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. 2025 Mar 18;15:9287. doi: 10.1038/s41598-025-93036-y

The Oomplet dataset toolkit as a flexible and extensible system for large-scale, multi-category image generation

John P Kasarda 1, Angela Zhang 2, Hua Tong 2, Yuan Tan 2, Ruizi Wang 2, Timothy Verstynen 1,3,, Michael J Tarr 1,3,
PMCID: PMC11920083  PMID: 40102478

Abstract

The modern study of perceptual learning across humans, non-human animals, and artificial agents requires large-scale datasets with flexible, customizable, and controllable features for distinguishing between categories. To support this research, we developed the Oomplet Dataset Toolkit (ODT), an open-source, publicly available toolbox capable of generating 9.1 million unique visual stimuli across ten feature dimensions. Each stimulus is a cartoon-like humanoid character, termed an “Oomplet,” designed to be an instance within clearly defined visual categories that are engaging and suitable for use with diverse groups, including children. Experiments show that adults can use four to five of the ten dimensions as single classification criteria in simple perceptual discrimination tasks, underscoring the toolkit’s flexibility. With the ODT, researchers can dynamically generate large, novel stimulus sets to study perceptual learning across biological and artificial contexts.

Subject terms: Human behaviour, Computer science

Introduction

The use of computer-generated stimuli in psychometric studies of behavior has a rich history. In perhaps the first study to use “computer-graphics psychophysics”1, Shepard and Metzler used novel 3D objects “generated by digital computer and associated graphical output” to study mental simulations of physical actions (Fig. 1A)2. Since then, the art of visual stimulus creation has continued to be driven by advances in computer graphics. Salient examples include 3D “wire-frame” objects 3 (Fig. 1B) and 3D blob-like “amoebae” objects 4 (Fig. 1C). While these early studies relied on workstation-class computing and graphics, the advent of consumer level computer graphics tools running on desktop computers enabled a new generation of visual stimuli comprised of increasingly more complex and realistic novel objects. Helping drive this trend, beginning in the 1990’s, one of the collaborators on this project developed multiple, publicly accessible 5, complex visual stimulus datasets 6,7 – two notable examples of this work being the “Greebles” 8 (Fig. 1D) and the “Fribbles” 9 (Fig. 1E), both of which have been used in 100’s of psychophysical, cognitive science, cognitive neuroscience, and clinical studies. A recent and non-exhaustive list of other examples from the field includes “smoothies, spikies, and cubies” 10 (Fig. 1F), “Ziggerins” 11 (Fig. 1G), “digital embryos” 12 (Fig. 1H), the NOUN Database 13 (Fig. 1I), “Widgets” 14 (Fig. 1J), and “Sheinbugs” 15 (Fig. 1K), many of which emerged from collaborations within the Perceptual Expertise Network (PEN) 16.

Fig. 1.

Fig. 1

A brief history of computer generated stimuli for psychometric studies. Timeline not to scale. a) Shepard, R., et al. (1971); b) Poggio, T., et al. (1990); c) Bülthoff, H., et al. (1992); d) Gauthier, I., et al. (1997); e) Williams, P. (1997); f) Op de Beeck, H. P., et al. (2006); g) Wong, A. C.-N., et al. (2009); h) Hegdé, J., et al. (2012); i) Horst, J. S., et al. (2016); j) Lebaz, S., et al. (2020); k) Jones, T., et al. (2020).

Many of these visual datasets were created using a compositional approach in which individual parts from a dictionary were sampled and manually combined in different configurations to form complex objects 6,8,9,17. Critically, these datasets were created by hand, relying on 3D modeling skills rather than explicit algorithms 79. In contrast, a variety of other datasets were generated parametrically using varying values within mathematical functions to deform 3D shapes, define parts, and specify attachment points 3,4,10,12,18. One characteristic across almost all of these datasets has been the relatively low number of available stimuli and/or stimulus categories. While datasets with a broad dictionary of discrete parts potentially allowed for thousands of distinct novel stimuli and hundreds of categories, the selection of parts, placement in different configurations, and category boundaries is laborious, making large-scale stimulus generation ad hoc and time-consuming 7,9. Consequently, while the shape and configuration differences between parts enable the possibility of many different well-defined visual categories, the actual number of available categories is quite small – on the order of 10-20 at best. In contrast, visual datasets created through parametric variations allows for nearly an infinite number of different individual stimuli, but are often less suited to being organized into a large number of naturally-defined visual categories 3,4,10. That is, the shape and configural variations across different parameter values are metric, meaning that visual categories, while nominally definable, are not perceptually salient or aligned with how humans typically infer categorical boundaries 19.

