Abstract
Recent advancements in extended reality (XR) and data modelling present new opportunities for adaptive simulation solutions, which can measure and respond to individual neuropsychological states. However, questions remain about the optimal metrics for real-time data capture and the applicability of these solutions for enhancing user experiences. The present research examined a novel form of adaptive XR, called “prediction-based attention computing” (PbAC), which tailors simulations based on computational models of the brain and, thus, the dynamic sensorimotor processes theorised to underpin human perception and learning. Specifically, this study aimed to demonstrate whether PbAC can adaptively capture users’ internal state predictions and modulate associated neuropsychological responses. To test this, we used an XR-based racquetball paradigm, in which participants were tasked with intercepting virtual balls that emerged from different starting locations. For PbAC conditions, in-situ eye tracking data assessments were utilised to index participant’s prior beliefs and manipulate levels of expectedness (i.e., prediction error) on each trial. Various measures of predictive sensorimotor behaviour were then extracted and compared with data from probability-controlled and matched-order control conditions. Results showed that sensorimotor responses were affected by the expectedness of XR stimuli, and that clear, prediction-related biases emerged within PbAC conditions. The novel computing software also provoked marked surprisal responses on trials designed to elicit high levels of prediction error, and these surprisal effects were similar, or even greater than, those in our comparison conditions. Together, the findings provide proof of concept for PbAC and support its development within future research and technology innovations.
| Original language | English |
|---|---|
| Article number | 44 |
| Journal | Virtual Reality |
| Volume | 30 |
| Issue number | 1 |
| Early online date | 19 Jan 2026 |
| DOIs | |
| Publication status | Published - 31 Mar 2026 |
Data Availability Statement
All relevant data and code are available online from https://osf.io/37xjw/. A Unity package relating to the study’s virtual racquetball task is available on this page and contains all relevant PbAC code and scripts. However, please note that this code has been specifically built for our virtual racquetball task and would require modification for use in other Unity projects and XR environments.Funding
This work was supported by an Institutional Strategic Support Fund grant awarded by the Wellcome Trust to the University of Exeter (grant number: 204909/Z/16/Z) and a New Investigator grant awarded by the Economic and Social Research Council to Dr Arthur (grant reference: APP6253). These funders played no role in the design of the study, data collection, or preparation of the manuscript. For the purpose of open access, the author has applied a Creative Commons Attribution (CC BY) licence to any Author Accepted Manuscript version arising from this submission.
Keywords
- Active inference
- Adaptive training
- Predictive coding
- Virtual reality
ASJC Scopus subject areas
- Software
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
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