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1.
To steer a course through the world, people are almost entirely dependent on visual information, of which a key component is optic flow. In many models of locomotion, heading is described as the fundamental control variable; however, it has also been shown that fixating points along or near one's future path could be the basis of an efficient control solution. Here, the authors aim to establish how well observers can pinpoint instantaneous heading and path, by measuring their accuracy when looking at these features while traveling along straight and curved paths. The results showed that observers could identify both heading and path accurately (approximately 3 degrees ) when traveling along straight paths, but on curved paths they were more accurate at identifying a point on their future path (approximately 5 degrees ) than indicating their instantaneous heading (approximately 13 degrees ). Furthermore, whereas participants could track changes in the tightness of their path, they were unable to accurately track the rate of change of heading. In light of these results, the authors suggest it is unlikely that heading is primarily used by the visual system to support active steering.  相似文献   

2.
A source of possible error in the design of many motor short-term memory studies- the effect of repeated testing of the same criterion positions- was evaluated together with a secondary factor, motivation. Using an arm-positioning task, three groups of five subjects, representing different motivational levels, were tested repeatedly on the same three test positions. Constant and variable error measures indicated significant effects of the repetition factor. Subjects became more accurate with repeated testing of the same positions as reflected by a positive shift in constant error in the direction of the criterion. There was an initial decrease and subjects' motivational level. The apparent assumption in prior studies, that presentations of intervening test items obviates a repetition effect, was clearly refuted. Thus, in many motor short-term memory studies, treatment effects have been inextricably mixed with the effects of repetition.  相似文献   

3.
When trying to move in a straight line to a target, participants produce movement paths that are slightly (but systematically) curved. Is this because perceived space is curved, or because the direction to the target is systematically misjudged? We used a simple model to investigate whether continuous use of an incorrect judgement of the direction to the target could explain the curvature. The model predicted the asymmetries that were found experimentally when moving across a background of radiating lines (the Hering illusion). The magnitude of the curvature in participants' movements was correlated with their sensitivity to the illusion when judging a moving dot's path, but not with their sensitivity when judging the straightness of a line. We conclude that a misjudgement of direction causes participants to perceive a straight path of a moving dot as curved and to produce curved movement paths.  相似文献   

4.
Walking without vision results in veering, an inability to maintain a straight path that has important consequences for blind pedestrians. In this study, the authors addressed whether the source of veering in the absence of visual and auditory feedback is better attributed to errors in perceptual encoding or undetected motor error. Three experiments had the following results: No significant differences in the shapes of veering trajectories were found between blind and blindfolded participants; accuracy in detecting curved walking paths was not correlated with simple measures of veering behavior; and explicit perceptual cues to initial walking direction did not reduce veering. The authors present a model that accounts for the major characteristics of participants' veering behavior by postulating 3 independent sources of undetected motor error: initial orientation, consistent biases in step direction, and, most important, variable error in individual steps.  相似文献   

5.
A vibrotactile N-back task was used to generate cognitive load while participants were guided along virtual paths without vision. As participants stepped in place, they moved along a virtual path of linear segments. Information was provided en route about the direction of the next turning point, by spatial language ("left," "right," or "straight") or virtual sound (i.e., the perceived azimuth of the sound indicated the target direction). The authors hypothesized that virtual sound, being processed at direct perceptual levels, would have lower load than even simple language commands, which require cognitive mediation. As predicted, whereas the guidance modes did not differ significantly in the no-load condition, participants showed shorter distance traveled and less time to complete a path when performing the N-back task while navigating with virtual sound as guidance. Virtual sound also produced better N-back performance than spatial language. By indicating the superiority of virtual sound for guidance when cognitive load is present, as is characteristic of everyday navigation, these results have implications for guidance systems for the visually impaired and others.  相似文献   

