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TYPE Data Report
PUBLISHED 05 June 2024
DOI 10.3389/fnrgo.2024.1411305
OPEN ACCESS
EDITED BY
Ranjana K. Mehta,
University of Wisconsin-Madison,
United States
REVIEWED BY
Ronak Ranjitkumar Mohanty,
University of Wisconsin-Madison,
United States
Germán Gálvez-García,
University of La Frontera, Chile
*CORRESPONDENCE
Lukas Gehrke
RECEIVED 02 April 2024
ACCEPTED 20 May 2024
PUBLISHED 05 June 2024
CITATION
Gehrke L, Terfurth L, Akman S and Gramann K
(2024) Visuo-haptic prediction errors: a
multimodal dataset (EEG, motion) in BIDS
format indexing mismatches in haptic
interaction. Front. Neuroergon. 5:1411305.
doi: 10.3389/fnrgo.2024.1411305
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©2024 Gehrke, Terfurth, Akman and
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which does not comply with these terms.
Visuo-haptic prediction errors: a
multimodal dataset (EEG,
motion) in BIDS format indexing
mismatches in haptic interaction
Lukas Gehrke*, Leonie Terfurth, Sezen Akman and
Klaus Gramann
Biological Psychology and Neuroergonomics, Department of Psychology and Ergonomics,
Technological University Berlin, Berlin, Germany
KEYWORDS
neuroergonomics, BIDS, EEG, prediction error, motion, virtual reality
1 Introduction
One of the key challenges in the design of immersive virtual reality (VR) is to create
an experience that mimics the natural, real world as closely as possible. The overarching
goal is that users “treat what they perceive as real” and consequently feel present in the
virtual world (Slater, 2009). To feel present in an environment, users need to establish a
dynamic and precise interaction with their surroundings. This allows users to infer the
causal structures in the (virtual) world they find themselves in and develop strategies to
deal with uncertainties (Knill and Pouget, 2004).
Here, we present a data set that indexes interaction realism in VR. By violating users
predictions about the VRs interaction behavior in an “oddball-like manner (Sutton et al.,
1965), labels with high temporal resolution were obtained (that describe the interaction);
see our previous publications (Gehrke et al., 2019,2022).
1.1 Background and related work
Today, the brain is frequently conceived of as creating a model of its environment in the
constant game of predicting the causes of its available sensory data (Rao and Ballard, 1999;
Friston, 2010;Clark, 2013). In this predictive coding conception, probabilistic analyzes
of previous experiences drive inferences about which actions and perceptual events are
causally related. This is inherently tied to the body’s capacity to act on the environment,
rendering the action–perception cycle of cognition into an embodied process (Friston,
2012). When all movement-related sensory data (i.e., sensorimotor data) are consistent
with the predicted outcome of an action, the action is regarded as successful. However,
when a discrepancy between the predicted and the actual sensorimotor data are detected,
a prediction error occurs, and attention will be directed to correct for the discrepancy in
real time (Savoie et al., 2018). In their work, Savoie et al. (2018) manipulated the control-
to-display ratio in a quarter of the trials. In the manipulated trials, a dot moved at 45
offset compared to the real hand motion during a reach to a target. The authors found
electroencephalographic data (EEG) data to reflect this prediction error in sensorimotor
mapping.
Therefore, the fast and accurate detection of such discrepancies is crucial for
performing precise interactions in the real as well as in virtual worlds.
The underlying mechanisms and neural foundations of predictive coding have
been extensively studied; see, for example, Holroyd and Coles (2002), Bendixen et al.
(2012), and Clark (2013). The frontal mismatch negativity paradigm (MMN, a type
of event-related potential, also known as ERP) has often been employed to probe the
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predictive brain hypothesis, Stefanics et al. (2014) for a review.
Lieder et al. (2013) have shown that the best-fitting explanation
of MMN activity is the computation of a Bayes-optimal generative
model, that is, prediction errors.
However, these research findings originate from stationary EEG
protocols that require the user to passively observe presented
stimuli, neglecting the embodied cognitive aspects of goal-
directed behavior. As a consequence, the cortical activity patterns
underlying predictive embodied processes during goal-directed
movement are not fully established. How these electrocortical
features reflect a perceived loss in physical immersion when
interacting with virtual- and augmented reality (VR/AR) is yet to
be understood.
1.2 A data set capturing visuo-haptic
predictions in VR
The presented mobile brain/body imaging data include brain
recordings via EEG and behavioral indexes, as well as motion
capture during an interactive VR experience (Makeig et al., 2009;
Gramann et al., 2014;Jungnickel et al., 2019). Based on the idea
that the brain has evolved to optimize motor behavior by detecting
sensory mismatches, we have previously leveraged these data to
use the frontal “prediction error” negativity (PEN) as a feature for
detection of system errors in haptic VR (Gehrke et al., 2019,2022).
