ArticlePloS one2020
Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR.
Article in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.
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Who cites it
13 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis.Frontiers in psychology · 2023Pooled it
- Adult age differences in the modulation of peripersonal space after tool use in virtual reality.Scientific reports · 2026Article
- Where extended reality and AI may take us: Ethical issues of impersonation and AI fakes in social virtual reality.PloS one · 2026Article
- DomeVR: Immersive virtual reality for primates and rodents.PloS one · 2025Article
- Color constancy mechanisms in virtual reality environments.Journal of vision · 2024Article
- PTVR - A software in Python to make virtual reality experiments easier to build and more reproducible.Journal of vision · 2024Article
- Article
- Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems.Behavior research methods · 2023Article
- vexptoolbox: A software toolbox for human behavior studies using the Vizard virtual reality platform.Behavior research methods · 2023Article
- Monitoring Brain Activity in VR: EEG and Neuroimaging.Current topics in behavioral neurosciences · 2023Article
- A Novel Scenario-Based, Mixed-Reality Platform for Training Nontechnical Skills of Battlefield First Aid: Prospective Interventional Study.JMIR serious games · 2022Article
- Accuracy and precision of visual and auditory stimulus presentation in virtual reality in Python 2 and 3 environments for human behavior research.Behavior research methods · 2022Article
- Colour Calibration of a Head Mounted Display for Colour Vision Research Using Virtual Reality.SN computer science · 2022Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The increasing interest in Virtual Reality (VR) as a tool for neuroscientific research contrasts with the current lack of established toolboxes and standards. In several recent studies, game engines like Unity or Unreal Engine were used. It remains to be tested whether these software packages provide sufficiently precise and accurate stimulus timing and time measurements that allow inferring ongoing mental and neural processes. We here investigated the precision and accuracy of the timing mechanisms of Unreal Engine 4 and SteamVR in combination with the HTC Vive VR system. In a first experiment, objective external measures revealed that stimulus durations were highly accurate. In contrast, in a second experiment, the assessment of the precision of built-in timing procedures revealed highly variable reaction time measurements and inaccurate determination of stimulus onsets. Hence, we developed a new software-based method that allows precise and accurate reaction time measurements with Unreal Engine and SteamVR. Instead of using the standard timing procedures implemented within Unreal Engine, time acquisition was outsourced to a background application. Timing benchmarks revealed that the newly developed method allows reaction time measurements with a precision and accuracy in the millisecond range. Overall, the present results indicate that the HTC Vive together with Unreal Engine and SteamVR can achieve high levels of precision and accuracy both concerning stimulus duration and critical time measurements. The latter can be achieved using a newly developed routine that allows not only accurate reaction time measures but also provides precise timing parameters that can be used in combination with time-sensitive functional measures such as electroencephalography (EEG) or transcranial magnetic stimulation (TMS).
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.