The project is on schedule and has made substantial progress in all three aims:
Aim 1: Passive Value via Computational Modelling
• Published a top 10% paper (Salomon et al., 2025, JEP:G) identifying a behavioral computational marker of value change at the item level.
• Collected behavioral data (n=40) comparing the impact of various cue types (auditory/visual, attention/natural) on preference change.
• Reanalyzed prior fMRI datasets (n=138) to link neural activations to a Bayesian learning parameter (Theta slope), identifying correlates with length of training in the frontal gyrus, occipital cortex, and caudate, among others.
Aim 2: Eye-Tracking-Based Passive Markers
• Recorded eye-tracking data from 75 participants viewing 150 individual images of faces and snacks, followed by subjective preference ratings.
• Applied deep learning models (RNNs, CNNs) to gaze data, finding that temporal dynamics in eye movements can successfully predict preferences, highlighting the promise of gaze as a passive marker of value.
Aim 3: Passive Value in Naturalistic Virtual Environments
• Developed multiple VR-based tasks using Unity on the Meta Quest Pro headset to collect data on gaze, body position, and hand kinematics.
• Replicated a prior study identifying passive value markers in gaze during VR exposure.
• Created and deployed a museum version in VR paradigm and a corresponding real web based version to validate lab findings in naturalistic settings.
• Initiated a series of VR studies, including a spatial maze task (n=32), a free-roaming museum tour (n=60), novel multisensory valuation tasks, augmented reality preferences and single item valuation in VR.
Infrastructure and Team
• Established a sophisticated QA pipeline for VR data (face tracking, motion, gaze).
• Built cross-disciplinary collaborations with experts in neurobiology, computer science, and psychology.
• The team comprises data scientists, designers, and research assistants, many trained in biology, psychology, and computational and data sciences.