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Mackey, W. E.

Publications and source records attributed to Mackey, W. E..

6 recordsLinked to original sources

Computer mouse weight is associated with one-week motor skill improvement in a large naturalistic video game cohort

Computer mouse weight has been proposed to influence human motor performance, but existing evidence comes largely from small, short-duration controlled studies, leaving its relationship to performance during naturalistic gameplay unresolved. We analyzed one-week skill improvement in Aimlabs, a popular first-person shooter aim-training and assessment platform, among 9,067 players whose telemetry recorded a mouse-model change (switchers) during self-directed game use, using a 21-day baseline and 7-day follow-up; 4,991 players with a single mouse model (non-switchers) observed over matched pseudo-anchor intervals provided a secondary contextual comparison. Post-switch mouse weight was represented by eight bands spanning 35-124 g. The primary multivariable generalized additive regression model accounted for baseline skill, pre- and post-switch practice intensity, and pre- and post-switch mouse sensitivity, and allowed the association between weight band and improvement to vary with baseline skill, post-switch practice, and post-switch sensitivity. For each weight band, predicted mean one-week improvement was standardized to the observed distribution of these covariates among switchers and reported in percentile-rank points. Statistical significance was evaluated using 1,000 permutations in which observed mouse weights were randomly reassigned among switchers without replacement and the model was refitted to generate empirical null distributions for the weight-related test statistics. Predicted improvement differed significantly across the eight weight bands (p = 0.001). Pairwise comparisons identified significant differences between bands (p < 0.05), but no single band was associated with significantly greater predicted improvement than all seven others. In this large naturalistic cohort, predicted improvement was highest for players with 35-44 g mice, followed by 45-54 and 55-64 g, and several pairwise comparisons showed significantly greater improvement in lighter than in heavier weight bands. Across the examined baseline-skill profiles, the lowest predicted improvements occurred in either the 85-99 or 115-124 g band. Predicted improvement differed across weight bands at the 25th-percentile and median baseline-skill values (p = 0.002 and p = 0.003) but not at the 75th percentile (p = 0.153). However, the weight-band x baseline-skill interaction was not significant (p = 0.181), indicating that the analysis did not establish that weight-related differences varied by skill level.

neuroscience↗

Assessment of Human Expertise in First-Person Shooter Games

Contrary to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a players skill and ability. To begin to address this, we assessed the performance of professional-level players in Aim Lab, a first-person shooter training and assessment game, within two separate target-shooting tasks. These tasks differed primarily in the relative incentive for fast and imprecise shots versus slow and precise shots. Each players motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot frequency and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; and 2) individual differences in motor acuity were significantly correlated with both kinematics and the number of movements needed to hit a target. We demonstrate the importance of transforming from orientation in the virtual environment to centimeters on the mouse pad, as well as accounting for differences in mouse sensitivity across players, for characterizing human performance in first-person shooter games. This approach to measuring motor acuity has widespread application not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research.

neuroscience↗

Long-term Motor Learning in the Wild with High Volume Video Game Data

Motor learning occurs over long periods of practice during which motor acuity - the ability to execute actions more accurately, precisely, and within a shorter amount of time - improves. Laboratory-based motor learning studies are typically limited to a small number of participants and a time frame of minutes to several hours per participant. Thus, there is a need to assess the generalizability of theories and findings from lab-based motor learning studies on much larger samples across longer time scales. In addition, laboratory-based studies of motor learning use relatively simple motor tasks which participants are unlikely to be intrinsically motivated to learn, limiting the interpretation of their findings in more ecologically valid settings. We studied the acquisition and longitudinal refinement of a complex sensorimotor skill embodied in a first-person shooter video game scenario, with a large sample size (N = 7174 participants, 682,564 repeats of the 60 sec game) over a period of months. Participants voluntarily practiced the gaming scenario for as much as several hours per day up to 100 days. We found improvement in performance accuracy (quantified as hit rate) was modest over time but motor acuity (quantified as hits per second) improved considerably, with 40-60% retention from one day to the next. We observed steady improvements in motor acuity across multiple days of video game practice, unlike most motor learning tasks studied in the lab that hit a performance ceiling rather quickly. Learning rate was a nonlinear function of baseline performance level, amount of daily practice, and to a lesser extent, number of days between practice sessions. In addition, we found that the benefit of additional practice on any given day was non-monotonic; the greatest improvements in motor acuity were evident with about an hour of practice and 90% of the learning benefit was achieved by practicing 30 minutes per day. Taken together, these results provide a proof-of-concept in studying motor skill acquisition outside the confines of the traditional laboratory and provide new insights into how a complex motor skill is acquired in an ecologically valid setting and refined across much longer time scales than typically explored.