6.
Summary: When art quality varied for a set of figure drawings, judges were unable to differentiate hospitalized schizophrenic females from a matched nonpatient group. Both trained and naive judges erroneously tended to see drawings of low art quality as of patient origin, and drawings of high overall quality as of nonpatient origin. When art quality was held constant judges did slightly better than chance in differentiating the patient vs. nonpatient drawings. Psychologists were no more accurate than untrained judges. Results support the position that art quality of drawings influences judges' evaluations, and, in terms of the present investigation, represents a major source of error in drawing interpretation. Even when art quality was controlled, however, judges' rate of success was low, casting doubt on the status validity of the Draw-A-Person test (DAP).  相似文献   

7.
路径整合指通过自身运动信息对自身位置进行更新的过程。本研究使用头盔式虚拟现实系统和分段式迷宫, 在两个实验中检验在同样布局的外出路径上重复地进行路径完成任务是否会改善被试的反应表现。实验1中的外出路径具有相对较简单的空间布局, 实验结果表明, 男性和女性被试均在反应时、位置误差、角度误差上表现出了学习效应, 即第二次在同样空间布局的外出路径上进行路径完成任务时的表现比第一次有了显著的改善。实验2中的外出路径具有更复杂多样化的空间布局, 而实验结果表明, 男性和女性被试均在反应时和比例位置误差上表现出了学习效应, 但是路径更复杂时要求更多次数的重复才可以提高路径整合成绩。这些研究结果为路径整合能力训练的可行性提供了初步的实证依据。  相似文献   

8.
Full functional mobility requires adaptations, such as turning, to the basic straight locomotor pattern. The aim was to assess the mechanics of completing a complex turning manoeuvre. A full 3-dimensional kinematic and kinetic analysis of the ipsilateral limb was carried out during both straight gait and unconstrained turning through 90 degrees. 10 healthy university students participated. Analysis indicated that two distinctive substrategies of the spin turn-ipsilateral pivot and ipsilateral crossover-were employed. The ipsilateral pivot was the more dynamic turn and required two additional power phases at the ankle and hip to facilitate the pivot phase. The ipsilateral crossover uses a fall into the new direction. The spin turn is a more complex action than previously indicated.  相似文献   

9.
In three experiments, observers judged the apparent extents of spatial intervals along the surface of a curved cylinder or a flat plane that was binocularly viewed in a natural, indoor environment. The observers' judgments of surface lengths were precise and reliable but were also inaccurate and subject to relatively large constant errors. These distortions differed among the observers, but they tended to perceive lengths oriented along the curved dimension of the cylinder as being longer than physically equivalent lengths in the noncurved dimension. This phenomenon did not occur when the observers judged curved and noncurved paths on the flat surface. In addition, some observers' judgments of length were affected by changes in the distance to the cylinder, whereas others were affected by the cylinder's orientation in space. These results demonstrate that the perception of length on surfaces is highly dependent on the particular context in which the length occurs.  相似文献   

10.
Zhang H  Mou W  McNamara TP 《Cognition》2011,(3):419-429
Three experiments examined the role of reference directions in spatial updating. Participants briefly viewed an array of five objects. A non-egocentric reference direction was primed by placing a stick under two objects in the array at the time of learning. After a short interval, participants detected which object had been moved at a novel view that was caused by table rotation or by their own locomotion. The stick was removed at test. The results showed that detection of position change was better when an object not on the stick was moved than when an object on the stick was moved. Furthermore change detection was better in the observer locomotion condition than in the table rotation condition only when an object on the stick was moved but not when an object not on the stick was moved. These results indicated that when the reference direction was not accurately indicated in the test scene, detection of position change was impaired but this impairment was less in the observer locomotion condition. These results suggest that people not only represent objects’ locations with respect to a fixed reference direction but also represent and update their orientation according to the same reference direction, which can be used to recover the accurate reference direction and facilitate detection of position change when no accurate reference direction is presented in the test scene.  相似文献   

