MF3D Background¶
Why are neuroscientists creating virtual reality monkeys? The answer requires a brief history of the field of social neuroscience and the importance of the macaque monkey as an animal model for understanding the human brain and psychiatric disorders.
Face processing in the macaque brain¶
Neural responses to images of faces in the macaque brain were first reported by Gross et al. (1972). The approach of recording extracellular spiking activity during visual stimulation of the anesthetized monkey followed that of Hubel & Wiesel (1968). Subsequent electrophysiology studies revealed that many of these neurons in the macaque superior temporal sulcus (STS) are sensitive to specific types of facial information, including head and eye gaze direction, identity, and facial expression (Perrett et al., 1982; 1985; Hasselmo, Rolls & Baylis, 1989).
The development of non-invasive functional magnetic resonance imaging (fMRI) in the 1990s lead to the discovery of face selective regions of ventral visual cortex in humans (Kanwisher et al., 1997) and subsequently the discovery that face-selective neurons were also clustered together in specific regions of the macaque inferotemporal (IT) cortex (Tsao et al., 2003; 2006; Pinsk et al., 2005), prefrontal cortex (Tsao et al., 2008) and medial temporal lobe (Landi & Freiwald, 2017).
Limitations of traditional vision neuroscience approach¶
The reductionist approach that has proven so successful for understanding the neurophysiological basis of visual processing in early visual areas, typically relies on simplified, abstract or artificial stimuli in order to allow for systematic, parameterized testing along stimulus dimensions of interest. However, the artificial nature of these experimental paradigms raises questions of their relevance to the types of visual experiences that the brain naturally encounters. This tension between rigorous control and ethological validity is perhaps most conspicuous in trying to understand the visual processing of social cues, to which much of the primate brain appears dedicated.
Consequently, scientists have more recently begun exploring alternative approaches that utilize more complex, ethologically valid visual stimulation paradigms (Hasson et al., 2003; Mosher, Zimmerman & Gothard, 2014; Russ & Leopold, 2015; McMahon et al., 2015; Park et al., 2017; Sliwa & Freiwarld, 2017). However, the trade-off of using ‘natural’ video stimuli is the loss of experimental control. While the visual and semantic content of video footage containing human actors is at least partially under the control of the director, natural movies of macaque subjects cannot be easily choreographed to address specific research questions.
Development of Macaque Avatars¶
Digital macaque ‘avatars’ have been used in behavioral and neuroscience research for over a decade (Figure 1). This approach has typically involved a trade-off between ethological validity (i.e. how natural and/or ‘real’ the visual stimulus appears to the subject) and experimental control. Indeed, an early study concluded that macaque subjects may experience a perceptual phenomenon known as the ‘uncanny valley’, whereby semi-realistic artificial representations of faces elicit more negative emotional responses than either real or obviously artificial faces (Steckenfinger & Ghazanfar, 2009).
Since the earliest uses of macaque avatars (Figure 1A), technological advances in graphic processing power and decreases in cost have lead to increased accessibility and photorealistic quality of rendering for complex particle systems (such as hair and fur) and naturalistic lighting (such as subsurface scattering). Given a studio budget, state of the art CGI is now almost indistinguishable from video, while even low-budget projects utilizing open-source tools such as Blender can now achieve high-quality results.
Despite these technological advances, the time and cost of employing skilled digital professionals to generate realistic 3D models of macaques can be prohibitive for lab budgets. The duplication of these efforts across many labs who (understandably) choose not to freely distribute their intellectual property is an inefficient use of the research community’s collective resources. MF3D is the first ever publicly available macaque avatar resource for the scientific research community.
A note on ‘uncanniness’¶
The ‘uncanny valley’ is a hypothesized psychological effect that postulates the relationship between an object’s resemblance to a ‘real’ animal (usually human) and the viewer’s emotional response to that object. Specifically, the hypothesis states that there is a proportional relationship between resemblance and positive emotional response, but a sudden dip (the ‘valley’) towards negative emotional response for objects that are almost life-like (such as a corpse, prosthesis, or animatronic robot).
The idea that macaque avatars may induce uncanniness in macaque observers was first explored by Steckenfinger & Ghazanfar (2009). By manipulating the resemblance of the visual stimuli to real animals (including both rendered and photographic images), and measuring subjects’ eye movements, the authors found that monkeys spent less time looking at face images of intermediate resemblance compared to photographs and unrealistic synthetic avatars. They concluded from this that their subjects did indeed experience an uncanny valley effect.
However, CGI and macaque avatars came a long way in the next decade and subsequent studies using newer avatars report conflicting results as to whether an uncanny valley effect actually exists in either humans or monkeys (Siebert et al., 2020; Wilson et al., 2020; Carp et al., 2022).
While the question of whether monkeys experience an uncanny valley type effect is important to researchers who seek to exploit the experimental control of virtual avatars in behavioral research with monkey subjects. However, for neuroscientists interested in how the macaque brain processes social information, the bar is much lower. ‘Face-selective’ neurons in macaque inferotemporal cortex will respond to a crude cartoon face composed of a circle with two eyes and a mouth, so it is clearly possible to address some questions about how the brain processes faces without the need for the subject to believe they are observing a real animal.
Virtual Reality: ethologically validity and experimental control¶
While the use of macaque avatars rendered in isolation is the logical extension of the traditional visual neuroscience approach, a major benefit of the flexibility provided by a digital avatar is the ability to embed it in more naturalistic virtual environments. This can take the form of either offline rendered film-like realistic scenes, or real-time rendered computer game-like scenes. These approaches offer the ability to address a range of research questions that it would not be possible to test using traditional video stimuli or real-life interactions between animals.