The data set is available in the Brain Imaging Data System
(BIDS) format (Pernet et al., 2019;Jeung et al., 2023). In an
oddball-style paradigm, haptic realism was altered, resulting in
a 2 (mismatch) ×3 (level of haptic immersion) design. This
allows for both, the analyzes of each main effect as well as their
interaction. In the experiment, interaction realism was manipulated
by adding temporally unexpected visual and haptic feedback. To
this end, visuo-haptic glitches were introduced during a reaching
task, similar to unexpected tones in classical auditory oddball
paradigms (Sutton et al., 1965). Haptic realism was altered by
adding haptic channels per condition in the experimental block
design. Two haptic conditions were presented following a baseline,
non-haptic, condition. Touching a surface was rendered through
a vibration motor under the fingertip in one condition, and in
another condition, this was further combined with rendering
object rigidity (force feedback) through the use of electrical muscle
stimulation (EMS).
After experiencing each haptic modality, participants rated
their subjective level of presence on the Igroup Presence
Questionnaire (IPQ; Schubert, 2003). This questionnaire is a scale
for measuring the subjective sense of presence experienced in VR.
2 Multimodal prediction error data set
2.1 Participants
The experiment was approved by the local ethics committee of
the Department of Psychology and Ergonomics at the TU Berlin
(Ethics approval: GR1020180603). In total, 20 participants (12
female, mean age = 26.7 years, SD = 3.6 years) were recruited
through an online tool provided by the Department of Psychology
and Ergonomics of the Berlin Institute of Technology and local
listings. In line with the ethics approval, only right-handed people
between the ages of 18 and 65 were recruited.
All participants had normal or corrected-to-normal vision and
had not experienced VR with either vibrotactile feedback at the
fingertip or any form of force feedback, including EMS. Participants
were informed about the nature of the experiment, recording and
anonymization procedures. Each subject signed a consent form.
Participants were compensated 10 euros or 1 study participation
hour (course credit) per hour.
Before further analysis, data from the first subject were removed
due to data recording errors.
2.2 Apparatus
A virtual environment was designed in Unity3D (Unity
Software Inc., San Francisco, CA, USA) and presented through
the HTC Vive Pro (High Tech Computer Co., Taoyuan, Taiwan)
featuring a 1, 440 ×1, 600 per-eye resolution and a 98horizontal
field of view (for technical details, see: https://vr-compare.com/
headset/htcvivepro). An HTC VIVE tracker (High Tech Computer
Co., Taoyuan, Taiwan) was used to capture the position of the
hand (for technical details, see: https://vr-compare.com/accessory/
htcvivetracker3.0).
One vibrotactile actuator (Model 308–100 from Precision
Microdrives, London, UK) worn on the fingertip was used to
generate (vibro)tactile feedback, with 0.8 g at 200 Hz. This motor
measures 8 mm in diameter, making it ideal for the fingertip.
The vibration feedback was driven at 70 mA by a 2N7000 Metal
Oxide Semiconductor Field-Effect Transistors (MOSFET), which
was connected to an Arduino output pin at 3 V. To generate
force feedback, we actuated the index finger via EMS, which was
delivered via two electrodes attached to the participants extensor
digitorum muscle. We used a medically compliant EMS device
(Rehastim, Hasomed, Germany), which provides a maximum
of 100 mA and is controllable via USB. The EMS was pre-
calibrated per participant to ensure pain-free stimulation and
robust actuation.
EEG data were recorded from 64 actively amplified
electrodes using BrainAmp DC amplifiers from BrainProducts
(BrainProducts GmbH, Gilching, Germany). Electrodes were
placed according to the 10–20 system (Homan, 1988). Custom
EEG cap spacers1were used to ensure a good fit and less
discomfort due to the VR–EEG combination. After fitting the cap,
all electrodes were filled with conductive gel to ensure proper
conductivity. Electrode impedance was brought below 5K Ohm
when possible. See Figure 1A for the full experimental setup.
2.3 Experimental design
The data were collected during a repeated reach-to-tap task
in a 2 ×3 study design with the within-subject factors feedback
congruity and modality.