Until recently, limitations in dataset size and variety did not hinder most human behavioral and neuroimaging experiments, which typically have relied on using small numbers of categories and stimuli. However, with the rise of artificial intelligence and the availability of large-scale datasets 20,21, the field has shifted toward using larger, more diverse datasets 22. This trend has enabled larger datasets 2325 and important new findings 2629, but these datasets often rely on internet-sourced images, mainly representing common objects and natural categories 20,21. Such datasets are not ideal for studying perceptual categorization, as participants’ prior experience with these categories is unknown and uncontrolled 8. Furthermore, many visual processes, such as developing invariance to variations within categories, are best studied using novel stimuli to avoid memory-based strategies that can obscure the learning process 30.

To address these limitations, we developed the Oomplet Dataset Toolkit (ODT), a tool designed to generate complex and novel stimuli by precisely controlling each component’s attributes and spatial arrangements. Using an extensive parts dictionary and contrastive part attributes, the ODT enables composing novel characters from distinct anthropomorphic features (e.g., arms, eyes, colors). Rather than allowing all components to occupy any position on the character, each component is restricted to a single role in each generated character image. As such, this reflects a form of compositional logic for character assembly31. At the same time, as implemented, compositionality in the ODT is limited to recombining which parts and attributes appear with one another. In contrast, human language (and some programming languages) often include more complex compositional structures (e.g., order or higher-order meaning). While not currently present in the ODT, relatively straightforward modifications (e.g., expanding the range of valid spatial positions for each part type) would enable a deeper compositional logic. Furthermore, the ODT quantitatively specifies spatial arrangements, allowing users to systematically alter parts within designated roles. Unlike previous compositional datasets such as Greebles 8 or Fribbles 9, which relied on manually positioned parts, the ODT’s controlled assembly requires less manual adjustment for natural-looking designs.

Novelty is a key characteristic of the stimuli created by the ODT. Although observers might use general knowledge of body plans and face structures to interpret each component, the specific attributes that define individual ODT instances and categories are entirely unique. As a result, prior experience does not assist participants in learning some examples or categories faster or more accurately than others. In contrast, datasets of familiar natural objects – such as faces or everyday objects – typically have category boundaries that are intuitively recognizable or already have been learned 19. Furthermore, individual experience with specific familiar categories impacts how they are processed and perceived  32,33. At the same time, the generic configuration of stimuli generated by the ODT is not entirely novel in that they follow a humanoid body plan and facial configuration. As such, Oomplets are not ideal stimuli for studies of face or body processing 34.

The ODT was created as a stand-alone component of an interactive virtual environment designed to look at the dynamics of cooperative learning, where one task involves learning complex perceptual discriminations. Within this context, our objectives in creating the ODT were as follows: 1) enable the generation of a millions of individual stimuli and a large number of categories; 2) enable the use of a large dictionary of reusable parts defined by a wide variety of visual dimensions (e.g., color, shape, orientation, spacing, etc.); 3) enable visually-salient conjunctions and disjunctions of parts so as to create well-defined categories and category hierarchies; 4) build a toolkit that is user controllable to enable automatic generation of stimuli, but with fine-grained user control over parts, part attributes, and categories; 5) build a toolkit that requires only standard end-user skills (e.g., no programming knowledge or artistic skills), but that is extensible for users with those skills. The ODT is unique in realizing these objectives, providing a powerful stimulus generation toolkit that allows users to create a large number of visually-defined natural categories with potentially hundreds of thousands of hierarchically-nested, individual exemplars per category. In this way the ODT has potential applications in the psychological, neuroscientific, and artificial intelligence domains.

Methods

The ODT is a user-friendly and customizable python-based pipeline for generating large sets of unique stimuli, “Oomplets,” and sorting them into hierarchically organized categories based on user-specified classification dimensions applied to the Oomplets’ visual features. The pipeline consists of two python scripts (generate.py and categorize.py) and 148 component images that are combined to create 9.1 million unique visual stimuli (Fig. 2). These scripts, component images, and other relevant files are available in a publicly accessible repository (https://doi.org/10.1184/R1/25813726.v1).

Fig. 2.

