Participants performed a simulated shooting task under two viewing conditions, each in a separate session consisting of 120 trials and lasting for ∼40 minutes, conducted on separate days. Each session began with a practice block in which participants performed 20 trials to become familiarized with the task and the associated push-button controls. After the practice block, the eye tracker was calibrated using EyeLink's standard nine-point calibration. In the first condition, namely, the normal viewing condition, each trial started with the presentation of a 10′ wide black circular fixation target at the center of the screen (
Figure 1). Participants maintained fixation on the fixation target for a duration of five seconds, during which they were instructed not to blink. A blink resulted in termination of the trial, and a fresh trial began. After this prolonged fixation period, the fixation target disappeared and the shooting target (a black disc subtending 10′) appeared at one of five possible positions (0°, 5° left/right, 3° up/down), along with the “sight” (a black circle outline of diameter 1° and boundary width 1.4′) within close vicinity of the shooting target. The starting position of the sight was randomly picked from an invisible square boundary of length 1.5° centered on the shooting target. Immediately after presentation, the sight started to move in a randomly-selected diagonal direction (45°, 135°, 225°, or 315° in direction with respect to the target) with a fixed velocity (randomly selected to be 9, 12, 13, or 15 min/sec). Participants used four direction buttons on a gamepad to control the sight's direction of motion (which was constrained to the four directions listed above). The goal was to align the center of the moving sight with the center of the fixed shooting target. A single button press resulted in a corresponding change of direction (e.g., pressing the left button set the horizontal component of the motion to the left) with no change in overall speed. Participants pressed a “shoot” button on the gamepad when they judged the centers of the two objects to be perfectly aligned. After this “shoot” event, the task stimuli disappeared, and performance on the trial was reported at the location of the fixation point as a score (out of 10) calculated based on the distance of the sight center from that of the target. Task eccentricity and sight velocity for each trial were picked randomly, and with equal probability, from the discrete values listed above.
In the second condition, viz., the eccentric viewing condition, a trial started with a one-second fixation period, after which the shooting target and sight appeared at one of the four eccentric task locations (5° left/right, 3° up/down), while the fixation target remained on the screen. As opposed to the previous condition, in which participants were free to move their eyes, subjects were now instructed to maintain fixation on the central fixation target, and to use their peripheral vision to accomplish the same task (i.e., to align the sight center with the target center and shoot). Fixation was monitored using a fixation-check window, which consisted of an invisible square boundary of length 2° centered on the fixation target. A trial was aborted if the eye moved out of this window, or if the participant blinked. Participants could take a maximum of 30 seconds to finish a trial, and they controlled the beginning of the next trial with a button press. Calibration was re-done between trials if subjects moved their heads significantly. A session ended with completion of 120 valid trials. Four of the 11 participants performed shooting under the eccentric viewing condition first, followed by the normal viewing condition. Regardless of the order of testing, we observed similar results, so the data were combined for further analysis.