neuroscience↗

Effects of TeaCrine(R) (theacrine), Dynamine™ (methylliberine), and caffeine on gamer psychomotor performance in a first-person shooter video game scenario

PurposeTo compare the effects of purported cognitive enhancing dietary bioactive ingredients on subjective and objective measures of cognitive and motor performance during a first-person shooter video game. MethodsUsing a placebo-controlled crossover design, nine healthy men (23.4{+/-}5.7 yr, 178.9{+/-}5.8cm, 86.0{+/-}17.1kg) completed four 20-minute gaming sessions designed to assess cognitive, motor, and perceptual skills via artificial intelligence-driven battery of tasks (Aim Lab). Participants ingested either a placebo (PL), caffeine (CAFF), or caffeine + methylliberine (Dynamine) + theacrine (TeaCrine(R)) (CMT). Before and after each gaming session participants rated various feelings of affect. Data were analyzed using mixed factorial ANOVA, bootstrapping post-hoc tests with 95% confidence intervals, and effect sizes. ResultsCompared to PL, self-assessed performance was significantly increased in CMT vs. PL (p=0.035) and self-assessed jitteriness was increased by CAFF vs. PL (p=0.043). CMT was associated with a greater improvement of participants visuo-spatial working memory from baseline vs. PL (p=0.04) and CAFF (p=0.033). CAFF had a greater decrease in reaction time for false alarms (indicating diminished cognitive control) from baseline vs. PL (p=0.002) and CMT (p=0.001) and a greater increase for time on target tracking vs. PL (p=0.008) and CMT (p=0.047). Compared to PL, CMT was associated with a greater decrease in median kill time (indicating improved speed) (p=0.017). Compared to PL, systolic blood pressure was significantly increased by CAFF (p=0.025) and CMT (p=0.020) but remained within normal limits. ConclusionsAcute CMT supplementation improved cognitive and motor abilities in recreational gamers. The addition of theacrine and methylliberine to caffeine may lessen some undesirable effects of isolated caffeine ingestion on cognitive control and jitteriness.

physiology↗

ORGaNICs: A Canonical Neural Circuit Computation

A theory of cortical function is proposed, based on a family of recurrent neural circuits, called ORGaNICs (Oscillatory Recurrent GAted Neural Integrator Circuits). Here, the theory is applied to working memory and motor control. Working memory is a cognitive process for temporarily maintaining and manipulating information. Most empirical neuroscience research on working memory has measured sustained activity during delayed-response tasks, and most models of working memory are designed to explain sustained activity. But this focus on sustained activity (i.e., maintenance) ignores manipulation, and there are a variety of experimental results that are difficult to reconcile with sustained activity. ORGaNICs can be used to explain the complex dynamics of activity, and ORGaNICs can be use to manipulate (as well as maintain) information during a working memory task. The theory provides a means for reading out information from the dynamically varying responses at any point in time, in spite of the complex dynamics. When applied to motor systems, ORGaNICs can be used to convert spatial patterns of premotor activity to temporal profiles of motor control activity: different spatial patterns of pre-motor activity evoke different motor control dynamics. ORGaNICs offer a novel conceptual framework; Rethinking cortical computation in these terms should have widespread implications, motivating a variety of experiments.

neuroscience↗

Visual field map clusters in human frontoparietal cortex

The visual neurosciences have made enormous progress in recent decades, in part because of the ability to drive visual areas by their sensory inputs, allowing researchers to reliably define visual areas across individuals and across species. Similar strategies for parceling higher-order cortex have proven elusive. Here, using a novel experimental task and nonlinear population receptive field modeling we map and characterize the topographic organization of several regions in human frontoparietal cortex. We discover maps of both polar angle and eccentricity that are organized into clusters, similar to visual cortex, where multiple maps of polar angle of the contralateral visual field share a confluent fovea. This is striking because neural activity in frontoparietal cortex is believed to reflect higher-order cognitive functions rather than external sensory processing. Perhaps the spatial topography in frontoparietal cortex parallels the retinotopic organization of sensory cortex to enable an efficient interface between perception and higher-order cognitive processes. Critically, these visual maps constitute well-defined anatomical units that future study of frontoparietal cortex can reliably target.

neuroscience↗