Fig. 2

An example Oomplet with each component and attribute.

Oomplet generation

Components

The components consist of images of various types of body parts or features to be used as references in creating individual Oomplets – humanoid candy stimuli. These images are stored as .png files in the subdirectories of the repository’s “Components” directory. Each individual Oomplet stimulus image is made up of instances from seven classes of component images (Fig. 2). Because some components provide more than one attribute, a total of ten different attributes are recorded in a JSON formatted identification (ID) file associated with each generated Oomplet.

Generate

The generate.py script consists of Python code that creates an Oomplet by selecting one file from each of the seven component directories and compiling these components into a complete Oomplet. To accomplish this, generate.py employs OpenCV’s35 image processing functionality to visually parse the components and re-draw them jointly onto a common image depicting the newly created Oomplet. When invoked, generate.py is passed a number of required and optional arguments that allow user control of customization, computational processing, and output location. Full documentation of the script arguments and their functions is available in the repository.

Each Oomplet is defined by the user along 10 attributes nested within the 7 classes of components. To create a unique individual Oomplet, the generate process selects a value for each attribute, where there are 2-4 possible values for each attribute that have been randomly ordered. As mentioned, generate.py captures these values and writes them into the associated JSON ID file. These ID files are what allows the pipeline to then sort the Oomplets into distinct visual categories using categorize.py.

Categorize

The categorize.py script consists of Python code that categorizes each Oomplet through a set of user-defined attribute criteria. The user specifies which attributes (a minimum of 1 and up to all 10 attributes) will be used to determine category membership. For each attribute, the user specifies the value of that attribute that helps define the category, where the complete category definition is the intersection of all 10 attribute values. As illustrated in Fig. 3, for each Oomplet that satisfies the criteria, categorize.py makes a copy of that Oomplet file and places it in automatically created output directories corresponding to Oomplets that match the criteria (“Match_[TIMESTAMP]”) and those that do not (“NoMatch_[TIMESTAMP]”). When invoked, categorize.py is passed a number of required and optional arguments that allow user control of input location, categorization criteria, and other customizations.

Fig. 3.

Fig. 3

The categorization pipeline. Dashed lines represent potential paths while solid lines represent executed paths for one example run of the pipeline.

Because categorization is based on a concatenation of values for each attribute, categorical boundaries can be along a single attribute or the intersection of many attributes. Additionally, a hierarchy may be created by running categorize.py multiple times (i.e., once to categorize all Oomplets with a common set of attribute values and then a second time to further sort Oomplets in one of the first sort categories based on a new set of attribute values).

Example

As a snapshot of the whole process, let us suppose that a stimulus is compiled by the generate.py script using the components <mouth,open,1.png> as reference. This stimulus would be recorded to have the attribute “open” for “mouth openness” in its ID file. The categorize.py script, when specified to look for images with closed mouths, would put this stimulus into the “NoMatch” sorting directory.

Usage notes

We provide detailed instructions to ensure bug-free usage of the Bit-or-Sweet pipeline. Start by completing the following steps to complete the initial setup of the stimulus generator.

Installation

  1. Clone the repository locally

  • % python —m venv venv

  • 2.

    Set up a Python virtual environment in the root directory

  • MacOS or Unix:

  • % source venv/bin/activate

  • Windows:

  • % venv\Scripts\activate

  • 4.

    Install all the requirements

  • % pip install —r requirements.txt

Implementation

Following installation, the generate.py script can be run from the command line. This is where users can specify any of the various options available to make their unique set of stimuli.

  • % python generate.py [—h] [—n N] [—p] [—c C] [—v] [—k] [—s S]

Options:

  • —h, ——help

    show this help message and exit

  • —n N

    number of candies to generate N (def: all combinations)

  • —p

    multiprocessing flag (def: off)

  • —c C

    max number of processes to spawn if multiprocessing (def: 4)

  • —v

    verbose (def: off)

  • —k

    keep existing files in output folder (def: off)

  • —s S

    seed value for randomly generated candies (def: 0)

The image and meta file output of this script will be located in the OompletToolkit/Output/Oomplets/ directory. Now, the categorize.py script may be run from the command line.

