Greg L. West
University of Toronto
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Featured researches published by Greg L. West.
Cognition | 2012
Davood G. Gozli; Greg L. West; Jay Pratt
The present study investigated the mechanisms responsible for the difference between visual processing of stimuli near and far from the observers hands. The idea that objects near the hands are immediate candidates for action led us to hypothesize that vision near the hands would be biased toward the action-oriented magnocellular visual pathway that supports processing with high temporal resolution but low spatial resolution. Conversely, objects away from the hands are not immediate candidates for action and, therefore, would benefit from a bias toward the perception-oriented parvocellular visual pathway that supports processing with high spatial resolution but low temporal resolution. We tested this hypothesis based on the psychophysical characteristics of the two pathways. Namely, we presented subjects with two tasks: a temporal-gap detection task which required the high temporal acuity of the magnocellular pathway and a spatial-gap detection task that required the spatial acuity of the parvocellular pathway. Consistent with our prediction, we found better performance on the temporal-gap detection task and worse performance on the spatial-gap detection task when stimuli were presented near the hands compared to when they were far from the hands. These findings suggest that altered visual processing near the hands may be due to changes in the contribution of the two visual pathways.
Journal of Experimental Psychology: Human Perception and Performance | 2009
Greg L. West; Adam K. Anderson; Jay Pratt
Previous studies that have found attentional capture effects for stimuli of motivational significance do not directly measure initial attentional deployment, leaving it unclear to what extent these items produce attentional capture. Visual prior entry, as measured by temporal order judgments (TOJs), rests on the premise that allocated attention accelerates perception, that is, stimuli that receive attention first are perceived first; thus, this method is a sensitive and direct measure of the time course of initial attentional deployment. The authors demonstrate, using a novel TOJ paradigm without cues, that displays of faces and facial threat show visual prior entry effects, that is, these stimuli are prioritized by the perceptual-attentional system over other stimuli competing for awareness. This study provides direct evidence of the extent to which motivationally significant stimuli capture attention over other concurrently displayed items in the visual array.
Psychonomic Bulletin & Review | 2008
Sara A. Stevens; Greg L. West; Naseem Al-Aidroos; Ulrich W. Weger; Jay Pratt
It has been suggested that two types of uninformative central cues produce reflexive orienting: gaze and arrow cues. Using the criterion that voluntary shifts of attention facilitate both response speed and perceptual accuracy, whereas reflexive shifts of attention facilitate only response speed (Prinzmetal, McCool, & Park, 2005), we tested whether these cues produce reflexive or volitional shifts of attention. A cued letter discrimination task was used with both gaze (Experiments 1A and 1B) and arrow (Experiments 2A and 2B) cues, in which participants responded to the identity of the target letter. In the response time (respond speed) tasks, participants were asked to respond as quickly as possible to the target; in the accuracy (perceptual quality) tasks, participants were asked to respond as accurately as possible. For both cue types, compatible cues were found to facilitate response speed but not perceptual accuracy, indicating that both gaze and arrow cues generate reflexive shifts in attention.
Acta Psychologica | 2013
Greg L. West; Naseem Al-Aidroos; Jay Pratt
Action video games have been show to affect a variety of visual and cognitive processes. There is, however, little evidence of whether playing video games can also affect motor action. To investigate the potential link between experience playing action video games and changes in oculomotor action, we tested habitual action video game players (VGPs) and non-video game players (NVGPs) in a saccadic trajectory deviation task. We demonstrate that spatial curvature of a saccadic trajectory towards or away from distractor is profoundly different between VGPs and NVGPs. In addition, task performance accuracy improved over time only in VGPs. Results are discussed in the context of the competing interplay between stimulus-driven motor programming and top-down inhibition during oculomotor execution.
Psychological Science | 2010
Greg L. West; Adam K. Anderson; Jeffrey S. Bedwell; Jay Pratt
Prioritization of affective events may occur via two parallel pathways originating from the retina—a parvocellular (P) pathway projecting to ventral-stream structures responsible for object recognition or a faster and phylogenetically older magnocellular (M) pathway projecting to dorsal-stream structures responsible for localization and action. It has previously been demonstrated that retinal exposure to red diffuse light suppresses M-cell neural activity. We tested whether the fast propagation along the dorsal-action pathway drives an accelerated conduction of fear-based content. Using a visual prior-entry procedure, we assessed accelerated stimulus perception while either suppressing the M pathway with red diffuse light or leaving it unaffected with green diffuse light. We show that the encoding of fearful faces is accelerated, but not when M-channel activity is suppressed, revealing a dissociation that implicates a privileged neural link between emotion and action that begins at the retina.
