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7/30/2019 pub med article
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A System to Study 3D Perception for Diagnosing
Schizophrenia and Assessing Treatment ResultsJordan T. Ash, James M. Hughes, Thomas V. Papathomas
Department of Biomedical Engineering and Laboratory of Vision Research
Rutgers University, New Brunswick, New Jersey, 08854
AbstractIndividuals with schizophrenia (SZ) perceive variousvisual stimuli differently than healthy controls. This is especiallytrue of the hollow-face illusion. We have created a virtualrendering system that exploits this well-known fact. We alsoexplain the addition of a head-tracking feature that provides amore realistic spatio-temporal interaction for our virtual-realityapparatus. Our system is capable of quantifying the amount oftime a person perceives the illusion and affords a comparisonbetween SZ patients and controls, thus offering a diagnostic toolfor SZ.
I. INTRODUCTION
Previous studies [1, 2] have shown that individuals with SZ
rely on data-driven processes for perception. Consequently,
they under-utilize concept-driven processes that rely on past
experiences. This is particularly clear when people with SZ
observe hollow-face illusion (HFI) stimuli [3]. In this study
we discuss a virtual-reality (VR) system that we developed to
create experiments that are impossible to achieve with real-
world (RW) stimuli. We show that healthy controls respond
similarly to VR and RW stimuli, even when relative motion
cues are accounted for. We used the concept of depth reversal
[3, 4] to measure the time observers perceive the HFI in a
pilot study. We offer a proposal to use virtual HFI stimuli to
diagnose SZ, and to assess the efficacy of treatment methods.
I I . METHODS
Eight nave subjects participated in the pilot VR study. Ten
nave subjects participated in the pilot RW study. None of the
participants were known to have any cognitive abnormalities.
The VR stimulus was a mask created with the FaceGen [5]tool for human head object file generation. The head was
then modified in 3D Studio Max [6] to create a hollow mask,
mapped with lifelike features on both sides using three high-
resolution image files: one of the face (1024x1024 pixels),
and two images of the left and right eye (256x256 pixels
each). It was presented on a 15-inch LCD monitor supplied
with a laptop computer. This mask was loaded as an object
file into our virtual environment using the MOGL features
of PsychToolBox [7, 8, 9]. In our pilot study, we varied the
distance between the nose-tip and the vertical axis of rotation,
as shown in Fig 1.
Figure 1. Left panel: All masks (a-e) face left in this top view. The verticalrotation axis is at circles center. Mask d rotates around an axis located at thetip of the nose. Right panel: Diagram specifying the notation. Origin is at thecircles center.
Our software employed the standard cylindrical
parametrization:
< x, y, z > = < R cos(), R sin(), 0 > (1)
This parametrization has many advantages, most notably the
ability to easily change whether the mask is facing inwards or
outwards by simply changing the sign of R. The mask wasrotated by incrementing by d in each iteration; the signand magnitude ofd allowed for rotation direction and angularspeed to be changed. The amount of time spent in the illusion
was tracked, with the user pressing the right or left arrow
keys, corresponding to whether he or she perceived the mask
as rotating clockwise or counterclockwise as seen from above
(same as RW experiment). We assessed the strength of the
illusion by the ratio J/M, where J and M are themselvesratios. J is the ratio of iterations spent in the illusion andtotal iterations. M is the length of the time-interval possibleto spend in the illusion (i.e., when the concave side was facing
the observer) divided by the duration of the entire trial. J is
given by (2), where R is the distance from the mask to thecenter of rotation and D is the distance from the center ofrotation to the observer.
M=1
2
arcsin(R/D)
(2)
A sum (+) corresponds to a trial in which the mask isfacing away from the axis of rotation, while a difference ()
corresponds to the mask facing towards the axis of rotation.
Our RW system mirrored the VR system closely, and involved
a similarly varying rotational axis. The same formulas were
applied for statistical analysis. A painted plastic mask, affixed
7/30/2019 pub med article
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to a motorized turntable was used as the stimulus, and a
MATLAB [10] program was used to record intervals during
which observers witnessed the illusion. Each observer saw the
stimulus in all possible combinations of rotation radius, mask
direction, and rotation direction. The order of these conditions
was arranged pseudo-randomly. d was kept at .2 radiansper iteration, resulting in 10 iterations per full rotation. Theviewing distance was kept at 25 units, to allow for the mask to
fit comfortably on the screen during rotation. In each trial, the
mask rotated a total of four revolutions (8 radians), justifyingthe use of (2) which only applies for integer multiples of radians.
Although not utilized in the pilot study, our software is also
capable of real-time head tracking (Fig 2). Such functionality
allows the combination of observer self-motion and object
motion in future studies. A Nintendo Wii remote control
[11, 12] senses the positions of battery-powered infrared light
emitting diodes (LEDs) that are mounted on a headband worn
by of our observers.
Figure 2. Top view of rear projection head tracking system (not drawn toscale).
We render the virtual scene in real time by changing theviewing point according to the sensed observers position.
To further enhance realism in the VR system, a rear screen
projection system was installed to allow for larger images.
This created an environment for studies less restrictive than
the study performed on the laptop. Calibration of this system
was necessary to accurately redraw the virtual environment
for every change in the participants position. This gain
calibration variable was assessed using an object in the RW
that was also constructed in the VR world. We marked
locations on the laboratory floor where similar features of the
RW and VR object looked identical. This enabled us to express
the amount of rotation for the VR object as a linear function
of the viewers displacement. This was a necessary step to
increase the realism of the VR stimulus view that changed as
a result of the observers self-motion.
III. RESULTS
The rationale for varying the position of the rotation axis
was to vary the strength of the motion parallax (MP) signals.
The perceived feature-to-observer distance varies inversely
with MP. Thus, mask d of Fig 1 should produce a weak
illusion because the nose-tip, having zero MP, should be seen
further than features with large MP, such as the cheeks. On
the contrary, our data from both VR and RW experiments
show that the illusion strength did not vary significantly with
the position of the axis of rotation. This shows a higher
dependence on top-down, concept-driven processes, such as
the experience of convex faces, rather than data-driven MP
signals.
There was no significant difference between the responses of
observers in the RW and the VR experiment, confirming that
virtual stimuli can replace real-world stimuli for more flexible
and quantifiable measurements in the future. It was clear
that all observers saw the illusion strongly. However, many
observers were hesitant to respond promptly, either for fear of
an incorrect answer or because they had a poor understanding
of their task. We are currently developing better techniques for
training observers, based on our observations from the pilot
studies. Nevertheless, the main finding remains that the illusion
is obtained across all conditions.
IV. FUTURE WORK
Future experiments will utilize the head-tracking apparatus
described above to assess the observers position in real space
and time. We already have a working head-tracking system as
shown in Fig. 2. We have successfully developed software
that affords a wide spectrum of interesting studies on the
perception of 3D objects, because our software is not limited
to mask stimuli. On the contrary, it can handle any 3D object
model. These resources enable us to design experiments to
compare 3D object perception between patients with SZ and
healthy controls. Since the hollow-mask illusion correlates
with the severity of SZ, similar experiments can be performed
on SZ patients who are undergoing treatment to assess the
efficacy of the treatment method.
V. ACKNOWLEDGMENTS
We thank Chris Kourtev for technical support.
REFERENCES
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