1https://grabcad.com/library/adapter-for-vr-eeg-setups-1
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FIGURE 1
(A) Experimental setup showing a participant wearing a 64-channel electroencephalography (EEG) cap and a virtual reality (VR) headset. The
participant’s right arm is equipped with electrical muscle stimulation (EMS) electrodes and a vibration motor under the index finger. (B) Task
sequence: The participant starts in a resting position and initiates the task at their own pace. After a random interval of 12 s, a cube appears in one of
three positions (Left, Middle, Right). The participant reaches for the cube, with the selection being either congruent or incongruent. The task ends
when the cube is touched, followed by a return to the resting position. (C) Different feedback modalities used in the study: Visual feedback only,
combined Vibration and Visual feedback, and EMS combined with Vibration and Visual feedback.
2.3.1 Task
Participants performed the task sitting in front of a table,
virtually as well as physically. The interaction flow, depicted in
Figure 1B, was as follows: participants moved their hands from the
resting position to the ready position to indicate they were ready to
start the next trial. Participants waited for a new target (a cube) to
appear in one of three possible positions (center, left, and right), all
located at the same distance from the ready position button on the
table. The time for a new target spawning was randomized between
1 and 2 s. A black cross on the top of the cube indicated the location
participants were instructed to tap. Then, participants completed
the task by tapping the target with their index finger. Tapping
success was indicated through three different sensory modalities
(see Figure 1C):
2.3.1.1 Visual-only feedback (visual)
Touching the virtual cube led to a change in its color from white
to red. No haptic feedback was given.
2.3.1.2 Tactile feedback (vibro)
In addition to visual feedback, touching of the virtual cube was
additionally confirmed by a 100 ms vibrotactile stimulus.
2.3.1.3 Force feedback (EMS)
In addition to visual and tactile feedback, participants received
100 ms of EMS via two electrodes at the extensor digitorum muscle.
After a target was tapped, participants moved back to the
resting position. Here, they could rest before starting the next
trial. To maximize EEG data quality, participants were instructed
to remain in a calm upright seated position while carrying out
the reaching movement. Furthermore, they were instructed to be
precise and keep a good pace. However, no feedback was given on
the accuracy and speed of their task completion.
2.3.2 Feedback congruity/visuo-haptic
mismatches
The key experimental manipulation in these data is the
introduction of prediction errors occurring at different levels of
immersion rendered through the haptic modalities. Therefore, to
allow assessment of the effects of flawed sensory feedback, the
feedback congruity was manipulated in a subset of the trials; see
Figure 1B.
2.3.2.1 Match trials (C), 75% of the trials
Feedback stimuli were presented upon tapping the object
exactly when participants expected them to occur based on the
available visual information (finger touching the target in the
virtual environment).
2.3.2.2 Mismatch trials (M), 25% of the trials
Feedback stimuli were triggered prematurely. Specifically, we
introduced a temporal delta between the expected time of feedback,
based on proprioceptive and visual information (finger touching
the target in the virtual environment), and the actual time of
feedback. This delta was realized by changing the cue triggering the
hit sphere (sphere collider) around the virtual cube. While using a
collision detection volume of the exact size of the cube in the match
trials, we enlarged the radius of a cue-triggering sphere by 350% in
the mismatch trials. This decision was based on the study design by
Singh et al. (2018), in which they showed that VR users can detect a
visual mismatch at 200% of visual offset from the target. Based on
pilot tests, we decided to extend the offset to 350% to increase the
salience of the mismatch. One alternative solution to this, would
be to alter the control-to-display ratio (Terfurth et al., 2024). This
allows for a more precise timing of the violation with respect to the
ballistic and corrective phases of the motion.
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2.3.3 Procedure
The experiment consisted of five phases that started with (1)
a setup phase, (2) a calibration phase, and (3) a short training
phase. For training purposes, we asked participants to wear the
VR headset for a maximum of 24 practice trials. Overall, the EEG
fitting, calibration, and practice trials took 30 min (with two
experimenters). In step (4), the task itself, the procedure varied
between participants.
Per participant, 300 trials were recorded for the Visual and
Vibro feedback condition. For the EMS condition, 100 trials were
recorded, as this condition was exploratory, and we did not want
to put too much strain on participants with a feedback channel that
not many people are familiar with.
The order of the Visual and Vibro conditions was
counterbalanced across participants, with the EMS condition
always being the last block. EMS trials were only collected for
11 participants. The EMS condition was added as an exploratory
part of the study, and 11 participants were deemed enough for
exploratory analyzes. The EMS condition was always presented
as the last block in order to prevent overshadowing of the strong
stimuli of the EMS simulations on the other conditions. Because of
this positioning, no impact on the visual and visuo-tactile contrast
was implied. The general blocked design of the interface conditions
was chosen to emphasize the influence of the additional haptic
channels while attenuating higher order interactions, such as a
prediction error about the upcoming interface condition.
