decks C and D). Playing mostly from decks A and B leads to an overall loss. Playing from decks C and D leads to an overall gain. The players cannot predict when a penalty will occur, nor calculate with precision the net gain or loss from each deck. They also do not know how many cards must be turned before the end of the game (the game in fact ends after 100 card selections).‚
Taken from: The Iowa Gambling Task and the somatic marker hypothesis: some questions and answers
A. Bechara, H. Damasio, D. Tranel and A.R. Damasio TRENDS in Cognitive Sciences Vol.9 No.4 April 2005
Anticipatory SCR levels change as a function of the number of trials experienced and result in an increasing disparity between levels observed prior to selecting good vs. bad decks. Bechara et al have proposed that this change in somatic response occurs even before the participants have adequate conscious knowledge of the situation.
Data analysis
With minor customization, this demo application can be directly applied for research or teaching purposes. It allows the user to test the following:
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VR Research System
Wired | VR – Iowa Gambling Task
VR Research System with BIOPAC wireless physiological data recording—MP160 System and BioNomadix—and a turnkey VizMove VR System (seated, standing, walking, or projection) plus the biofeedfack link to tightly sync immersive events & subject's real-time response.
VR Biofeedback
Wired | VR – Iowa Gambling Task
BIOPAC solutions for biofeedback and virtual reality (VR) can utilize the two-way communications interface for VR. The interface sends marker information from the virtual world to the MP Data Acquisition System and includes the biofeedback data transfer protocol for real-time digital communication, which allows the participant’s physiological feedback to control the VR world.VizMove turnkey VR System plus biofeedback link to tightly sync immersive events and real-time physiological response data from your existing MP160 Research System—change the world based on subject's response. Choose Seated, Standing, Walking, or Projection VR.To learn more about solutions for research using biofeedback and virtual reality, click the the Applications & Advanced Features linked above, or visit the VR Resources page to see some examples.
VR & Stimulus Catalog
Interactive VR
Wired | VR – Iowa Gambling Task
VizMove turnkey Virtual Reality system—start running a high-res virtual reality lab from the moment you unpack the box. System options for a variety of lab space and subject mobility requirements. Select seated, standing, walking, or projection VR for single or multiple users.
MP36R System
Wired | VR – Iowa Gambling Task
MP36R with AcqKnowledge plus lead set, voltage stimulator, bar electrode, 8 mm snap electrodes & gel
MP160 System
Wired | VR – Iowa Gambling Task
MP160 System with EEG amplifier, reusable electrodes, stimulator, and tubephone
VR Research System
VR Biofeedback
Interactive VR
MP36R System
MP160 System
Join BIOPAC to learn about Argus ETVision eye tracking glasses and how to integrate with AcqKnowledge software.
You will learn:
– How to optimize the glasses setup
– How to use the glasses for in-lab and mobile applications
– How to import and synchronize logged data from the glasses
– How to analyze the data using ETAnalysis
– How to create Moving and Live Areas of Interest
– How to extract eye tracking measurements in AcqKnowledge with physiological data
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