  • % python categorize.py [—h] [—d D] [—i I] [—k] [—a]

Options:

  • —h, ——help

    show this help message and exit

  • —d, ——def

    define your ‘bitter’ images (required)

  • —i, ——input

    name of the directory from which Oomplets will be sorted

  • —k

    keep existing files in output folders (def: off)

  • —a, ——any

    flags Oomplets with ANY of defining attributes as Match (def: off)

The categorize.py script was made to be easily customized. The-d option allows users to choose any number of non-contradicting attribute values to define their Match and NoMatch Oomplet groups. Attribute value specifications must be typed in the terminal exactly as shown in the list below.

  • ‘color_cool’, ‘color_warm’,

  • ‘shape_sharp’, ‘shape_mixed’, ‘shape_round’,

  • ‘lash_yes’, ‘lash_no’,

  • ‘wide_eyes’, ‘middle_eyes’, ‘narrow_eyes’,

  • ‘short_legs’, ‘middle_legs’, ‘long_legs’,

  • ‘feet_left’, ‘feet_right’, ‘feet_in’, ‘feet_out’,

  • ‘open_mouth’, ‘closed_mouth’,

  • ‘dots_pattern’, ‘stripes_pattern’,

  • ‘right_arm_down’, ‘right_arm_up’, ‘left_arm_down’, ‘left_arm_up’

Example

This section will show each step a user would take in order to generate a set of 200 images, and sort them based on their pattern and eye lashes, using a MacOS computer. First, the user needs to set up their virtual python environment.

  • % python —m venv venv

  • % source venv/bin/activate

  • % pip install —r requirements.txt

Next, the user must navigate to the Scripts/ProcessingScripts directory. From here, they will run the generation script using this command:

  • % python generate.py —n 200

The user has now created 200 unique images in the Output/Oomplets directory. Now, they must navigate to the Scripts/AnalysisScripts directory, where the categorization script is located. To sort the images based on their desired attributes, the user must use this command:

  • % python categorize.py —d stripes_pattern lash_no

Once the script has finished running, the user will now have two new directories. Each image that has a striped pattern, and eye lashes will be located in the Output/Match directory. All images that do not meet this requirement will be located in the Output/NoMatch directory.

Technical validation

In order to evaluate the perceptual discriminability of the different Oomplet attributes, we conducted a series of online studies using a forced choice discrimination task. We chose the eight most relevant attributes that can be used as binary classification boundaries and tested each attribute individually. In cases where attributes had more than two possible values (e.g., shape can be ’sharp’, ’mixed’, or ’round’), we only used the two most extreme values as the classification features (e.g., ’sharp’ and ’round’). Each experiment used its own set of roughly 40,000 unique Oomplets.

All study procedures were approved by the Carnegie Mellon University Institutional Review Board and informed consent was obtained prior to each participant starting the study. All experiments were performed in accordance with relevant guidelines and regulations.

Participants

Studies were hosted on Connect36 , CloudResearch’s online crowd-sourcing platform. We recruited 50 participants for each study. Participants were excluded from the final analysis if their responses were improperly submitted to the cloud server or if they responded to fewer than 50 trials. The final sample sizes per condition were: Shape (N = 50), Pattern (N = 48), Mouth Openness (N = 49), Leg Length (N = 50), Eye Lash (N = 43), Eye Separation (N = 50), Hue (N = 47), and Arm Orientation (N = 48). Individuals who reported being colorblind were excluded from recruitment. We did not collect or restrict recruitment along any demographic category.

Task

We built the eight single-task studies using Gorilla’s Experiment Builder (Task Builder 2)37, with each task reflecting a single attribute for the classification boundary. In the task, participants were presented with 300 Oomplets (presented to participants as “candies” in this study), one at a time, and were asked whether the Oomplet is Bitter (“f” key) or Sweet (“j” key). Trials were counterbalanced, assuring that 150 images of each type were always presented. The terms “bitter” and “sweet” were chosen to avoid bias towards any of the humanoid characteristics; the bitter and sweet sets were created using Match and NoMatch criteria in the set creation with categorize.py.

Each trial consisted of three distinct phases (see Fig. 4). The trial started with a fixation phase, where the participant was presented with a centrally presented cross to bring their attention to the middle of the screen. This phase lasted 200ms, after which the cross was removed. After 100ms, the stimulus was presented (stimulation phase) with the words “Bitter” (left) and “Sweet” (right) presented on either side of the Oomplet, along with the keyboard response associated with each choice. Participants were given 2000ms to respond. Responses occurring after 2000ms were not recorded. Key presses were also not recorded for the first 250ms following stimulus onset in order to avoid false start responses. Finally, during the feedback phase, participants were informed via icons as to whether their response was correct or incorrect. Importantly, participants were not given explicit instructions as to what attributes defined the two categories and had to simply rely on this feedback to learn the relevant category boundaries.