At the end of each condition, we presented four questions
from the standard igroup presence questionnaire (IPQ) (Schubert,
2003), in particular: The general presence item (G1), The second
item of the realness subscale (REAL2), the fourth item of the
spatial presence subscale, and the first item of the involvement
subscale (INV1). The questionnaire was implemented into the
virtual environment.
2.4 Data records
EEG, motion capture, and an experiment marker stream
were recorded and synchronized using “load_xdf from
labstreaminglayer (https://github.com/sccn/labstreaminglayer).
The XDF files were then converted to BIDS format (Gorgolewski
et al., 2016;Pernet et al., 2019;Jeung et al., 2023) and the data
are available online (https://openneuro.org/datasets/ds003846/
versions/2.0.2). Motion data of a head and hand rigid body
conform to the BIDS-Motion specification (Jeung et al., 2023) as
of March 26, 2024. EEG data were recorded with a sampling rate
of 500 Hz and FCz as the reference electrode. Hand and head
movements were sampled at 90 Hz when coming out of the HTC
VIVE processing cascade.
A full repository including links to the data, experimental VR
protocol (Unity), and publication resources can be found at: https://
osf.io/x7hnm/.
3 Validation
We provide the code to fully reproduce our results (https://
github.com/lukasgehrke/2021-Scientific-Data-Prediction-Error),
starting with the conversion of the raw .xdf files to the BIDS format.
To ensure the quality of the data set, event-related potential (ERP)
and event-related spectral perturbation (ERSP) are reported here
at moments of prediction violation.
3.1 Signal processing
Our pipeline uses parts of the BeMoBIL pipeline, which wraps
and extends EEGLAB toolboxes (Delorme and Makeig, 2004;Klug
et al., 2022). Statistical tests were then computed using MNE–
Python (Gramfort et al., 2013).
3.1.1 EEG
After removing non-experiment segments at the beginning and
end of the recording, EEG data were resampled to 250 Hz. Next, bad
channels were detected using the “FindNoisyChannel” function,
which selects bad channels by amplitude, the signal-to-noise
ratio, and correlation with other channels (Bigdely-Shamlo et al.,
2015). Rejected channels were then interpolated while ignoring the
electrooculogram (EOG) channel and finally re-referenced to the
average of all channels, including the original reference channel
FCz. After applying a high-pass filter at 1.5 Hz, time-domain
cleaning and outlier removal were performed using adaptive
mixture of independent component analyzers (AMICA) auto
rejection (Palmer et al., 2011). Eye artifacts were removed using
the ICLabel toolbox applied to the results from an AMICA (Pion-
Tonachini et al., 2019). For this, the popularity classifier was used,
meaning that all components having the highest probability for the
eye class were projected out of the sensor data.
3.1.2 Motion
Motion capture data were filtered with a 6 Hz low-pass filter
and resampled to match the EEG sample rate. The first and second
derivative were taken and subsequently filtered using an 18 Hz
low-pass filter.
3.2 Detecting the time of movement onset
and peak velocity
We obtained the time of movement onset and subsequent
peak velocity by applying a velocity-based algorithm on the hand-
motion time series. The algorithm used a simple two-step threshold
approach to obtain a robust movement onset of the outward
reaching motion. First, a robust onset was defined by the time point
where the velocity first exceeded 50% of the maximum velocity
between the trial start event and the successful object tap event.
Next, a precise motion onset was defined by the first time point
where the signal preceding the robust onset fell below 10% of the
robust threshold value.
Subsequently, the peak velocity of the outward motion was
determined by peak extraction using the MATLAB function
“findpeaks in the time window between the motion onset and the
object tap event; see Knill and Pouget (2004).
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FIGURE 2
(A) Event-related hand velocity (ERV) and (B) event-related potentials (ERP) at electrode FCz for the 2 (mismatch condition) ×3 (haptic modality)
design. ERV is plotted from –500 to 500 ms around the peak velocity. ERP is plotted from –100 to 600 ms around the tap event. Gray (haptic
modality) and black (mismatch condition) blocks at the bottom mark effects. ems, electrical muscle stimulation.
FIGURE 3
Event-related spectral perturbations at electrode FCz (A). Changes from a –300 to –100 ms pre-stimulus baseline are marked by a black contour. (B)
t-statistic of the mismatch condition contrast, with effects marked by a black contour.