11.
In order to uncover processes in the acquisition of spatial representation, we tested voles, jirds, and mice in a dark grid maze—a relatively homogenous environment comprising 16 identical equispaced crossroads and similar choice of paths at each crossroad. The three species initially displayed a tendency to retrace sections of their recently traversed path, perhaps indicating exploration and learning of an unfamiliar environment by virtue of repetition. All three species displayed the same decision making at crossroads. They had an equal tendency to progress forward, turn sideways, or turn back to retrace their path upon the first arrival at each crossroad. Over repeated visits to the same crossroad, however, progressing forward increased along with a decrease in turning back, but there was no change in the incidence of turning sideways. It is suggested that progressing forward is easier than making turns, since the latter oblige the navigator to remember the location of turning in order to retrace or integrate the path and remain oriented. The incidence of turning sideways, in being more difficult than forward progression and retracing, yet necessary in a restricted maze space, did not change over repeated visits to crossroads. Altogether, decision making at a crossroad may be described as going straight ahead for simplicity, retracing a path to memorize it, or turning sideways at a constant rate. The present tests in the grid maze illustrate how tangible entities (crossroads, paths) are integrated during the early phase of acquiring an abstract representation (map) of the maze.  相似文献   

12.
The aim of this large-scale study was to find out which points along the contour of a shape are most salient and why. Many subjects (N=161) were asked to mark salient points on contour stimuli, derived from a large set of line drawings of everyday objects (N=260). The database of more than 200,000 marked points was analyzed extensively to test the hypothesis, first formulated by Attneave (1954), that curvature extrema are most salient. This hypothesis was confirmed by the data: Highly salient points are usually very close to strong curvature extrema (positive maxima and negative minima). However, perceptual saliency of points along the contour is determined by more factors than just local absolute curvature. This was confirmed by an extensive correlational analysis of perceptual saliency in relation to ten different stimulus factors. A point is more salient when the two line segments connecting it with its two neighboring salient points make a sharp turning angle and when the 2-D part defined by the triplet of salient points is less compact and sticks out more.  相似文献   

13.
The present study examined the relationship between directionality of drawing movements and the orientation of drawn products in right-handed adults and young children for 27 Japanese kindergartners and 29 Japanese university students who were asked to draw with each hand fishes in side view and circles from several starting points. Significant values of chi2 for distributions of frequencies of orientation of the fish drawings and the direction of circular drawing movement indicated that adult right-handers drawing the fish facing to the left tended to draw a circle clock-wise when they drew with the dominant hand, while there was no such significant relationship in young children's drawings. This result may suggest that the reading and writing habits may be implicated in the direction of drawing movements with the dominant hand, and this directional bias of drawing movement in the dominant hand can appear in the orientation of finished drawings.  相似文献   

14.
In the present study we wanted to determine why straight-ahead movements performed along one's mid-line are directionally more accurate than movements toward eccentric targets. We also wanted to determine whether the processes underlying this difference were the same in young children as in adults. Six-to-seven-year-old children and adults practiced a video-aiming task using different starting base and target combinations without vision of their ongoing movements. The results indicated that adults and children were directionally more accurate and less variable when pointing toward targets located straight ahead of the starting base rather than eccentric or concentric targets. This was true, regardless of whether the movement was performed along one's midline or not. These results suggest that angled movements are directionally less accurate than straight-ahead movements because of difficulty in defining the orientation of the appropriate movement vector in the workspace and/or in transforming it into appropriate motor commands. A kinematic analysis revealed large coefficients of direction and of extent variability early after movement initiation. However, these coefficients of variability were largely reduced by the occurrence of peak extent velocity, revealing that noise in initial movement planning was quickly reduced by on-line control processes. Finally, the results indicated largely similar planning and control processes for young children and adults.  相似文献   

15.
Two experiments explored how people create novel sentences referring to given entities presented either in line drawings or in nouns. The line drawings yielded more creative sentences than the words, both as rated by judges and objectively by a measure of the amount of information that the sentences conveyed. A hypothesis about the cognitive processes of creation predicted this result: Creativity depends on constraints. Line drawings of entities present more information about them than nouns denoting the same entities, and so the pictures provide more constraints than the nouns. Hence, line drawings yield more creative sentences than words.  相似文献   