Proceedings of the Royal Society B: Biological Sciences | 2015
Greg L. West; Brandi Lee Drisdelle; Kyoko Konishi; Jonathan Jackson; Pierre Jolicoeur; Véronique D. Bohbot
The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime.
Journal of Cognitive Neuroscience | 2011
Greg L. West; Adam K. Anderson; Susanne Ferber; Jay Pratt
When multiple stimuli are concurrently displayed in the visual field, they must compete for neural representation at the processing expense of their contemporaries. This biased competition is thought to begin as early as primary visual cortex, and can be driven by salient low-level stimulus features. Stimuli important for an organisms survival, such as facial expressions signaling environmental threat, might be similarly prioritized at this early stage of visual processing. In the present study, we used ERP recordings from striate cortex to examine whether fear expressions can bias the competition for neural representation at the earliest stage of retinotopic visuo-cortical processing when in direct competition with concurrently presented visual information of neutral valence. We found that within 50 msec after stimulus onset, information processing in primary visual cortex is biased in favor of perceptual representations of fear at the expense of competing visual information (Experiment 1). Additional experiments confirmed that the facial displays emotional content rather than low-level features is responsible for this prioritization in V1 (Experiment 2), and that this competition is reliant on a faces upright canonical orientation (Experiment 3). These results suggest that complex stimuli important for an organisms survival can indeed be prioritized at the earliest stage of cortical processing at the expense of competing information, with competition possibly beginning before encoding in V1.
Journal of Motor Behavior | 2009
Greg L. West; Timothy N. Welsh; Jay Pratt
Although a considerable amount of research has investigated the planning and production of saccadic eye movements, it remains unclear whether (a) central planning processes prior to movement onset largely determine these eye movements or (b) they receive online correction during the actual trajectory. To investigate this issue, the authors measured the spatial position of the eye at specific kinematic markers during saccadic movements (i.e., peak acceleration, peak velocity, peak deceleration, saccade endpoint). In 2 experiments, the authors examined saccades ranging in amplitude from 4 to 20° and computed the variability profiles (SD) of eye position at each kinematic marker and the proportion of explained variance (R 2) between each kinematic marker and the saccade endpoint. In Experiment 1, the authors examined differences in the kinematic signature of saccadic online control between eye movements made in gap or overlap conditions. In Experiment 2, the authors examined the online control of saccades made from stored target information after delays of 500, 1,500, and 3,500 ms. Findings evince a robust and consistent feedback-based system of online oculomotor control during saccadic eye movements.
Experimental Brain Research | 2011
Greg L. West; Naseem Al-Aidroos; Josh Susskind; Jay Pratt
According to evolutionary accounts, emotions originated to prepare an organism for action (Darwin 1872; Frijda 1986). To investigate this putative relationship between emotion and action, we examined the effect of an emotional stimulus on oculomotor actions controlled by the superior colliculus (SC), which has connections with subcortical structures involved in the perceptual prioritization of emotion, such as the amygdala through the pulvinar. The pulvinar connects the amygdala to cells in the SC responsible for the speed of saccade execution, while not affecting the spatial component of the saccade. We tested the effect of emotion on both temporal and spatial signatures of oculomotor functioning using a gap-distractor paradigm. Changes in spatial programming were examined through saccadic curvature in response to a remote distractor stimulus, while changes in temporal execution were examined using a fixation gap manipulation. We show that following the presentation of a task-irrelevant fearful face, the temporal but not the spatial component of the saccade generation system was affected.
Molecular Psychiatry | 2018
Greg L. West; Kyoko Konishi; Moussa S. Diarra; Jessica Benady-Chorney; Brandi Lee Drisdelle; L Dahmani; D J Sodums; F Lepore; Pierre Jolicoeur; Véronique D. Bohbot
The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.