3.3 Event-related brain activity and hand
movement characteristics
Event-related time courses from both, band-pass filtered (0.1–
15 Hz) electrode FCz (ERP), as well as the hand velocity (ERV)
were extracted. ERPs were obtained from –100 to 600 ms around
the “tap” event. ERVs were obtained from –500 to 500 ms around
the maximum velocity peak; see Knill and Pouget (2004).
3.3.1 Event-related spectral perturbations
Event-related spectral perturbations (ERSP) were obtained by
extracting epochs from the trial onset, that is, spawn of the sphere,
to the object tap. A pre-stimulus interval was included for later
baseline correction. A spectrogram of all single trials was computed
using the EEGLAB’s “newtimef function (3–100 Hz in logarithmic
scale, using a wavelet transformation with three cycles for the lowest
frequency and a linear increase with frequency of 0.5 cycles). The
resulting spectograms were linearly time-warped to the movement
onset and time of peak velocity.
3.4 Statistics
ERPs were baseline-corrected by subtracting the average
amplitude of the last 100 ms preceding the trial start. To ascertain
effects of both ERP and ERV, the linear mixed-effects model
“sample condition + modality + 1|participantID was fit at each
time point. Effects were assessed using likelihood ratio tests for the
main effects with Benjamini–Hochberg p-value correction for false
discovery rate (Benjamini and Hochberg, 1995).
For ERSP, a spatiotemporal cluster test was conducted in
comparison to power values in a –300 to –100 ms pretrial baseline
window. The test was conducted for both contrasts: one test against
a pre-stimulus baseline and one between conditions.
3.5 Results
We observed similar motion profiles across the three different
haptic modalities. The oddball-like mismatch manipulation did not
change how participants moved. This can be seen in Figure 2A,
which shows the hand velocity time-locked to the velocity peak of
the motion.
Visuo-haptic mismatches impacted event-related processing as
picked up by the EEG. As reported in our previous studies, we
observed that mismatch stimuli impacted the ERP, for example, at
electrode FCz 170 ms post-stimulus, χ2
(1) =25.7, p<0.0001; see
Figure 2B. Furthermore, the level of haptic immersion impacted
the ERP, for example, electrode at 170ms post-stimulus (χ2
(1) =
16.7, p=0.0002).
For simplicity, only the test against baseline and the main
effect of the mismatch condition is plotted for electrode FCz
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in Figures 3A,B, respectively. At FCz, ERSPs appear in high
frequencies early on during the movement, with a positive change
compared to baseline. Furthermore, a negative change compared
to baseline power appears in the alpha and beta frequency
ranges during the movement, with a peak following maximum
velocity; see Figure 3A. Mismatch stimuli affected the spectral
power at FCz in lower frequency bands around the tap event; see
Figure 3B.
Data availability statement
Publicly available datasets were analyzed in this study. This data
can be found at: https://openneuro.org/datasets/ds003846.
Ethics statement
The studies involving humans were approved by
Ethik-Kommision (EK), Institut für Psychologie und
Arbeitswissenschaft (IPA), TU Berlin. The studies were
conducted in accordance with the local legislation and
institutional requirements. The participants provided
their written informed consent to participate in this
study.
Author contributions
LG: Writing review & editing, Writing - original
draft, Visualization, Validation, Supervision, Software,
Project administration, Methodology, Investigation,
Formal analysis, Data curation, Conceptualization. LT:
Writing review & editing, Writing original draft.
SA: Writing original draft, Methodology, Investigation,
Data curation, Conceptualization. KG: Writing review
& editing, Resources, Project administration, Funding
acquisition.
Funding
The author(s) declare that financial support was received for the
research, authorship, and/or publication of this article. The research
leading to these data being published has received funding from
the Bundesministerium für Bildung und Forschung (01GQ1511)
and the Deutsche Forschungsgemeinschaft (462163815). We
acknowledge support by the Open Access Publication Fund of TU
Berlin.
Acknowledgments
We thank Pedro Lopes (PL) and Albert Chen (AC) from
the University of Chicago for conceptualizing and helping set up
the experiment (PL), writing and reviewing earlier publications
leveraging these data (PL and AC), and assisting with data
collection (AC).
Conflict of interest
The authors declare that the research was conducted in the
absence of any commercial or financial relationships that could be
construed as a potential conflict of interest.
The author(s) declared that they were an editorial board
member of Frontiers, at the time of submission. This had no impact
on the peer review process and the final decision.
Publisher’s note
All claims expressed in this article are solely those of the
authors and do not necessarily represent those of their affiliated
organizations, or those of the publisher, the editors and the
reviewers. Any product that may be evaluated in this article, or
claim that may be made by its manufacturer, is not guaranteed or
endorsed by the publisher.
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