Fig. 4.

Fig. 4

The Stimulus display was shown to participants for at least 250 ms, and up to 2000ms. This display would transition early to the Feedback display when participants selected a response.

Analysis

To visualize how well each attribute could be detected as a classification dimension, we calculated two signal detection measures38. First, we estimated the Inline graphic for each participant as Inline graphic, where hits represents the true classification rate, and fa reflects the false alarm rate for incorrectly classifying a stimulus as sweet or bitter. The Inline graphic measure reflects the signal-to-noise ratio of the discrimination as standard deviations away from the noise distribution. The distribution of Inline graphic measures, across participants, was evaluated independently for each task. When participants had a perfect classification rate, we capped the Inline graphic value at 5.

In addition, we plotted the receiver operating characteristic (ROC) curve across tasks. This presents the joint distribution of fa and hits rates, and allows for visualizing when inter-subject responses vary along Inline graphic (reflecting consistent varying thresholds applied to the same signal-to-noise ratio) or criterion (reflecting varying signal-to-noise ratios along the same selection threshold).

In order to avoid any potential biases from stimulus characteristics (e.g., implicit assumptions on color to bitter/sweet mapping) in the resulting choices, we counterbalanced the bitter/sweet mapping across participants. Half of the participants would get one mapping and the remaining half the other. Task assignments were random without replacement, targeting 25 participants per group.

Results

Data records

We used the process described in the Methods section to generate roughly all 9 million possible unique Oomplets. The Oomplets and the code used to generate them are organized according to the TIER Protocol 4.0 directory architecture39 (Fig. 5). Oomplet images were then stored in PNG format, with transparent backgrounds. Additional scripts used to help with building the validation study are included in the Scripts directory.

Fig. 5.

Fig. 5

Directory architecture for the ODT. Light grey folders indicate standard TIER Protocol 4.0 directories that are unused.

Perceptual sensitivity analysis

Figure 6 shows the distribution of Inline graphic scores, across participants, for each attribute tested. Attributes are sorted from lowest to highest average Inline graphic and errorbars reflect the 95% confidence intervals. We see that the eye distance, leg length, arm orientation, and eye lash attributes are unreliable dimensions for classification, reflected by the fact that the confidence intervals overlap with zero. The mouth openness and texture pattern show a modest discriminability, with mean Inline graphic values of 0.873 and 1.046 respectively. However, we see that this comes with a high degree of variability across participants, with a somewhat bimodal distribution of individual scores. One mode of participants sits around zero, indicating lack of discriminability. The other mode has very high Inline graphic values ranging from 1 to almost 4. Finally, body shape and color had the strongest discriminability, with mean values of 2.040 and 2.301 respectively. For both of these attributes, the spread of individual Inline graphic values was fairly broad, with some participants hovering near zero and 2 participants maxing out at Inline graphic values of 5 (reflecting perfect performance).

Fig. 6.

Fig. 6

Left: D-Prime scores of all participants, across all experiments. Right: ROC curve including data from all eight experiments.

As an additional evaluation of participant performance, we also plotted the hit vs. false alarm rate for each participant in each task as an ROC curve. This allows for assessing the sensitivity of discrimination and response bias of each participant more clearly. We see two general patterns in these ROC plots, reflecting the general split between attributes with strong discriminability and those with weak perceptual discriminability. For attributes that had overall low Inline graphic scores, we see distributions of hit vs. false alarm rates centered near the unity diagonal, reflecting performance near chance. This suggests that those attributes have low signal-to-noise. In contrast, there is a separate, and somewhat orthogonal, cluster in the upper left portion of the plot that corresponds to attributes with high Inline graphic values. The direction of the distribution in this cluster reflects variation in the noise (and signal) distribution standard deviations, relative to a constant signal strength (i.e., Inline graphic). Thus the ROC plot for these features reveals that the primary source of between subject variance is simply variation in perceptual noise (e.g., the participant’s visual acuity), not the signal-to-noise separation itself.

Our technical validation reveals a wide range of perceptual discrimination abilities for human testers, both within and across attributes. Certain attributes are easier to use as classification boundaries than others. This allows for customizing the difficulty of perceptual classification depending on the experimenter’s needs.

