Fig 1.
Core predictions, analyses, and potential results for the two experiments.
For each theory (white circles), the core predictions (white rectangles) and possible outcomes (colored rectangles) are summarized. Green squares denote positive outcomes, red ones denote negative outcomes, and yellow squares denote negative outcomes that are less conclusive, as they might stem from limitations of the methods or analyses. On the right, we conclude how combinations of results would reflect on the theories. Note that some predictions require time-resolved measures (M-EEG, iEEG), while others can be tested with all three techniques. PFC refers to Prefrontal cortex; RSA refers to representational similarity analysis [RSA; 48]; IT refers to inferotemporal cortex; LOC refers to lateral occipital cortex; V1 refers to primary visual cortex.
Fig 2.
Experiment 1 design—In separate blocks (top & bottom rows), subjects will be asked to detect infrequent targets drawn from two categories: a specific face and a specific object (upper row), or a specific letter and a specific false-font (lower row). The stimuli will be shared across blocks, but the selection of the targets will determine to which of three trial types each stimulus belongs: task-relevant targets, task-relevant non-targets, task-irrelevant non-targets highlighted by red, blue and green frames respectively. Colored frames are shown for illustration purposes only. The duration (500, 1000, 1500 ms) and orientation (side view/front view) of stimuli will be manipulated to allow for specific analyses. Blank intervals between stimuli and intertrial intervals (truncated exponential distribution) are not depicted here.
Fig 3.
Experiment 2 design–A) The four worlds of the game, with four levels in each world (left). In worlds 1 & 3 (middle) the player will control a shiny blue orb at the bottom of the screen to collect falling disks of the same color (on three vertical tracks), while avoiding falling disks of a different color. The size of the full game display in visual angle is indicated here (panel A, middle). In worlds 2 & 4 the colors will be swapped and players will control an orange orb (right). B) Examples of stimuli presented in the background (central portion of screen blown-up for display purposes): face (left), object (middle), blank (right). C) During gameplay, at 3-6sec intervals (4-7sec for fMRI), an object/face/blank will appear on one of four background squares (middle) for 500ms total, 250ms at full contrast, followed by 250ms of fade-out. On some trials (every 9-18sec), the stimulus will be immediately followed by an awareness probe (right) in which the game will pause and a small arrow will appear in the center instructing subjects to report whether they had just noticed a stimulus in that location. D) Schematic of the background animation demonstrating the trial timing, stimulus timing, and probe timing. For a video demonstration of the video game, visit the preregistration website: https://osf.io/b9nce/).
Table 1.
Trial types.
Fig 4.
Timeline for the adversarial collaboration protocol.
Number of subjects refers to the sum of subjects collected in the two experiments. Due to the COVID-19 pandemic of 2020–2021, phase 1 and 2 will be carried out in parallel and adjustments to the timing of some of the phases may be necessary.