16.
We examined the behavioral characteristics of reactive turning in hemiplegic stroke patients when they were informed of the turning direction just before turning was required at an unpredictable time. Eleven stroke patients and 20 healthy elderly control people were asked to initiate a turn as soon as a visual cue to inform them of the turning direction was activated unpredictably using a foot switch. Both the segmental reorientation and stepping type when turning 90° while walking were measured. The results indicated preserved segmental reorientation of the head and pelvis in stroke patients. Stroke patients showed delays in pelvic turning but not in head turning. Their delayed pelvic movement might be due to motor dysfunction and the time taken to ensure stability when deciding when to turn.  相似文献   

17.
Curvature discrimination of hand-sized doubly curved surfaces by means of static touch was investigated. Stimuli consisted of hyperbolical, cylindrical, elliptical and spherical surfaces of various curvatures. In the first experiment subjects had to discriminate the curvature along a specified orientation (the discrimination orientation) of a doubly curved surface from a flat surface. The curvature to be discriminated was oriented either along the middle finger or across the middle finger of the right hand. Independent of the shape of the surface, thresholds were found to be about 1.6 times smaller along the middle finger than across the middle finger. Discrimination biases were found to be strongly influenced by the shape of the surface; subjects judged a curvature to be more convex when the perpendicular curvature was convex than when this curvature was concave. With the results of the second experiment it could be ruled out that the influence of shape on curvature perception was simply due to a systematic error made by the subject regarding the discrimination orientation.  相似文献   

18.
Abstract

Behavioral studies consistently find that subjects move their hand along straight paths despite considerations that suggest reaches should be curved. Literature on this topic makes it clear that the experimentally displayed feedback influences how subjects reach. Could the standard visual feedback, a displayed cursor, explain the lack of path curvature in experimental results? To address this question, we conducted three experiments to examine reach behavior in the absence of the standard visual feedback. In the first experiment, we found significant increases in curvature as visual feedback was progressively extinguished across groups. A second experiment revealed that practiced reaches became curved after the standard visual feedback was removed. A final experiment found that subjects’ reaches made before and after a brief display of visual feedback were similar, indicating a preference for specific curved trajectories. Our results suggest that the consistently straight reaches often observed could be due to a bias to move the displayed cursor straight, which when removed reveal subject-specific preferences for reaches that are often curved.  相似文献   

19.
The goal-directed theory of imitation (GOADI) states that copying of action outcomes (e.g., turning a light switch) takes priority over imitation of the means by which those outcomes are achieved (e.g., choice of effector or grip). The object < effector < grip error pattern in the pen-and-cups task provides strong support for GOADI. Experiment 1 replicated this effect using video stimuli. Experiment 2 showed that shifting the color cue from objects to effectors makes imitation of effector selection more accurate than imitation of object and grip selection. Experiment 3 replicated this result when participants were required to describe actions. Experiment 4 indicated that, when participants are imitating and describing actions, enhancing grip discriminability makes grip selection the most accurately executed component of the task. Consistent with theories that hypothesize that imitation relies on task-general mechanisms (e.g., the associative sequence learning model, ideomotor theory), these findings suggest that imitation is no more or less goal directed than other tasks involving action observation.  相似文献   

20.
Beaudot WH  Mullen KT 《Perception》2001,30(7):833-853
We investigated the temporal properties of the red - green, blue-yellow, and luminance mechanisms in a contour-integration task which required the linking of orientation across space to detect a 'path'. Reaction times were obtained for simple detection of the stimulus regardless of the presence of a path, and for path detection measured by a yes/no procedure with path and no-path stimuli randomly presented. Additional processing times for contour integration were calculated as the difference between reaction times for simple stimulus detection and path detection, and were measured as a function of stimulus contrast for straight and curved paths. We found that processing time shows effects not apparent in choice reaction-time measurements. (i) Processing time for curved paths is longer than for straight paths. (ii) For straight paths, the achromatic mechanism is faster than the two chromatic ones, with no difference between the red-green and blue-yellow mechanisms. For curved paths there is no difference in processing time between mechanisms. (iii) The extra processing time required to detect curved compared to straight paths is longest for the achromatic mechanism, and similar for the red - green and blue-yellow mechanisms. (iv) Detection of the absence of a path requires at least 50 ms of additional time independently of chromaticity, contrast, and path curvature. The significance of these differences and similarities between postreceptoral mechanisms is discussed.  相似文献   

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