Discussion

The Oomplet Dataset Toolkit (ODT) is a critical new tool for generating complex, novel visual stimuli through a controlled and generative process. The ODT enables the creation of large-scale datasets (millions of potential images) with engaging, compositional visual objects and categories, suitable for studying perceptual categorization in both biological (e.g., humans) and artificial agents (e.g., neural networks). Our technical validation demonstrates how different feature dimensions offer distinct levels of task complexity, guiding future experimental applications.

Flexibility is a key characteristic of the ODT. Because the toolkit allows for the generation of an extremely large number of categories, one can deploy a variety of heretofore challenging experimental paradigms. For example, examining how established mental representations of learned categories change when new categories – either more or less similar – are introduced could reveal how category structures adapt in response to new information. The generative nature of the ODT also allows the experimenter to flexibly adjust category relationships, adapting within an experiment based on how each category was initially learned or processed. This flexibility enables the ODT to fine-tune category boundaries or connections as new categories are introduced. The ODT’s flexibility also allows the generated category structure to mirror the complex overlapping relationships of real-world categories, enabling experimenters to examine multiple facets of category learning in a single study. By varying factors such as participant experience, diversity within categories, and distances between categories, researchers can use controlled generation and overlap of components to simulate realistic learning conditions. This latter point is particularly important for developing AI-based studies of human-like category learning in artificial systems. Modern neural networks require millions of training examples to achieve their high performance. While humans obviously learn from much less data, there are many reasons to mirror the structure of the categories used in experiments in both natural and artificial systems 40.

Along with flexibility, the ODT is extensible. First, although the ODT currently employs a dictionary of components with discrete values, the experimenter can introduce new parts through the creation of new component image files or increasing the number of levels per attribute. Users with some proficiency with Python can create new category boundaries by adding or altering the attribute tags associated with specific components and adapting our provided code accordingly. Likewise, users with some proficiency with art or computer graphics can create new components using existing attribute values, or, in tandem with the appropriate code modifications, can introduce new discrete or continuous attributes. For example, attributes could be varied in a continuous manner by building new components and attribute dictionaries or morphing between endpoints (e.g., continuous leg length values, body hues along a color gradient, or degree of mouth openness). These manipulations allow experimenters to identify perceptual boundaries that naturally emerge along specific feature dimensions or combinations of dimensions. By adjusting these dimensions, researchers could observe how boundaries form based on varying perceptual cues. Second, although the stimuli generated by the ODT are static, because of their humanoid appearance and compositional structure, it would relatively straightforward to animate them (e.g., using Spine software, <https://esotericsoftware.com/>). This opens up the possibility for dynamic attributes in combination with component parts or attributes.

Beyond its flexibility and extensibility, perhaps the ODT’s most critical value lies in its generative design, allowing for a well-defined and manipulable distance metric between components and attributes. This makes it a versatile tool for diverse experimental and modeling applications. In contrast to the large majority of prior datasets, out-of-the-box the ODT does not require significant artistic or programming skills and is fully extensible. The ODT is user-friendly and freely available, filling a gap in the field. Instead of relying on and living with the limitations of smaller image datasets or uncurated online images, the ODT enables researchers to create well-controlled, large-scale stimulus datasets for exploring category learning in both natural and artificial systems. No comparable toolkit offers such a customizable, precise, and open-source solution.

Acknowledgements

The authors would like to thank Michael Christel for his feedback and support. This work was sponsored, in part, by AFOSR/AFRL award FA9550-18-1-0251

Author contributions

MJT and TV conceived of the design of the project, oversaw completion of the project, and contributed to writing of this paper. AZ, HT, RW, and YT implemented the original Oomplet design and code generation. JPK contributed to designing and implementing the experimental tasks, including all data analysis, as well as leading the writing of the manuscript.

Data availability

The code and assets used in the ODT stimulus generation pipeline are available on KiltHub: (10.1184/R1/25813726.v1).

Declarations

Competing interests

The authors declare no competing interests.

Footnotes

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Contributor Information

Timothy Verstynen, Email: timothyv@andrew.cmu.edu.

Michael J. Tarr, Email: michaeltarr@cmu.edu

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Associated Data

This section collects any data citations, data availability statements, or supplementary materials included in this article.

Data Availability Statement

The code and assets used in the ODT stimulus generation pipeline are available on KiltHub: (10.1184/R1/25813726.v1).


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